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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bleem</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bleem"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Bleem"/>
		<updated>2026-05-05T15:45:36Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Dogroth_Caldera&amp;diff=14436</id>
		<title>Dogroth Caldera</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Dogroth_Caldera&amp;diff=14436"/>
				<updated>2017-07-02T23:03:12Z</updated>
		
		<summary type="html">&lt;p&gt;Bleem: Add message &amp;quot;You feel a tremor in the ground for a few seconds and it disappears...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{zone&lt;br /&gt;
|name=Dogroth Caldera&lt;br /&gt;
|guardian=[[Mindworm]]&lt;br /&gt;
|floors=2&lt;br /&gt;
|min_level=25&lt;br /&gt;
|max_level=35&lt;br /&gt;
|min_ilevel=3&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Dogroth Caldera (a.k.a. Noxious Caldera) appears on the main wilderness map of [[Maj'Eyal]] at character level 20 or higher, but not in all games. There is a 30% chance of the event occurring, unless you are a [[Yeek]], in which case there is a 100% chance. A dialog &amp;quot;You feel a tremor in the ground for a few seconds and it disappears...&amp;quot; indicates this zone's appearance.&lt;br /&gt;
&lt;br /&gt;
The first level features a winding tunnel which leads eastward. There is a timer counting down 600 game turns. If this timer reaches 0 you enter a soft dream. If you complete the objectives within the dream successfully, you will return to the Caldera with a reset timer. If you fail your objectives and die within the dream, you will still return to the Caldera but will suffer damage equal to 2/3 of your current life. This damage can be absorbed by damage shields.&lt;br /&gt;
&lt;br /&gt;
The second level has a timer counting down 60 turns. This timer does the same thing as the previous one. The level is roughly circular in shape; you begin on the western edge. On the eastern edge, there is an altar of dreams, and a boss named [[Mindworm]]. Due to the danger of failing a dream while fighting in the Caldera, it can be useful to wait out the timer in safety, quickly fail it on purpose, then heal up and engage the next group of enemies before the timer counts down again.&lt;br /&gt;
&lt;br /&gt;
'''''If you kill the Mindworm, the timer stops ticking. You can still have dreams by using the altar, allowing you to unlock Solipsist without risk.'''''&lt;br /&gt;
&lt;br /&gt;
These dreams do not give any rewards for your current character, but they are necessary for the [[Solipsist]] class [[unlock]]. It is therefore beneficial for a player who already has unlocked Solipsists to kill the Mindworm quickly, thus reducing risk and saving time.&lt;br /&gt;
&lt;br /&gt;
==Dreams==&lt;br /&gt;
To unlock Solipsists, you need to complete two different dreams: the dream of loss (sometimes called the wife dream or lost man dream) and the dream of vulnerability (sometimes called the mouse dream). Tips for both dreams are below.&lt;br /&gt;
&lt;br /&gt;
As soon as you successfully complete both dreams, you will get the [[achievement]] and the unlock. It is then recommended to kill Mindworm, since he drops boss quality loot.&lt;br /&gt;
&lt;br /&gt;
===Wife Dream===&lt;br /&gt;
The wife dream has you taking control of the &amp;quot;Lost man&amp;quot;. The objectives of the dream is to talk to the different yeeks in the rooms. All but one of them will transform into ghouls, which you have to kill. To do so, you must use the &amp;quot;Dreamstones&amp;quot; scattered among the rooms. These heal you for about 100HP. Hit an enemy until you are low, run to a stone, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
Eventually you will find your wife, represented by an orc broodmother sprite. The same tactics apply to her. After you have slain her, step through the portal to return to the Caldera.&lt;br /&gt;
&lt;br /&gt;
The lost man starts out with three unassigned stat points, which you can assign by pressing 'p'. Additional points in strength will increase your damage and end the fights quicker.&lt;br /&gt;
&lt;br /&gt;
As of version 1.2.3, this dream can become bugged with no broodmother spawning, and thus no exit. If speaking to a Yeek results in it disappearing into thin air, then the dream is likely to be bugged. In this case, you may bind a hotkey to your melee attack and punch yourself to death to exit the dream.&lt;br /&gt;
&lt;br /&gt;
===Mouse Dream===&lt;br /&gt;
The mouse dream is far more difficult; it has you taking control over the &amp;quot;frail mouse&amp;quot;. The objective of the dream is to escape to the exit portal, most commonly found in the lower right corner but sometimes on the far right bottom corner.&lt;br /&gt;
&lt;br /&gt;
The mouse starts out with three unassigned stat points, which you can assign by pressing 'p'. Putting all three points into Con is a huge help; it more than doubles your hit points, allowing you to take a couple of unlucky hits from cats before dying.&lt;br /&gt;
&lt;br /&gt;
While exploring, keep an eye out for mouse holes. These look like trails through the woods (similar to the [[Old Forest]] or [[Trollmire]]'s entrances) but can be hard to make out due to the dream distortions. Stepping on a mouse hole will teleport you to the other side, leaving any cats behind and (usually) allowing a moment of peace to re-stealth and rest up your cooldowns.&lt;br /&gt;
&lt;br /&gt;
Your rodent's success depends upon repeated successful disengagements. Start out by activating Stealth and scouting your surroundings, turning back IMMEDIATELY when you encounter a cat in your path. Once you've evaluated your predators' locations and have as much of the map revealed as you safely can, you can get to work baiting the cats out of your way. To do this, remain stealthed in front of a cat at medium to long range until it notices your position and starts walking towards you. Next, lure the cat 3-7 tiles deep into a dead end (or pathway you no longer need). When the cat is close enough to attack you, pop Evasion and reposition yourself so that you are within 7 tiles of the pathway you want to exit towards. Finally, activate Hide in Plain Sight to lose the cat's focus, then Leap towards the corner of your escape path and walk out of the cat's vision range as quickly as possible (usually about 2 turns). Done properly, you will consistently move cats out of your way with minimal risk.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.0 glitch ('''Spoiler Alert'''):&lt;br /&gt;
*If you manually save your game within a dream and are not standing in the tile your Lost Man/Mouse originally spawned, your main adventurer will magically appear in your original spawn location. Your adventurer cannot be controlled, move, or use abilities, but they will use basic attacks against anything that attacks them. In the mouse dream, you may outright kill the level 1 cats by dragging them into your adventurer, which may be useful if your starting location is considerably hostile.&lt;/div&gt;</summary>
		<author><name>Bleem</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruins_of_Kor%27Pul&amp;diff=14434</id>
		<title>Ruins of Kor'Pul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruins_of_Kor%27Pul&amp;diff=14434"/>
				<updated>2017-06-19T01:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bleem: Add Possessed hyperlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Ruins of Kor'Pul&lt;br /&gt;
|guardian=&amp;lt;span&amp;gt;&lt;br /&gt;
* [[The Shade]] or [[The Possessed]]&lt;br /&gt;
* [[Kor's Fury]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=50&lt;br /&gt;
|height = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The ruins of Kor'Pul are a first-tier zone in the northern region of [[Maj'Eyal]], between [[Derth]] and the mountain pass leading to the frozen north.&lt;br /&gt;
&lt;br /&gt;
It has a &amp;quot;dungeon&amp;quot; layout, with darkened corridors connecting rooms that may be lit or dark. It is inhabited by rodents and weak undead.&lt;br /&gt;
&lt;br /&gt;
Its boss is [[The Shade]], a spellcasting undead, who always appears in a special predefined room in the southern part of the third level.&lt;br /&gt;
&lt;br /&gt;
In the alternate zone layout, The Shade has been killed by a gang of bandits but their leader was [[The Possessed|possessed]].&lt;br /&gt;
&lt;br /&gt;
Kor'Pul may have 4 kinds of [[vaults]]: circle, amon sul crypt, rat nest, and skeleton mage cabal.&lt;br /&gt;
&lt;br /&gt;
After returning from the Far East, the [[backup guardian]] is [[Kor's Fury]], yet another undead. This guy just doesn't know when to quit.&lt;br /&gt;
&lt;br /&gt;
The material level range is 1-2 (or 3-4 after returning from the Far East).&lt;/div&gt;</summary>
		<author><name>Bleem</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Sher%27Tul_Fortress&amp;diff=14433</id>
		<title>Sher'Tul Fortress</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Sher%27Tul_Fortress&amp;diff=14433"/>
				<updated>2017-06-18T20:52:38Z</updated>
		
		<summary type="html">&lt;p&gt;Bleem: s/Secrets/Mysteries/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
{{zone&lt;br /&gt;
|name=Sher'Tul Fortress&lt;br /&gt;
|guardian=[[Weirdling Beast]]&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=18&lt;br /&gt;
|max_level=25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sher'Tul Fortress''' is the name of a quest, which involves the discovery and claiming of Yiilkgur, a [[Sher'Tul]] fortress.&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Sher'tul Fortress is initially found at the bottom of the [[Lake of Nur]], and later can be accessed from a portal southeast of [[Derth]], in a corridor flanked on one side by forests and on the other side by mountains.&lt;br /&gt;
&lt;br /&gt;
When you first enter the Sher'tul Fortress, you are in a small cul-de-sac and must defeat the [[Weirdling Beast]], a difficult boss with healing, damaging spells, decent melee and the ability to turn off your sustains. After the Weirdling Beast dies, the locked door behind it opens and the stairs up to Lake Nur 3 disappear. Because the Sher'tul Fortress has no material limits, it is possible (but unlikely) for the Beast to drop very powerful equipment such as voratun weapons or drakeskin armor.&lt;br /&gt;
&lt;br /&gt;
==The Fortress==&lt;br /&gt;
The rest of the fortress is divided into 5 main parts. The entrance/exit portals are just past the door. Beyond that is the main room which contains the Control Orb, which can be used to take possession of the fortress, and the Butler who can tell you about the fortress. To the south is the storage room; items dropped in this area are automatically sorted by type (items dropped anywhere in the zone will not decay.) To the north is the Training Facility (initially locked) and the Library of Lost Mysteries, which may be accessed to read all the [[:Category:Lore|lore]] that any character you have played has ever come across. Further east is the [[Farportal]] room, which is initially locked.&lt;br /&gt;
&lt;br /&gt;
Gaining control of the fortress and talking to the butler lets you have the [[Transmogrification Chest]], or, if you have already [[unlock]]ed the Chest for starting characters, hooks yours up to the Fortress's systems. From then on, any item you transmogrify will gain you a certain amount of fortress energy.&lt;br /&gt;
&lt;br /&gt;
If you are a donator, then you may also use the [[items vault]] which is attached to the storage chamber.  This allows you to transfer some items between your different saved games.&lt;br /&gt;
&lt;br /&gt;
If you bought the game from an Indie Royale bundle (and activated the addon that was distributed with that version), then each character that reaches the fortress can ask the butler for one [[Royal Items|Royal Item]] out of a selection of six.&lt;br /&gt;
&lt;br /&gt;
==Fortress Energy==&lt;br /&gt;
Once you have 15 energy, you will be asked to return to the Fortress, to pay 15 energy to upgrade your [[Rod of Recall]] to recall you to the Fortress instead of the worldmap. When exiting the Fortress, if you used the Rod to get in, you will be returned to the world map just outside the zone you recalled from. This is the only way you can access your stored items in the Fortress while you are in the [[Far East]] (until you have built the portals to allow transportation between the continents).&lt;br /&gt;
&lt;br /&gt;
Once you have 45 energy, you will be asked to return to the Fortress, and the door to the Farportal room will be unlocked (for no energy cost). This room will contain a horror with talents from a random class, and the Exploratory Farportal. You can pay 30 energy to enter the Farportal, which takes you to a randomly generated zone with random enemies and a random (very dangerous) boss at the end.  You may enter the Farportal as many times as you like, so long as you have enough energy.&lt;br /&gt;
&lt;br /&gt;
You can pay 50 energy to unlock the door to the Training Facility room. This room allows you to spawn training dummies on which you can test your combat abilities.&lt;br /&gt;
&lt;br /&gt;
You can pay 60 energy to alter the butler's appearance.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] characters may spend 10 energy to make the effect of [[Cloak of Deception]] permanent, freeing their cloak slot.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]]s (or other characters with {{t|Extract Gems}}) may spend 25 energy to upgrade the [[Transmogrification Chest]] to automatically extract gems and then transmogrify the gems, substantially increasing the profits/energy gained without having to manually extract gems every level change.&lt;/div&gt;</summary>
		<author><name>Bleem</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Bleem&amp;diff=14432</id>
		<title>User:Bleem</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Bleem&amp;diff=14432"/>
				<updated>2017-06-17T21:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;Bleem: Created page with &amp;quot;Hi! I fix typos.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! I fix typos.&lt;/div&gt;</summary>
		<author><name>Bleem</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Source_Setup&amp;diff=14431</id>
		<title>Source Setup</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Source_Setup&amp;diff=14431"/>
				<updated>2017-06-17T21:21:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bleem: Remove subversion inclusion note (doesn't apply anymore)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can access the official ToME source code using Git.  (Note: the official source repository was in Subversion until June 7, 2013.)&lt;br /&gt;
&lt;br /&gt;
== Git ==&lt;br /&gt;
&lt;br /&gt;
The Git repository is available at http://git.net-core.org/groups/tome read-only to everyone.&lt;br /&gt;
&lt;br /&gt;
In Linux/Unix, after installing Git:&lt;br /&gt;
 git clone http://git.net-core.org/tome/t-engine4.git&lt;br /&gt;
&lt;br /&gt;
This will create a directory named '''t-engine4''' inside the current working directory.&lt;br /&gt;
&lt;br /&gt;
If you need a Git client for Windows, you can download [https://code.google.com/p/tortoisegit/ TortoiseGit] or [http://www.sourcetreeapp.com/ SourceTree].&lt;br /&gt;
&lt;br /&gt;
=== Git Basics ===&lt;br /&gt;
&lt;br /&gt;
A local Git repository is a complete mirror of the &amp;quot;origin&amp;quot; repository.  It includes every revision of every file, all the commit messages, and so on.&lt;br /&gt;
&lt;br /&gt;
If you're only going to retrieve changes from DarkGod's repository, and never make any changes of your own, then you can get by with the following commands:&lt;br /&gt;
&lt;br /&gt;
* Retrieve all new changes:&lt;br /&gt;
 git fetch origin&lt;br /&gt;
* Review the changes before applying them:&lt;br /&gt;
 git log -p HEAD...origin&lt;br /&gt;
* Apply the changes to your local working directory:&lt;br /&gt;
 git merge origin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Git (Mirror) ==&lt;br /&gt;
&lt;br /&gt;
The original Git repository is restored (updates every 10m) and is available from http://git.develz.org/.&lt;/div&gt;</summary>
		<author><name>Bleem</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Telepathy&amp;diff=9939</id>
		<title>Telepathy</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Telepathy&amp;diff=9939"/>
				<updated>2016-01-05T23:55:52Z</updated>
		
		<summary type="html">&lt;p&gt;Bleem: Redirect 'Telepathy' to the section in 'Vision'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Vision#Telepathy]]&lt;/div&gt;</summary>
		<author><name>Bleem</name></author>	</entry>

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