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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Captaintrips</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-05-05T19:55:45Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=2593</id>
		<title>Tales of Maj'Eyal Wiki</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=2593"/>
				<updated>2013-04-13T12:15:30Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Tales of Maj'Eyal 4 (aka ToME 4) is an RPG Roguelike game, written as a module that runs in T-Engine 4.0. Download t-engine and tome for a myriad of Operating Systems from http://www.te4.org/download&lt;br /&gt;
&lt;br /&gt;
[[T-Engine 4]] is the reboot and complete rewrite of T-Engine, released in beta form on May 11, 2010.&lt;br /&gt;
----&lt;br /&gt;
* [[tome history|History of ToME]]&lt;br /&gt;
* [[tome faq|Frequently Asked Questions]]&lt;br /&gt;
* [[tome glossary|Glossary of terms in ToME]]&lt;br /&gt;
 &lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Character Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Classes]]&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Talents]]&lt;br /&gt;
* [[Prodigies]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Backup Guardians]]&lt;br /&gt;
* [[Bosses]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Quests]]&lt;br /&gt;
* [[Unlockables]]&lt;br /&gt;
* [[Vaults]]&lt;br /&gt;
* [[Zones]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Mechanics&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Character sheet]]: power, damage, saves, armor&lt;br /&gt;
* [[Combat Damage]]&lt;br /&gt;
* [[Effects]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[egos|Ego Items and their Effects]]&lt;br /&gt;
* [[Inscriptions|Infusions and Runes]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Items&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Artifacts]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* [[Items|Full List of all Items]]&lt;br /&gt;
* [[Materials|Item materials]]&lt;br /&gt;
* [[Mindstars]]&lt;br /&gt;
* [[item sets|Item sets]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Development&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Lua|Lua: The language of ToME4]]&lt;br /&gt;
* [[Addons]]&lt;br /&gt;
** [[Hooks|Hooks and what they do]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
* [[Debugging]]&lt;br /&gt;
* [[Source Setup]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Hooks&amp;diff=2592</id>
		<title>Hooks</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Hooks&amp;diff=2592"/>
				<updated>2013-04-13T12:10:32Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Courtesy of HousePet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
For addons, hooks are a way of causing certain code to be triggered by events happening in the game.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are all used the same way, with &amp;quot;ToME:load&amp;quot; being replaced with the actual hook name:&lt;br /&gt;
&lt;br /&gt;
 class:bindHook(&amp;quot;ToME:load&amp;quot;, function(self, data)&lt;br /&gt;
 your code&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
If the hook function has any arguments, they are accessed through the data variable like data.argumentname .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a list of hooks currently available for addon creators and what they do.&lt;br /&gt;
&lt;br /&gt;
'''ToME:load'''&lt;br /&gt;
Triggers when ToME loads up.  Used to load an addons files into the game.  Must be included in every addon or the addon will not work!&lt;br /&gt;
There are a few important functions you'll want to trigger to make the magic happen.&lt;br /&gt;
&lt;br /&gt;
''Birther:loadDefinition'' will load a new race or class&lt;br /&gt;
''ActorTalents:loadDefinition'' will load new talents for your new race, class, or monster to use&lt;br /&gt;
''DamageType:loadDefinition'' will load new damage types for your talents to use&lt;br /&gt;
''ActorTemporaryEffects:loadDefinition'' will load new temporary effect, bad or good, to be used by talents and damage types&lt;br /&gt;
''WorldAchievements:loadDefinition'' loads new achievement.  Not commonly used in addons&lt;br /&gt;
''PlayerLore:loadDefinition'' adds new lore to be collected by the player.  Not commonly used in addons&lt;br /&gt;
''PartyIngredients:loadDefinition'' loads new ingredients to be collected by the player for reciptes.  Not commonly used in addons.&lt;br /&gt;
&lt;br /&gt;
So for example if we want a new class called &amp;quot;Pilgrim&amp;quot; with it's own unique talents, but no new damage types or effects, we could load it like so.&lt;br /&gt;
&lt;br /&gt;
 class:bindHook(&amp;quot;ToME:load&amp;quot;, function(self, data)&lt;br /&gt;
 ActorTalents:loadDefinition(&amp;quot;/data-classpack/talents/techniques/techniques-pilgrim.lua&amp;quot;)&lt;br /&gt;
 Birther:loadDefinition(&amp;quot;/data-classpack/birth/pilgrim.lua&amp;quot;)&lt;br /&gt;
 end)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Hooks:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chat:Talkbox:command'''&lt;br /&gt;
&lt;br /&gt;
\dialogs\Talkbox.lua\okclick&lt;br /&gt;
&lt;br /&gt;
data = { command=command, params=params, talkbox=self}&lt;br /&gt;
&lt;br /&gt;
Allows the addition of new chat commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Entity:loadList'''&lt;br /&gt;
&lt;br /&gt;
\Entity.lua\loadList&lt;br /&gt;
&lt;br /&gt;
data = { file=file, no_default=no_default, res=res, mod=mod, loaded=loaded}&lt;br /&gt;
&lt;br /&gt;
Useful for adding new entries into a list file, without overwriting it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MapGeneratorStatic:subgenRegister'''&lt;br /&gt;
&lt;br /&gt;
\generator\map\Static.lua\generate&lt;br /&gt;
&lt;br /&gt;
data = { mapfile=self.data.map, list=self.subgen}&lt;br /&gt;
&lt;br /&gt;
Something for adding in new things to map generation?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Module Hooks:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor:actBase:Effects'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Actor.lua\actBase&lt;br /&gt;
&lt;br /&gt;
data = { }&lt;br /&gt;
&lt;br /&gt;
Triggers when the actor does anything. Useful for anything with a constant effect. self is the actor doing the action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor:move'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Actor.lua\move&lt;br /&gt;
&lt;br /&gt;
data = { moved=moved, force=force, ox=ox, oy=oy}&lt;br /&gt;
&lt;br /&gt;
Triggers when an actor moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor:takeHit'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Actor.lua\onTakeHit&lt;br /&gt;
&lt;br /&gt;
data = { value=value, src=src}&lt;br /&gt;
&lt;br /&gt;
Triggers when an actor is hit by something. It's useful mostly for talents and effects that alter or avoid damage being recieved on a particular actor. self in this case is the thing being hit. data.value &lt;br /&gt;
contains the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor:preUseTalent'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Actor.lua\preUseTalent&lt;br /&gt;
&lt;br /&gt;
data = { t=ab, silent=silent, fale=fake}&lt;br /&gt;
&lt;br /&gt;
Triggers whenever an actor tries to use a talent, but before the talent is run. Useful for new resources or failure effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor:postUseTalent'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Actor.lua\postUseTalent&lt;br /&gt;
&lt;br /&gt;
data = { t=ab, ret=ret, trigger=trigger}&lt;br /&gt;
&lt;br /&gt;
Triggers after an actor successfully uses a talent. Useful for new resources types. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor:getTalentFullDescription:ressources'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Actor.lua\getTalentFullDescription&lt;br /&gt;
&lt;br /&gt;
data = {str=d, t=t, addlevel=addlevel, config=config, fake_mastery=fake_mastery}&lt;br /&gt;
&lt;br /&gt;
This is where you add code to make your new resource display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor:getTalentFullDescription'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Actor.lua\getTalentFullDescription&lt;br /&gt;
&lt;br /&gt;
data = { str=d, t=t, addlevel=addlevel, config=config, fake_mastery=fake_mastery}&lt;br /&gt;
&lt;br /&gt;
Let's you add something else just above the talent description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToME:run'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Game.lua\run&lt;br /&gt;
&lt;br /&gt;
data = { }&lt;br /&gt;
&lt;br /&gt;
See ToME run. Run ToME run! Inserts code before the module starts running.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Game:alterGameMenu'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Game.lua\setupCommands&lt;br /&gt;
&lt;br /&gt;
data = { menu=l, unregister=function() self:unregisterDialog(menu) end}&lt;br /&gt;
&lt;br /&gt;
Allows editing of the escape menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat:archeryAcquire'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\interface\Archery.lua\archeryAcquireTargets&lt;br /&gt;
&lt;br /&gt;
data = { tg=tg, params=params, weapon=weapon, ammo=a}&lt;br /&gt;
&lt;br /&gt;
Similar to Combat:attackTarget but with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat:archeryHit'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\interface\Archery.lua\archery_projectile&lt;br /&gt;
&lt;br /&gt;
data = { hitted=hitted, target=target, weapon=weapon, ammo=ammo, damtype=damtype, mult=mult, dam=dam}&lt;br /&gt;
&lt;br /&gt;
Triggers when a projectile hits an actor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat:attackTarget'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\interface\Combat.lua\attackTarget&lt;br /&gt;
&lt;br /&gt;
data = { target=target, damtype=damtype, mult=mult, noenergy=noenergy}&lt;br /&gt;
&lt;br /&gt;
Triggers when the actor starts to attack but before anything actually happens to weapons are taken into account. Useful for effects that prevent attacking. self is the actor trying to attack, data.target is his &lt;br /&gt;
target, data.damtype is the damage type being applied. Return false to cancel the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat:attackTargetWith'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\interface\Combat.lua\attackTargetWith&lt;br /&gt;
&lt;br /&gt;
data = { hitted=hitted, crit=crit, target=target, weapon=weapon, damtype=damtype, mult=mult, dam=dam}&lt;br /&gt;
&lt;br /&gt;
Triggers when the actor makes an attack after the weapon and whether it hits or not has been taken into account. Useful for just about any effect or skill that triggers on attack. self is the actor attacking, &lt;br /&gt;
data.target is the target being hit, data.hitted is whether or not the attack hit the target, and data.dam, data.damtype, and data.weapon should be self-evident.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToME:PlayerDumpJSON'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\interface\PlayerDumpJSON.lua\dumpToJSON&lt;br /&gt;
&lt;br /&gt;
data = { title=title, js=js, tags=tags}&lt;br /&gt;
&lt;br /&gt;
I'm guessing its for appending something to the character data before it is sent to the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Object:descCombat'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Object.lua\getTextualDesc&lt;br /&gt;
&lt;br /&gt;
data = { compare_with=compare_with, compare_fields=compare_fields, compare_table_fields=compare_table_fields, desc=desc, combat=combat}&lt;br /&gt;
&lt;br /&gt;
Useful for editing the combat stats in an objects tooltips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Object:descWielder'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Object.lua\getTextualDesc&lt;br /&gt;
&lt;br /&gt;
data = { compare_with=compare_with, compare_fields=compare_fields, compare_table_fields=compare_table_fields, desc=desc, w=w}&lt;br /&gt;
&lt;br /&gt;
Useful for editing the weilder stats in an objects tooltips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Object:descMisc'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Object.lua\getTextualDesc&lt;br /&gt;
&lt;br /&gt;
data = { compare_with=compare_with, compare_fields=compare_fields, compare_table_fields=compare_table_fields, desc=desc, object=self}&lt;br /&gt;
&lt;br /&gt;
Should you want to add anything right at the bottom of an items tooltip, this hook is for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Object:descPowerSource'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\Object.lua\getDesc&lt;br /&gt;
&lt;br /&gt;
data = { desc=desc, object=self}&lt;br /&gt;
&lt;br /&gt;
Want to add in new power sources? Use this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''UISet:Minimalist:saveSettings'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\uiset\Minimalist.lua\saveSettings&lt;br /&gt;
&lt;br /&gt;
data = { lines=lines}&lt;br /&gt;
&lt;br /&gt;
Not sure, could be for adding framework for dealing with new settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''UISet:Minimalist:Resources'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\uiset\Minimalist.lua\displayResources&lt;br /&gt;
&lt;br /&gt;
data = { a=a, player=player, x=x, y=y, bx=bx, by=by, orient=orient, scale=scale}&lt;br /&gt;
&lt;br /&gt;
Use for adding new resource bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''UISet:Minimalist:Toolbar'''&lt;br /&gt;
&lt;br /&gt;
\mod\class\uiset\Minimalist.lua\displayToolbar&lt;br /&gt;
&lt;br /&gt;
data = { x=x, y=y, bx=bx, by=by, orient=orient, scale=scale, tb_bg=tb_bg}&lt;br /&gt;
&lt;br /&gt;
Something for hooking code into the display of the toolbar. For what end, I have no idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DebugMain:use'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\debug\DebugMain.lua\use&lt;br /&gt;
&lt;br /&gt;
data = { act=act}&lt;br /&gt;
&lt;br /&gt;
Use to code new debug commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DebugMain:generate'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\debug\DebugMain.lua\generateList&lt;br /&gt;
&lt;br /&gt;
data = { menu=list}&lt;br /&gt;
&lt;br /&gt;
Use to add new commands to the debug menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DonationDialog:features'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\Donation.lua\init&lt;br /&gt;
&lt;br /&gt;
data = { list=donation_features}&lt;br /&gt;
&lt;br /&gt;
Use to add new features to the list of donator features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GameOptions:HUDs'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\GameOptions.lua\generateList&lt;br /&gt;
&lt;br /&gt;
data = { huds=huds}&lt;br /&gt;
&lt;br /&gt;
Allows the addition of new HUD types to the HUD menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''PlayerLevelup:addTalentType'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\LevelupDialog.lua\learnType&lt;br /&gt;
&lt;br /&gt;
data = { actor=self.actor, tt=tt}&lt;br /&gt;
&lt;br /&gt;
Triggers when a player spends a category point in a category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''PlayerLevelup:subTalentType'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\LevelupDialog.lua\learnType&lt;br /&gt;
&lt;br /&gt;
data = { actor=self.actor, tt=tt}&lt;br /&gt;
&lt;br /&gt;
Triggers when a player changes their mind and unspends a category point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''EquipInvenDialog:makeUI'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\ShowEquipInven.lua\init&lt;br /&gt;
&lt;br /&gt;
self:triggerHook{&amp;quot;EquipInvenDialog:makeUI&amp;quot;, uis=uis}&lt;br /&gt;
&lt;br /&gt;
Triggers during inventory screen creation. I guess it lets you edit it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''UseItemMenu:use'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\UseItemDialog.lua\use&lt;br /&gt;
&lt;br /&gt;
data = { actor=self.actor, object=self.object, inven=self.inven, item=self.item, act=act, onuse=self.onuse}&lt;br /&gt;
&lt;br /&gt;
Use to add code for new menu items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''UseItemMenu:generate'''&lt;br /&gt;
&lt;br /&gt;
\mod\dialogs\UseItemDialog.lua\generateList&lt;br /&gt;
&lt;br /&gt;
data = { actor=self.actor, object=self.object, inven=self.inven, item=self.item, menu=list}&lt;br /&gt;
&lt;br /&gt;
Use to add new menu items to the item action menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToME:load'''&lt;br /&gt;
&lt;br /&gt;
\mod\load.lua&lt;br /&gt;
&lt;br /&gt;
data = { }&lt;br /&gt;
&lt;br /&gt;
This is where you load up new files for your addon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest:escort:reward'''&lt;br /&gt;
&lt;br /&gt;
\data\chats\escort-quest.lua\reward_types&lt;br /&gt;
&lt;br /&gt;
data = { reward_types=reward_types}&lt;br /&gt;
&lt;br /&gt;
Allows editing of the escort rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DamageProjector:base'''&lt;br /&gt;
&lt;br /&gt;
\data\damage_types.lua\setDefaultProjector&lt;br /&gt;
&lt;br /&gt;
data = { src=src, x=x, y=y, type=type, dam=dam}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DamageProjector:final'''&lt;br /&gt;
&lt;br /&gt;
\data\damage_types.lua\setDefaultProjector&lt;br /&gt;
&lt;br /&gt;
data = { src=src, x=x, y=y, type=type, dam=dam}&lt;br /&gt;
&lt;br /&gt;
These are similar, but trigger slightly differently. Both trigger when the damage projector is used to put damage on something, such as a spell or other effect. The first one triggers before any other skills &lt;br /&gt;
effects, or calculations are taken into consideration. The other one takes place after this is all done and right before the damage is actually applied. In both cases, data.src is the actor doing the damage, &lt;br /&gt;
data.x and data.y are the locations of the target, data.type is the damage type and data.dam is the actual amount of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest:escort:assign'''&lt;br /&gt;
&lt;br /&gt;
\data\quests\escort-duty.lua\on_grant&lt;br /&gt;
&lt;br /&gt;
data = { possible_types=possible_types}&lt;br /&gt;
&lt;br /&gt;
This is where you add in (or remove) escortee types.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ego&amp;diff=284</id>
		<title>Ego</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ego&amp;diff=284"/>
				<updated>2013-03-26T09:48:29Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Egos]] [[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
Ego-items are items with special properties that make them more powerful than normal - for instance, an ego weapon can inflict fire damage on melee attacks, or an ego armor can inflict fire damage on enemies attacking you in melee. Ego-items are displayed in green color, which helps to tell them from ordinary objects.&lt;br /&gt;
&lt;br /&gt;
The numerical value of the ego modifiers partially depends on the item's [[Materials|material]] - a high-material ego-item will have higher bonuses than a low-material one.&lt;br /&gt;
&lt;br /&gt;
Some ego modifiers are 'greater' - they are more powerful and rarer than others and have more complex effects. Items with a greater ego modifier are displayed in light blue text.&lt;br /&gt;
&lt;br /&gt;
A single item can have up to two ego modifiers, prefixal and suffixal - for example, you can find a 'flaming longsword of crippling'. If an item haves two greater ego modifiers, it is displayed in purple text.&lt;br /&gt;
&lt;br /&gt;
Lists of ego-items are in the following sections:&lt;br /&gt;
&lt;br /&gt;
*  [[egos-weapons|Weapons]] (including ranged weapons and ammunition)&lt;br /&gt;
**  [[egos-staves|Staves]]&lt;br /&gt;
*  Armor&lt;br /&gt;
**  [[egos-armor|Body armor]]&lt;br /&gt;
**  [[egos-shields|Shields]]&lt;br /&gt;
**  [[egos-cloaks|Cloaks]]&lt;br /&gt;
**  [[egos-headgear|Headgear]]&lt;br /&gt;
**  [[egos-belts|Belts]]&lt;br /&gt;
**  [[egos-gloves|Gloves]]&lt;br /&gt;
**  [[egos-boots|Boots]]&lt;br /&gt;
*  Jewelry etc.&lt;br /&gt;
**  [[egos-amulets|Amulets]]&lt;br /&gt;
**  [[egos-rings|Rings]]&lt;br /&gt;
** [[egos-diggers|Digging implements]]&lt;br /&gt;
**  [[egos-lights|Light sources]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=283</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=283"/>
				<updated>2013-03-26T09:47:50Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
In previous versions of the game, it made you completely unable to act. &lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion]] tree. &lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
In previous versions of the game, healing received was also reduced by 50%. &lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints. &lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints. &lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[temporal-combat|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=282</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=282"/>
				<updated>2013-03-26T09:47:04Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
As of beta 35 the t-engine has support for addons.  Addons are way for third parties to modify existing modules.  &lt;br /&gt;
&lt;br /&gt;
===== Capabilities =====&lt;br /&gt;
&lt;br /&gt;
Addons are capable of three things to modify their parent module&lt;br /&gt;
# '''Overloading:''' Overloading is a way to //add new// or //overwrite// files to the parent module.  This the way graphics such as talent icons are added.  Overloading can also add .lua but will replace those with the same name. So typically adding new trees, or overwriting trees. Or adding music and graphics.&lt;br /&gt;
# '''Superloading:''' Superloading allows you to add completely replace, or add code to the beginning or end of an arbitrary class function.  Currently only ActorTalents and ActorTemporaryEffects supports superloading.&lt;br /&gt;
# '''Data:''' Make new data like talents, NPCs, etc accessible to the game.  This data will still need to be loaded (see hooks below).&lt;br /&gt;
# '''Hooks:'''  Certain functions are capable of supporting hooks.  When that function is called they will also call whatever is in the hook. Example module shows how the &amp;quot;Actor:takeHit&amp;quot; function is hooked to make the tourist take no damage.  You can also use hooks to load add-on data in to the module, eg. new talents.&lt;br /&gt;
&lt;br /&gt;
An example addon can be found here: http://te4.org/dl/tmp/tome-example.teaa&lt;br /&gt;
A .teaa file is simply a renamed zip that contains the whole addon, this way the players do not even have to unzip it!&lt;br /&gt;
The example addon illustrate how to add a new class, new talents, new timed effects and how to hook onto a few useful locations in the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Grammar and Syntax =====&lt;br /&gt;
* The addon folder must be in the format &amp;lt;nowiki&amp;gt;[ModuleName]-[AddonName]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* The short_name in init.lua must be the same as the module folder's name (excluding the module name).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Details about Superloading =====&lt;br /&gt;
&lt;br /&gt;
16:42	DarkGod	overload repalces a whole *file*&lt;br /&gt;
16:42	Reenen	ok&lt;br /&gt;
16:42	DarkGod	superload is hum ..&lt;br /&gt;
16:43	Reenen	superload adds to a currently existing function&lt;br /&gt;
16:43	DarkGod	when the engine wants to load a class; say mod.class.Foo&lt;br /&gt;
16:43	DarkGod	it loads the module's one&lt;br /&gt;
16:43	DarkGod	then it checks each addons if there is a superload for it&lt;br /&gt;
16:43	DarkGod	if there is it loads the superload, passing it the existing one&lt;br /&gt;
16:43	DarkGod	there the code can do waht it wants with it&lt;br /&gt;
16:44	DarkGod	basically you replace a method with your own&lt;br /&gt;
16:44	DarkGod	and *if* you wish your own method to call the previous one you do it&lt;br /&gt;
16:44	DarkGod	(and it is a good idea to do so, so taht addons can &amp;quot;chain&amp;quot; superloads)&lt;br /&gt;
&lt;br /&gt;
To load the existing function you should have:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 local base = _M.levelup (or whatever function you are superloading)&lt;br /&gt;
 function _M:levelup(&amp;lt;args&amp;gt;)&lt;br /&gt;
 -- Do stuff &amp;quot;before&amp;quot; loading the original file&lt;br /&gt;
 base(self, &amp;lt;args&amp;gt;)  -- Loads the original file&lt;br /&gt;
 -- Do stuff &amp;quot;after&amp;quot; loading the original file&lt;br /&gt;
 return&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 return _M&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Addon MD5 =====&lt;br /&gt;
&lt;br /&gt;
The MD5 is needed for uploading addons to the website.&lt;br /&gt;
Make sure the final addon is in .teaa form and activated, and that cheat mode is off.&lt;br /&gt;
Start a new character, then exit the game.&lt;br /&gt;
Open the te4_log.txt and search for md5.&lt;br /&gt;
&lt;br /&gt;
For those using OSX, there is no te4_log.txt. You might try running T-Engine from the Terminal (in Finder, right-click T-Engine, Show Package Contents, right-click /Contents/MacOS/t-engine and Open With -&amp;gt; Terminal), then follow the directions above. After exiting the game, search for 'md5' in the Terminal window and find the one for your addon.&lt;br /&gt;
Note however, that this method does not work for some, as the last character from the md5 may be cut off when using this method. Those running into this problem are able to extract the full md5 by running the game in gdb for mac (Google is your friend) and checking the console after exiting.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Lua&amp;diff=281</id>
		<title>Lua</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Lua&amp;diff=281"/>
				<updated>2013-03-26T09:46:47Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
== Lua: The language of ToME4 ==&lt;br /&gt;
&lt;br /&gt;
Here are some helpful links to learn Lua:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://luatut.com/crash_course.html&lt;br /&gt;
&lt;br /&gt;
http://lua-users.org/wiki/LuaDirectory&lt;br /&gt;
&lt;br /&gt;
http://www.lua.org/manual/5.1/manual.html&lt;br /&gt;
&lt;br /&gt;
http://www.lua.org/pil/ (Outdated but still useful)&lt;br /&gt;
&lt;br /&gt;
http://lua.gts-stolberg.de/en/index.php (possibly outdated but this is an amazing resource, especially for beginners, I wish I would have known about it two years ago)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you know the basics of Lua you can start looking at the code of ToME4 and try to understand it, making small edits and observing if they do what you expect them to do to further increase your understanding.  &lt;br /&gt;
&lt;br /&gt;
Extensive comments on the talent code can also be found [http://tometalentcomments.blogspot.com/2012/02/asdf.html on this page].&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-Vim&amp;diff=280</id>
		<title>Resources-Vim</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-Vim&amp;diff=280"/>
				<updated>2013-03-26T09:45:03Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Vim&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Vim]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vim&amp;diff=279</id>
		<title>Vim</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vim&amp;diff=279"/>
				<updated>2013-03-26T09:44:48Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources  Vim is the resource used by Reavers and Corruptors.  Vim does not regenerate but is ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Vim is the [[resources|resource]] used by [[Reaver|Reavers]] and [[Corruptor|Corruptors]].  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talents cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, but they either need a victim (Drain) or require you to be hit (Leech).&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-stamina&amp;diff=278</id>
		<title>Resources-stamina</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-stamina&amp;diff=278"/>
				<updated>2013-03-26T09:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Stamina&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Stamina]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Stamina&amp;diff=277</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Stamina&amp;diff=277"/>
				<updated>2013-03-26T09:41:36Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources  Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Stamina is the [[resources|resource]] used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-psi&amp;diff=276</id>
		<title>Resources-psi</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-psi&amp;diff=276"/>
				<updated>2013-03-26T09:40:49Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Psi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Psi]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Psi&amp;diff=275</id>
		<title>Psi</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Psi&amp;diff=275"/>
				<updated>2013-03-26T09:40:32Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources  Psi is the resource used by Psionic classes, such as Solipsist and Mindslayer. It slowly regenerates ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Psi is the [[resources|resource]] used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Mind damage type reduces psi (if left) instead of health.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Paradox&amp;diff=274</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Paradox&amp;diff=274"/>
				<updated>2013-03-26T09:39:40Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Paradox is the [[resources|resource]] used by the Chronomancy talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-positive&amp;diff=273</id>
		<title>Resources-positive</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-positive&amp;diff=273"/>
				<updated>2013-03-26T09:39:20Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Positive energy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Positive_energy]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Positive_energy&amp;diff=272</id>
		<title>Positive energy</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Positive_energy&amp;diff=272"/>
				<updated>2013-03-26T09:38:58Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources  Positive energy is the resource used by both of the Celestial classes, the (Sun Paladins and ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Positive energy is the [[resources|resource]] used by both of the Celestial classes, the ([[sun-paladin|Sun Paladins]] and [[Anorithil]]). Many early talents will actually replenish it rather than drain it.&lt;br /&gt;
&lt;br /&gt;
Positive energy is associated with illumination, light damage, and healing.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-Paradox&amp;diff=271</id>
		<title>Resources-Paradox</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-Paradox&amp;diff=271"/>
				<updated>2013-03-26T09:37:29Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Paradox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Paradox]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Paradox&amp;diff=270</id>
		<title>Paradox</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Paradox&amp;diff=270"/>
				<updated>2013-03-26T09:37:14Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources  Paradox is used by the Chronomancy talents. It is somewhat like Equilibrium -- it starts at 0, and increases as talents...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Paradox is used by the Chronomancy talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-Negative&amp;diff=269</id>
		<title>Resources-Negative</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-Negative&amp;diff=269"/>
				<updated>2013-03-26T09:36:37Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Negative energy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Negative_energy]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-Negative&amp;diff=268</id>
		<title>Resources-Negative</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-Negative&amp;diff=268"/>
				<updated>2013-03-26T09:36:08Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Negative_Energy]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-Negative&amp;diff=267</id>
		<title>Resources-Negative</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-Negative&amp;diff=267"/>
				<updated>2013-03-26T09:35:30Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Negative Energy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Negative Energy]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Negative_energy&amp;diff=266</id>
		<title>Negative energy</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Negative_energy&amp;diff=266"/>
				<updated>2013-03-26T09:35:00Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources  Negative energy is the power source for predominantly-Anorithil talents.  It can be replenished using:  Twilight: 15 po...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.&lt;br /&gt;
&lt;br /&gt;
It can be replenished using:&lt;br /&gt;
 Twilight: 15 positive, 6 cooldown&lt;br /&gt;
 Recover (20 + 0.4 * talent * cunning) negative energy,&lt;br /&gt;
among other ways.&lt;br /&gt;
&lt;br /&gt;
Negative energy is associated with darkness damage, stunning, confusion, infravision and invisibility.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ego&amp;diff=265</id>
		<title>Ego</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ego&amp;diff=265"/>
				<updated>2013-03-26T09:34:16Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
Ego-items are items with special properties that make them more powerful than normal - for instance, an ego weapon can inflict fire damage on melee attacks, or an ego armor can inflict fire damage on enemies attacking you in melee. Ego-items are displayed in green color, which helps to tell them from ordinary objects.&lt;br /&gt;
&lt;br /&gt;
The numerical value of the ego modifiers partially depends on the item's [[Materials|material]] - a high-material ego-item will have higher bonuses than a low-material one.&lt;br /&gt;
&lt;br /&gt;
Some ego modifiers are 'greater' - they are more powerful and rarer than others and have more complex effects. Items with a greater ego modifier are displayed in light blue text.&lt;br /&gt;
&lt;br /&gt;
A single item can have up to two ego modifiers, prefixal and suffixal - for example, you can find a 'flaming longsword of crippling'. If an item haves two greater ego modifiers, it is displayed in purple text.&lt;br /&gt;
&lt;br /&gt;
Lists of ego-items are in the following sections:&lt;br /&gt;
&lt;br /&gt;
*  [[egos-weapons|Weapons]] (including ranged weapons and ammunition)&lt;br /&gt;
**  [[egos-staves|Staves]]&lt;br /&gt;
*  Armor&lt;br /&gt;
**  [[egos-armor|Body armor]]&lt;br /&gt;
**  [[egos-shields|Shields]]&lt;br /&gt;
**  [[egos-cloaks|Cloaks]]&lt;br /&gt;
**  [[egos-headgear|Headgear]]&lt;br /&gt;
**  [[egos-belts|Belts]]&lt;br /&gt;
**  [[egos-gloves|Gloves]]&lt;br /&gt;
**  [[egos-boots|Boots]]&lt;br /&gt;
*  Jewelry etc.&lt;br /&gt;
**  [[egos-amulets|Amulets]]&lt;br /&gt;
**  [[egos-rings|Rings]]&lt;br /&gt;
** [[egos-diggers|Digging implements]]&lt;br /&gt;
**  [[egos-lights|Light sources]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Life&amp;diff=264</id>
		<title>Life</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Life&amp;diff=264"/>
				<updated>2013-03-26T09:33:43Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]] &lt;br /&gt;
&lt;br /&gt;
Life is the most important [[resources|resource]] in the game.  It represents your physical well-being.  You lose Life when you are hit by attacks (weapons, spells, traps, etc.).  If your Life drops below 0, you die (unless you are under effect of something like [[inscriptions|heroism infusion]], allowing you to temporarily persist with negative life).&lt;br /&gt;
&lt;br /&gt;
Most characters regenerate Life each turn.  The amount of Life regenerated depends on certain [[talents]] (such as [[techniques|Fast Metabolism]]) and equipment.  [[inscriptions|Regeneration infusions]] can greatly boost Life regeneration for a short time.&lt;br /&gt;
&lt;br /&gt;
Larger amounts of Life can be restored with various healing talents such as [[divine|Healing Light]] and [[wild-gift|Nature's Touch]].  Many of these do not function on undead [[races]].&lt;br /&gt;
&lt;br /&gt;
The rate of Life regeneration accelerates each turn while resting (pressing the '''r''' key in the default bindings).&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Equilibrium&amp;diff=263</id>
		<title>Equilibrium</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Equilibrium&amp;diff=263"/>
				<updated>2013-03-26T09:33:19Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Equilibrium is the [[resources|resource]] used by the [[wild-gift|Wild Gift]] talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure (if Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent may fizzle, causing the loss of a turn).  EQ does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* [[call-wild|Meditating]]&lt;br /&gt;
* [[sand-drake|Swallowing]] enemies&lt;br /&gt;
* Being hit while [[antimagic|Resolve]] is active but Antimagic Shield is not&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-Hate&amp;diff=262</id>
		<title>Resources-Hate</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-Hate&amp;diff=262"/>
				<updated>2013-03-26T09:32:57Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Hate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hate]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Hate&amp;diff=261</id>
		<title>Hate</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Hate&amp;diff=261"/>
				<updated>2013-03-26T09:32:39Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources  Hate is the resource used by the Afflicted classes, the Cursed and the Doomed.  Hate does not regener...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Hate is the [[resources|resource]] used by the Afflicted classes, the [[Cursed]] and the [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting.  Hate is affected by [[resources fatigue|fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your Hate slowly decays (more quickly when the level is higher), down to a minimum of half your Hate at the end of the most recent combat.  The strength of many abilities also depend on your level of hate.&lt;br /&gt;
&lt;br /&gt;
Here's some ways hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed Dark Sustenance tree has the talent Feed, which can be used to replenish hate.  Various Cursed talents also give hate bonuses.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-Equilibrium&amp;diff=260</id>
		<title>Resources-Equilibrium</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-Equilibrium&amp;diff=260"/>
				<updated>2013-03-26T09:31:30Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Equilibrium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Equilibrium]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Equilibrium&amp;diff=259</id>
		<title>Equilibrium</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Equilibrium&amp;diff=259"/>
				<updated>2013-03-26T09:30:51Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources  Equilibrium is used by the Wild Gift talents, and represents how far the character is out of balance with Nat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Equilibrium is used by the [[wild-gift|Wild Gift]] talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure (if Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent may fizzle, causing the loss of a turn).  EQ does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* [[call-wild|Meditating]]&lt;br /&gt;
* [[sand-drake|Swallowing]] enemies&lt;br /&gt;
* Being hit while [[antimagic|Resolve]] is active but Antimagic Shield is not&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Feedback&amp;diff=257</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Feedback&amp;diff=257"/>
				<updated>2013-03-26T09:29:13Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Resources#Feedback&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resources#Feedback]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resources-life&amp;diff=256</id>
		<title>Resources-life</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resources-life&amp;diff=256"/>
				<updated>2013-03-26T09:27:50Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Life&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Life]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Life&amp;diff=255</id>
		<title>Life</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Life&amp;diff=255"/>
				<updated>2013-03-26T09:26:49Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Created page with &amp;quot;Category:Game Mechanics Category:Resources   Life is the most important resource in the game.  It represents your physical well-being.  You lose Life when you are hit ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]] &lt;br /&gt;
&lt;br /&gt;
Life is the most important resource in the game.  It represents your physical well-being.  You lose Life when you are hit by attacks (weapons, spells, traps, etc.).  If your Life drops below 0, you die (unless you are under effect of something like [[inscriptions|heroism infusion]], allowing you to temporarily persist with negative life).&lt;br /&gt;
&lt;br /&gt;
Most characters regenerate Life each turn.  The amount of Life regenerated depends on certain [[talents]] (such as [[techniques|Fast Metabolism]]) and equipment.  [[inscriptions|Regeneration infusions]] can greatly boost Life regeneration for a short time.&lt;br /&gt;
&lt;br /&gt;
Larger amounts of Life can be restored with various healing talents such as [[divine|Healing Light]] and [[wild-gift|Nature's Touch]].  Many of these do not function on undead [[races]].&lt;br /&gt;
&lt;br /&gt;
The rate of Life regeneration accelerates each turn while resting (pressing the '''r''' key in the default bindings).&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Soul&amp;diff=253</id>
		<title>Soul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Soul&amp;diff=253"/>
				<updated>2013-03-26T09:12:51Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Resources#Necrotic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resources#Necrotic]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Mana&amp;diff=251</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Mana&amp;diff=251"/>
				<updated>2013-03-26T09:11:29Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: Redirected page to Resources#Mana&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resources#Mana]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=248</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=248"/>
				<updated>2013-03-26T09:08:07Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==[[Air]]==&lt;br /&gt;
Only appears when you can't breathe for some reason (usually because you are under water).  You die when it runs out.&lt;br /&gt;
==[[Equilibrium]]==&lt;br /&gt;
Used by the [[Wild Gift]] talents, and represents how far the character is out of balance with Nature.  Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure.  It is restored by walking on the wilderness map, or by meditating.&lt;br /&gt;
==[[Feedback]]==&lt;br /&gt;
Used by the [[Solipsist]]. Fifty percent of all damage taken from an outside source will increase your Feedback. Feedback decays at the rate of 10% or 1 per turn (which ever is greater).&lt;br /&gt;
==[[Hate]]==&lt;br /&gt;
Used by the [[Cursed]] and [[Doomed]] talents.  It drops toward 0 when the character is walking or resting, and rises when the character kills.&lt;br /&gt;
==[[Life]]== &lt;br /&gt;
The most important resource.  You die when it runs out.  Your maximum life is determined by your class, race, level and [[Constitution]].  You recover life slowly over time.&lt;br /&gt;
==[[Mana]]==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Not all classes can regenerate Mana naturally.&lt;br /&gt;
==[[Necrotic]]==&lt;br /&gt;
Used by [[Necromancers]], and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings.&lt;br /&gt;
==[[Negative energy]]==&lt;br /&gt;
Is the counterpart of Positive energy, used primarily by the [[Anorithil]].  It is produced and consumed by various talents, and otherwise drops/grows to base value (initially 0) over time.&lt;br /&gt;
==[[Paradox]]==&lt;br /&gt;
Used by the [[Chronomancy]] talents.  It is somewhat like Equilibrium -- it starts at 0, and increases as talents are used.  High paradox causes failures, anomalies, and backfires, but also increases the power of some talents.&lt;br /&gt;
==[[Positive energy]]== &lt;br /&gt;
Used (or generated) by the [[Celestial]].  It drops/grows to base value (initially 0) over time, and is produced by using certain talents (and consumed by others).&lt;br /&gt;
==[[Psi]]==&lt;br /&gt;
Used by the [[Psionic]] talents. It slowly regenerates naturally, but can be drawn from nearby enemies.&lt;br /&gt;
==[[Stamina]]==&lt;br /&gt;
Used by most of the physical combat talents.  It is affected by [[fatigue]].&lt;br /&gt;
==[[Vim]]==&lt;br /&gt;
Used by the [[Corruption]] talents, and is replenished by killing.  Unlike Hate, it does not drop while walking or resting, but it is otherwise similar.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Inscription&amp;diff=247</id>
		<title>Inscription</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Inscription&amp;diff=247"/>
				<updated>2013-03-26T09:07:43Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Inscriptions]]&lt;br /&gt;
&lt;br /&gt;
ToME4's inscription system is one of the biggest gameplay changes from traditional roguelike games.  First introduced in beta 14, the inscriptions (infusions and runes) replace potions and scrolls.  The design goal behind inscriptions is to eliminate the time spent by the player &amp;quot;farming&amp;quot; potions and scrolls in weak zones, in order to make a run at a tougher zone. They are unlimited in use, but have cooldowns attached, so you must carefully time your use of them to survive.  Unlike many other RPGs you cannot rely on a large stack of potions to get you through a tough battle.  Mastery of the inscription system is a key step towards mastering ToME4.&lt;br /&gt;
&lt;br /&gt;
Inscriptions come in two flavors: ''runes'' and ''infusions''.  Runes are magical glyphs drawn on the body like temporary tattoos.  Infusions are natural substances smeared/attached to the body, like nicotine patches.&lt;br /&gt;
&lt;br /&gt;
The character starts with 3 inscription ''slots''.  Each slot may hold a single infusion or rune.  Infusions and runes are objects that may be found in dungeons or bought in stores.  Using one will add the inscription to your body, using up a free slot.  If you have no free slots, then you may choose to destroy one of your existing inscriptions in order to make room for the new inscription.&lt;br /&gt;
&lt;br /&gt;
Additional slots may be purchased for the cost of a talent category point, up to a maximum total of 5 slots.  Category points are gained at levels 10, 20 and 30, and Cornacs also start the game with an extra category point.&lt;br /&gt;
&lt;br /&gt;
You may not have more than 2 of the same ''type'' of infusion or rune.  E.g. you may have 1 healing infusion and 2 regeneration infusions, but you may not have 3 regeneration infusions.&lt;br /&gt;
&lt;br /&gt;
Each character starts with either 2-3 infusions or runes on its body, depending on race and class.  [[shalore|Shaloren]], [[skeleton|Skeletons]] and [[ghoul|Ghouls]] start with runes (1 shielding and 1 phase door), all others races start with inscriptions (1 regeneration and 1 wild) and mana-using characters also start with a manasurge rune.&lt;br /&gt;
&lt;br /&gt;
Skeletons and Ghouls may not use infusions at all.  Their undead bodies cannot accept nature's balms.  This means they require very carefully timed use of shield runes to survive the early game.  Shield runes are essential to prevent taking damage in the first place, so that healing is made unnecessary.&lt;br /&gt;
&lt;br /&gt;
Characters who take the vow of [[antimagic]] may not use runes.&lt;br /&gt;
&lt;br /&gt;
Note that an alchemist's golem also has 3 rune slots (they cannot have infusions) and more can be granted through talents.  You must switch control to your golem to attach a rune.  Popular golem runes include shields, heat beam and acid wave.&lt;br /&gt;
&lt;br /&gt;
Inscriptions work like talents: they have a cooldown period before they can be reactivated.  Stunning can put your inscriptions on cooldown just as it does to talents.  Some inscriptions have a duration as well as a strength to their effect, such as a rune that activates for 100 shielding over 6 turns.  Some attack inscriptions have ranges of effect.  Evaluating which infusion to equip can involve careful comparison of effect, cooldown, range and duration.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ego&amp;quot; inscriptions also exist, which give effects that scale with one of your stats.  E.g. a brawler's healing infusion scales its Life restoration with your Strength.  Sometimes they can scale much higher than regular inscriptions, making an ego relevant to your class especially desirable.&lt;br /&gt;
&lt;br /&gt;
Activating an infusion gives you an effect called Infusion Saturation.  Using another infusion while this effect is still active causes its cooldown period to be longer.  Likewise, the Runic Saturation effect increases the cooldown periods of runes.  The goal of this is to reduce &amp;quot;healing/regen spam&amp;quot; as a technique for outliving all incoming damage.  Before you think ''But I want to survive forever!'' keep in mind that monsters use infusions too.  If fighting an enemy who frustratingly keeps using a regeneration infusion remember that its cooldown will keep getting worse and worse as it uses it more, eventually allowing you to do sufficient damage to kill it before it heals again.&lt;br /&gt;
&lt;br /&gt;
Many inscriptions take zero time to activate, giving them more flexibility on when to use in combat.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=246</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=246"/>
				<updated>2013-03-26T09:06:55Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[talents-field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[talents-paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
In previous versions of the game, it made you completely unable to act. &lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion]] tree. &lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
In previous versions of the game, healing received was also reduced by 50%. &lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints. &lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints. &lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[talents-temporal-combat|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=245</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=245"/>
				<updated>2013-03-26T09:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions.&lt;br /&gt;
&lt;br /&gt;
''Updated for RC3.''&lt;br /&gt;
&lt;br /&gt;
== Basic damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage, because all the other factors go through a reducing formula first.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''45% Str, 45% Dex'' which means it uses your [[Strength]] (times 0.45) plus your [[Dexterity]] (times 0.45).  However, if you have the [[Lethality]] talent, this overrides the ''45% Str'' part and forces the calculation to use your [[Cunning]] (times 0.45) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.45+Dex*0.45.&lt;br /&gt;
&lt;br /&gt;
[[Mindslayers]] have some additional modifications during this step, for telekinetically wielded weapons: the stats used for such weapons are swapped around, and multiplied by the telekinetic grasp talent level, and then multiplied by 0.6.  We won't be showing examples of this because it's already confusing enough just using the standard stuff.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.45 + 35*0.45, or 34.2.  His Strength doesn't matter, because [[Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.  This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
&lt;br /&gt;
ToME 4 is all about diminishing returns (except when it isn't), and so we convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
&lt;br /&gt;
 power = (sqrt(base_dmg / 10) - 1) * 0.5 + 1&lt;br /&gt;
&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is Weapon Mastery.  For daggers, it is [[Knife Mastery]].  Bows and slings use [[Bow Mastery]] and [[Sling Mastery]] respectively.  For [[Stone Wardens]] using shields as weapons, the relevant talent is [[Stoneshield]].  For [[mindstars]], it is [[Psiblades]].&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 2 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Knife Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.570.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 57% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 34.2) * 1.337 * 1.570, or about 38.539.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 38.539 ^ 1.04, or 44.60.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
 &lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Weapon damage===&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a [[Shalore]] [[Mindslayer]] with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
===Step 2: Armour and Armour Hardiness===&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
===Step 3: Damage Range===&lt;br /&gt;
Damage range can only be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
===Step 4: Talents===&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
===Step 5: Critical Hits===&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Step 6: Offhand Multiplier===&lt;br /&gt;
Offhand daggers only do 50% damage, unless the attacker has the Dual Weapon Training talent.  Offhand shields being used by [[Stone Wardens|Stone Warden]] also do 50% damage.  Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Step 7: Resistances, shields, +damage%, etc...===&lt;br /&gt;
This is in common with talent damage, and will be found in a forthcoming page.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Character_sheet&amp;diff=244</id>
		<title>Character sheet</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Character_sheet&amp;diff=244"/>
				<updated>2013-03-26T09:06:05Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
The character sheet can be found by pressing 'c' ingame.&lt;br /&gt;
It has 4 tabs:&lt;br /&gt;
* general&lt;br /&gt;
* attack&lt;br /&gt;
* defence&lt;br /&gt;
* talents&lt;br /&gt;
These provide an overview of your character and its abilities. You can also hover your mouse over your own character, or use the 'L'ook command on yourself to see some of these stats.&lt;br /&gt;
 &lt;br /&gt;
= Accuracy and defense =&lt;br /&gt;
[[Accuracy]] determines your chance to hit your target as well as knock your target off-balance when measured against the target's Defense. When you use Accuracy to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your Accuracy will reduce the duration of the effect by 5%.&lt;br /&gt;
 &lt;br /&gt;
[[Defense]] represents your chance to avoid physical melee attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.&lt;br /&gt;
 &lt;br /&gt;
Ranged defense represents your chance to avoid physical ranged attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.&lt;br /&gt;
 &lt;br /&gt;
= Power and [[saves]] =&lt;br /&gt;
There are 5 [[rescale-combat-stats|tiers]]. It costs more to increase scores that are in higher tiers. For each tier, here's the cost of increasing your score by one:&lt;br /&gt;
*Tier 1: 1 point, from 0 to 20&lt;br /&gt;
*Tier 2: 2 points, from 20 to 40&lt;br /&gt;
*Tier 3: 3 points, from 40 to 60&lt;br /&gt;
*Tier 4: 4 points, from 60 to 80&lt;br /&gt;
*Tier 5: 5 points, from 80 to 100&lt;br /&gt;
 &lt;br /&gt;
[[Physical power]] measures your ability to deal physical [[combat damage|damage in combat]]. When you use Physical power to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your physical power will reduce the duration of the effect by 5%.&lt;br /&gt;
 &lt;br /&gt;
[[Spellpower]] represents how powerful your spells are. In addition, when your spells inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your spellpower will reduce the duration of the effect by 5%. Increases chance to shrug off physically-induced effects.  Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
 &lt;br /&gt;
[[Mindpower]] represents how powerful your mental abilities are. In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your  mindpower will reduce the duration of the effect by 5%.&lt;br /&gt;
 &lt;br /&gt;
[[saves|Physical saving throw]] increases your chance to shrug off physically-induced effects.  Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
 &lt;br /&gt;
[[saves|Spell saving throw]] increases your chance to shrug off magically-induced effects.  Also reduces duration of detrimental magical effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
 &lt;br /&gt;
[[saves|Mental saving throw]] increases your chance to shrug off mentally-induced effects.  Also reduces duration of detrimental mental effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
 &lt;br /&gt;
= Armour and armour hardiness =&lt;br /&gt;
[[Armour]] value is a damage reduction from every incoming melee and ranged physical attack. Absorbs (hardiness)% of incoming physical damage, up to a maximum of (armour) damage absorbed.&lt;br /&gt;
&lt;br /&gt;
This is countered by armour penetration and is applied before all kinds of critical damage increase, talent multipliers and damage multiplier, thus making even small amounts have greater effects.&lt;br /&gt;
 &lt;br /&gt;
= Resistance, resistance penetration and immunity =&lt;br /&gt;
Resistances (or &amp;quot;resists&amp;quot;) allow a character to reduce a fraction of damage taken based on the type of damage it is.  For example, fire resistance decreases the damage taken from ''any'' kind of fire damage -- a fire drake's breath, or an archmage's Flame talent, etc.&lt;br /&gt;
&lt;br /&gt;
Resistance penetration decreases the effective level of your opponent's corresponding resistance.  For instance, if your opponent has 30% fire resistance, but you have 10% fire resistance penetration, and you hit your opponent with fire, his effective fire resistance will be reduced to 27%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resist all&amp;quot; is applied independently of single elemental resists.  If you have 15% resist all and 20% fire resistance, you will resist 1 - ((1 - 0.15) * (1 - 0.20)) or 32% of all fire damage (in the absence of any fire resistance penetration on your opponent).&lt;br /&gt;
&lt;br /&gt;
Resists also have a cap.  The standard resistance cap for the player is 70%, which is applied after the 1-(1-a)*(1-b) step shown above.  This means that if you have 60% fire resistance and 30% resist all, your combined total resistance would be calculated as 1-(1-0.60)*(1-0.30) = 72%, but then the resistance cap would lower this to 70%.  Some equipment or talents may raise the resistance cap for specific elements.  In the previous example, if the player wore armor that gave +5% fire resistance cap, then the full 72% would take effect, as that is under the new fire resistance cap of 75%.&lt;br /&gt;
&lt;br /&gt;
Immunities give a flat chance to resist an effect.  They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc.  25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), before saves are checked.&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ego&amp;diff=243</id>
		<title>Ego</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ego&amp;diff=243"/>
				<updated>2013-03-26T09:03:30Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
= Ego Items =&lt;br /&gt;
&lt;br /&gt;
Ego-items are items with special properties that make them more powerful than normal - for instance, an ego weapon can inflict fire damage on melee attacks, or an ego armor can inflict fire damage on enemies attacking you in melee. Ego-items are displayed in green color, which helps to tell them from ordinary objects.&lt;br /&gt;
&lt;br /&gt;
The numerical value of the ego modifiers partially depends on the item's [[Materials|material]] - a high-material ego-item will have higher bonuses than a low-material one.&lt;br /&gt;
&lt;br /&gt;
Some ego modifiers are 'greater' - they are more powerful and rarer than others and have more complex effects. Items with a greater ego modifier are displayed in light blue text.&lt;br /&gt;
&lt;br /&gt;
A single item can have up to two ego modifiers, prefixal and suffixal - for example, you can find a 'flaming longsword of crippling'. If an item haves two greater ego modifiers, it is displayed in purple text.&lt;br /&gt;
&lt;br /&gt;
Lists of ego-items are in the following sections:&lt;br /&gt;
&lt;br /&gt;
*  [[egos-weapons|Weapons]] (including ranged weapons and ammunition)&lt;br /&gt;
**  [[egos-staves|Staves]]&lt;br /&gt;
*  Armor&lt;br /&gt;
**  [[egos-armor|Body armor]]&lt;br /&gt;
**  [[egos-shields|Shields]]&lt;br /&gt;
**  [[egos-cloaks|Cloaks]]&lt;br /&gt;
**  [[egos-headgear|Headgear]]&lt;br /&gt;
**  [[egos-belts|Belts]]&lt;br /&gt;
**  [[egos-gloves|Gloves]]&lt;br /&gt;
**  [[egos-boots|Boots]]&lt;br /&gt;
*  Jewelry etc.&lt;br /&gt;
**  [[egos-amulets|Amulets]]&lt;br /&gt;
**  [[egos-rings|Rings]]&lt;br /&gt;
** [[egos-diggers|Digging implements]]&lt;br /&gt;
**  [[egos-lights|Light sources]]&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Light_Egos&amp;diff=242</id>
		<title>Light Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Light_Egos&amp;diff=242"/>
				<updated>2013-03-26T09:03:16Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Light Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=6% | Power source&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Bright||Technique||false||5||Increases light radius by (1-3)&lt;br /&gt;
|-&lt;br /&gt;
|Scorching||Arcane||false||5||Deals (10-30) fire damage when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Of revealing||Technique||false||7||Increases ability to see stealthy and invisible creatures by (5-25)&lt;br /&gt;
|Increases trap detection power by (10-25)&lt;br /&gt;
|-&lt;br /&gt;
|Of clarity||Psionic||false||7||Increases mental save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of health||Nature||false||7||Increases maximum life by (40-80)&lt;br /&gt;
|-&lt;br /&gt;
|Guard's||Technique||false||7||Increases physical save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Healer's||Nature||false||9||Increases healing factor by (10-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of the zealot||Antimagic||false||15||Increases spell save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of focus||Psionic||false||15||Increases mind damage by (5-15)%&lt;br /&gt;
|Increases willpower by (3-7)&lt;br /&gt;
|-&lt;br /&gt;
|Of the sun||Arcane||true||30||Increases light damage by (5-15)%&lt;br /&gt;
|Increases darkness resistance by (5-15)%&lt;br /&gt;
|Increases light radius by (1-3)&lt;br /&gt;
|Activates for talent Sun Flare (level 3, cooldown 30)&lt;br /&gt;
|-&lt;br /&gt;
|Of the moons||Arcane||true||30||Increases darkness damage by (5-15)%&lt;br /&gt;
|Increases light resistance by (5-15)%&lt;br /&gt;
|Increases infravision radius by (1-3)&lt;br /&gt;
|Activates for talent Moonlight Ray (level 3, cooldown 30)&lt;br /&gt;
|-&lt;br /&gt;
|Burglar's||Technique||true||20||Increases cunning by (3-7)&lt;br /&gt;
|Decreases light radius by 2&lt;br /&gt;
|Increases infravision radius by (2-6)&lt;br /&gt;
|-&lt;br /&gt;
|Of the forge||Psionic||true||40||Deals (10-30) dreamforge damage when hit in melee&lt;br /&gt;
|Melee attacks deal extra (10-30) dreamforge damage&lt;br /&gt;
|-&lt;br /&gt;
|Preserving||Nature||true||20||Increases constitution by (1-6)&lt;br /&gt;
|Increases life regeneration by (0.3-3)&lt;br /&gt;
|-&lt;br /&gt;
|Piercing||Technique||true||20||Increases armor penetration by (5-15)&lt;br /&gt;
|Penetrates physical resistance by (5-15)%&lt;br /&gt;
|Increases light radius by (1-2)&lt;br /&gt;
|-&lt;br /&gt;
|Dreamer's||Psionic||true||30||Increases mental save, mindpower and mental critical chance by (3-6)&lt;br /&gt;
|-&lt;br /&gt;
|Void-walker's||Arcane||true||30||Increases all resistances by (5-10)% after teleporting&lt;br /&gt;
|Increases defense by (5-10) after teleporting&lt;br /&gt;
|Reduces effects duration by (5-15)% after teleporting&lt;br /&gt;
|-&lt;br /&gt;
|Nightwalker's||Nature||true||20||Increases physical power by (5-10)&lt;br /&gt;
|Increases physical critical chance by (3-6)%&lt;br /&gt;
|Increases willpower by (3-7)&lt;br /&gt;
|-&lt;br /&gt;
|Of illusion||Psionic||true||30||Increases defense by (4-8)&lt;br /&gt;
|Increases mental, physical and spell save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of corpselight||Arcane||true||30||Increases spell power and spell critical chance by (3-6)&lt;br /&gt;
|Increases ability to see invisible creatures by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal||Arcane||true||20||Increases light radius by 2&lt;br /&gt;
|Increases spellpower by (1-7)&lt;br /&gt;
|Increases magic by (3-6)&lt;br /&gt;
|Decreases encumbrance by 1&lt;br /&gt;
|-&lt;br /&gt;
|Watchleader's||Technique||true||30||Increases light radius by (1-2)&lt;br /&gt;
|Activates for talent Track (cooldown 40)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Digger_Egos&amp;diff=241</id>
		<title>Digger Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Digger_Egos&amp;diff=241"/>
				<updated>2013-03-26T09:03:04Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Digger Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=6% | Power source&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of the badger||Technique||false||7||Doubles digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Of strength||Technique||false||6||Increases strength by (1-5)&lt;br /&gt;
|-&lt;br /&gt;
|Of delving||Technique||true||20||Increases strength and constitution by (1-4)&lt;br /&gt;
|Increases light radius by 1&lt;br /&gt;
|-&lt;br /&gt;
|Of endurance||Technique||false||6||Decreases fatigue by (4-10)&lt;br /&gt;
|-&lt;br /&gt;
|Miner's||Technique||false||6||Increases infravision radius by (1-3)&lt;br /&gt;
|-&lt;br /&gt;
|Woodsman's||Nature||false||6||Increases nature resistance by (10-15)%&lt;br /&gt;
|-&lt;br /&gt;
|Of the Iron Throne||Technique||true||15||Increases maximum life by (20-40)&lt;br /&gt;
|Increases maximum stamina by (15-30)&lt;br /&gt;
|Triples digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Of Reknor||Technique||true||15||Increases fire and darkness resistance by (5-10)%&lt;br /&gt;
|Triples digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Brutal||Technique||true||20||Increases physical power by (5-10)&lt;br /&gt;
|Increases armor penetration by (4-8)&lt;br /&gt;
|Increases critical multiplier by (10-20)%&lt;br /&gt;
|Triples digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Dream-smith's||Psionic||true||15||Melee attacks deal extra (5-15) dreamforge damage&lt;br /&gt;
|Increases mental save by (5-10)&lt;br /&gt;
|Triples digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Soldier's||Technique||true||15||Increases defense by (4-8)&lt;br /&gt;
|Increases armor by (2-5)&lt;br /&gt;
|Triples digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Bloodhexed||Arcane||true||15||Increases strength by (3-10)&lt;br /&gt;
|Increases physical critical chance by (1-6)%&lt;br /&gt;
|Doubles digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Crystalomancer's||Arcane||true||20||Increases magic by (1-6)&lt;br /&gt;
|Increases maximum mana by (20-60)&lt;br /&gt;
|Increases spell critical chance by (1-5)%&lt;br /&gt;
|-&lt;br /&gt;
|Shattering||Technique||true||30||Penetrates physical resistance by (5-15)%&lt;br /&gt;
|Triples digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Sapper's||Technique||true||15||Increases cunning by (1-6)&lt;br /&gt;
|Increases accuracy by (3-10)&lt;br /&gt;
|Increases infravision radius by (1-3)&lt;br /&gt;
|Doubles digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven||Nature||true||30||Increases mental, physical and spell saves by (3-10)&lt;br /&gt;
|Increases maximum life by (40-110)&lt;br /&gt;
|Doubles digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Of quickening||Arcane||true||20||Lowers spell cooldowns by 10%&lt;br /&gt;
|Doubles digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Of predation||Technique||true||20||Increases dexterity by (1-6)&lt;br /&gt;
|Increases physical power by (3-10)&lt;br /&gt;
|Doubles digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Of deeplife||Nature||true||30||Increases darkness resistance by (5-15)%&lt;br /&gt;
|Increases infravision radius by (1-3)&lt;br /&gt;
|Doubles digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Of wreckage||Technique||true||20||Increases strength by (1-6)&lt;br /&gt;
|Increases armor penetration by (5-15)&lt;br /&gt;
|Activates for talent Perfect Strike (cooldown 26)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Egos-rings&amp;diff=240</id>
		<title>Egos-rings</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Egos-rings&amp;diff=240"/>
				<updated>2013-03-26T09:02:55Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Ring Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of see invisible||false||4||Increases ability to see invisible&lt;br /&gt;
|-&lt;br /&gt;
|Of regeneration||false||10||Increases life regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Of mana||false||8||Increases mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Of fire||false||6||Increases resistance to fire and boosts fire damage&lt;br /&gt;
|-&lt;br /&gt;
|Of time||false||6||Increases resistance to temporal and boosts temporal damage&lt;br /&gt;
|-&lt;br /&gt;
|Of frost||false||6||Increases resistance to cold and boosts colddamage&lt;br /&gt;
|-&lt;br /&gt;
|Of nature||false||6||Increases resistance to nature and boosts nature damage&lt;br /&gt;
|-&lt;br /&gt;
|Of lightning||false||6||Increases resistance to lightning and boosts lightningdamage&lt;br /&gt;
|-&lt;br /&gt;
|Of corrosion||false||6||Increases resistance to acid and boosts acid damage&lt;br /&gt;
|-&lt;br /&gt;
|Of blight||false||6||Increases resistance to blight and boosts blight damage&lt;br /&gt;
|-&lt;br /&gt;
|Of massacre||false||4||Boosts physical damage&lt;br /&gt;
|-&lt;br /&gt;
|Of arcane power||false||4||Boosts arcane damage&lt;br /&gt;
|-&lt;br /&gt;
|Savior's||false||10||Increases mental, physical and spell resistance&lt;br /&gt;
|-&lt;br /&gt;
|Brawler's||false||7||Increases strength and combat defense&lt;br /&gt;
|-&lt;br /&gt;
|Titan's||false||7||Increases constitution and physical resistance&lt;br /&gt;
|-&lt;br /&gt;
|Duelist's||false||7||Increases dexterity and combat attack&lt;br /&gt;
|-&lt;br /&gt;
|Wizard's||false||7||Increases magic and spell resistance&lt;br /&gt;
|-&lt;br /&gt;
|Mule's||false||7||Increases max encumberance and decreases fatigue&lt;br /&gt;
|-&lt;br /&gt;
|Sneakthief's||true||12||Decreases light radius by 2&lt;br /&gt;
|Increases dexterity and cunning&lt;br /&gt;
|-&lt;br /&gt;
|Gladiator's||true||12||Increases combat damage, strength and constitution&lt;br /&gt;
|-&lt;br /&gt;
|Conjurer's||true||12||Increases mana regeneration, magic and willpower&lt;br /&gt;
|-&lt;br /&gt;
|Of tenacity||true||12||Provides resistance to pinning, disarming and knockback&lt;br /&gt;
|-&lt;br /&gt;
|Of evocation||true||12||Increases spell power and spell critical chance&lt;br /&gt;
|Boosts arcane damage&lt;br /&gt;
|-&lt;br /&gt;
|Of life||true||12||Increases maximum life, life regeneration and healing factor&lt;br /&gt;
|-&lt;br /&gt;
|Painweaver's||false||20||Increases spell power and combat damage&lt;br /&gt;
|Decreases healing factor&lt;br /&gt;
|-&lt;br /&gt;
|Firelord's||true||30||Boosts fire damage&lt;br /&gt;
|Extra fire damage on melee attacks&lt;br /&gt;
|Partially ignores fire resistance&lt;br /&gt;
|-&lt;br /&gt;
|Otherworldly||true||20||Increases resistance to arcane&lt;br /&gt;
|Boosts arcane damage&lt;br /&gt;
|Increases light radius&lt;br /&gt;
|-&lt;br /&gt;
|Savage's||true||15||Increases constitution, spell resistance and maximum stamina&lt;br /&gt;
|-&lt;br /&gt;
|Treant's||true||15||Increases resistance to nature and physical resistance&lt;br /&gt;
|Provides resistance to poison and disease&lt;br /&gt;
|-&lt;br /&gt;
|Shivering||true||30||Boosts cold damage&lt;br /&gt;
|Extra cold damage on melee attacks&lt;br /&gt;
|Partially ignores cold resistance&lt;br /&gt;
|-&lt;br /&gt;
|Of misery||true||20||Increases mental, physical and spell resistance&lt;br /&gt;
|Increases cunning&lt;br /&gt;
|Activates for talent Bleeding Edge, level 4 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of warding||true||30||Increases resistance to acid, fire, lightning and cold&lt;br /&gt;
|-&lt;br /&gt;
|Of focus||true||40||Decreases resistance to physical&lt;br /&gt;
|Activates for talent Greater Weapon Focus, level 4 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of pilfering||true||15||Increases armor penetration and combat defense&lt;br /&gt;
|Activates for talent Disengage, level 2 (uses 40 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of speed||true||40||Increases movement speed&lt;br /&gt;
|Activates for talent Blinding Speed, level 4 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of blasting||true||30||Extra lightning and physical damage on melee attacks&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Amulet_Egos&amp;diff=239</id>
		<title>Amulet Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Amulet_Egos&amp;diff=239"/>
				<updated>2013-03-26T09:02:46Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Amulet Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of cunning||false||6||Increases cunning&lt;br /&gt;
|-&lt;br /&gt;
|Of willpower||false||6||Increases willpower&lt;br /&gt;
|-&lt;br /&gt;
|Of mastery||false||3||Increases a randomly chosen talent mastery&lt;br /&gt;
|-&lt;br /&gt;
|Of telepathic range||false||15||Increases telepathy range (does not grant telepathy)&lt;br /&gt;
|-&lt;br /&gt;
|Of the fish||false||10||Grants ability to breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
|Of teleportation||false||10||Provides resistance to teleportation&lt;br /&gt;
|Activates for random teleportation (uses 65 power, max 120 power, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Insulating||false||6||Increases resistance to fire and cold&lt;br /&gt;
|-&lt;br /&gt;
|Grounding||false||6||Increases resistance to lightning&lt;br /&gt;
|Provides resistance to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring||false||6||Increases resistance to temporal&lt;br /&gt;
|Provides resistance to teleportation&lt;br /&gt;
|-&lt;br /&gt;
|Stabilizing||false||6||Provides resistance to stunning and knockback&lt;br /&gt;
|-&lt;br /&gt;
|Shielding||false||6||Provides resistance to blindness and confusion&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing||false||9||Increases resistance to acid&lt;br /&gt;
|Provides resistance to poison and disease&lt;br /&gt;
|-&lt;br /&gt;
|Restful||true||6||Decreases fatigue&lt;br /&gt;
|-&lt;br /&gt;
|Vitalizing||true||15||Increases constitution, maximum life and stamina&lt;br /&gt;
|Increases life regeneration, physical resistance and resistance to blight&lt;br /&gt;
|-&lt;br /&gt;
|Of murder||true||16||Increases physical critical chance, critical power, combat attack and armor penetration&lt;br /&gt;
|-&lt;br /&gt;
|Of vision||true||15||Increases ability to see invisible, infravision and trap detection power&lt;br /&gt;
|Provides resistance to blindness&lt;br /&gt;
|-&lt;br /&gt;
|Of healing||true||18||Increases healing factor&lt;br /&gt;
|Provides resistance to cuts&lt;br /&gt;
|Activates for talent Heal, level 3 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Protective||true||16||Increases armor, combat defense and physical resistance&lt;br /&gt;
|-&lt;br /&gt;
|Enraging||true||20||Increases combat damage and combat speed&lt;br /&gt;
|Boosts physical damage&lt;br /&gt;
|-&lt;br /&gt;
|Archmage's||true||16||Increases spell power, spell critical chance&lt;br /&gt;
|Boosts fire, cold, acid and lightning damage&lt;br /&gt;
|-&lt;br /&gt;
|Warmaker's||true||25||Increases strength, dexterity, willpower, resistance to arcane and spell resistance&lt;br /&gt;
|-&lt;br /&gt;
|Mindweaver's||true||15||Increases mental and spell resistance and cunning&lt;br /&gt;
|Provides resistance to confusion&lt;br /&gt;
|-&lt;br /&gt;
|Savior's||true||15||Increases combat defense, mental, physical and spell resistance&lt;br /&gt;
|-&lt;br /&gt;
|Wanderer's||true||15||Increases constitution, cunning and armor&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous||true||15||Increases luck&lt;br /&gt;
|-&lt;br /&gt;
|Of soulsearing||true||25||Increases spell power, critical power, resistance to fire and mind&lt;br /&gt;
|Boosts fire and mind damage&lt;br /&gt;
|-&lt;br /&gt;
|Of seduction||true||25||Increases willpower and maximum stamina&lt;br /&gt;
|Regenerates stamina on hit&lt;br /&gt;
|-&lt;br /&gt;
|Of manastreaming||true||35||Increases magic, maximum mana and mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Of the chosen||true||20||Increases resistance to light&lt;br /&gt;
|Extra light damage on melee attacks&lt;br /&gt;
|Provides a light shield&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Boot_Egos&amp;diff=238</id>
		<title>Boot Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Boot_Egos&amp;diff=238"/>
				<updated>2013-03-26T09:02:37Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Boot Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of phasing||true||18||Increases magic and willpower&lt;br /&gt;
|Activates for short-range teleport (uses 35 power, max power 60, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of uncanny dodging||false||5||Increases combat defense vs ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of speed||true||20||Increases movement speed&lt;br /&gt;
|-&lt;br /&gt;
|Of rushing||true||18||Increases strength and constitution&lt;br /&gt;
|Activates for talent Rush, level 2 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of disengagement||true||18||Increases dexterity and cunning&lt;br /&gt;
|Activates for talent Disengagement, level 2 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of stability||true||12||Provides resistance to stunning and knockback&lt;br /&gt;
|-&lt;br /&gt;
|Of tirelessness||false||9||Increases maximum stamina and stamina regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Traveler's||false||5||Increases maximum encumberance&lt;br /&gt;
|-&lt;br /&gt;
|Scholar's||false||5||Increases spell power&lt;br /&gt;
|-&lt;br /&gt;
|Miner's||false||5||Increases armor&lt;br /&gt;
|-&lt;br /&gt;
|Stalker's||false||5||Increases infravision&lt;br /&gt;
|-&lt;br /&gt;
|Restorative||true||18||Increases healing factor and life regeneration&lt;br /&gt;
|Provides resistance to cuts and poison&lt;br /&gt;
|-&lt;br /&gt;
|Invigorating||true||20||Increases maximum life and movement speed&lt;br /&gt;
|Decreases fatigue&lt;br /&gt;
|-&lt;br /&gt;
|Blood-soaked||true||15||Increases combat damage and armor penetration&lt;br /&gt;
|Provides resistance to pinning&lt;br /&gt;
|-&lt;br /&gt;
|Blightbringer's||true||35||Increases willpower, spell power, resistance to nature and light&lt;br /&gt;
|Provides resistance to pinning&lt;br /&gt;
|-&lt;br /&gt;
|Wanderer's||true||15||Increases constitution&lt;br /&gt;
|Provides resistance to blindness, confusion and disease&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced||true||30||Increases armor, resistance to acid, lightning, fire and cold&lt;br /&gt;
|-&lt;br /&gt;
|Eldritch||true||30||Increases maximum mana, mana regeneration and spell critical chance&lt;br /&gt;
|-&lt;br /&gt;
|Grounded||true||35||Increases resistance to lightning&lt;br /&gt;
|Provides resistance to stunning, pinning and confusion&lt;br /&gt;
|-&lt;br /&gt;
|Of heaving||true||30||Increases strength&lt;br /&gt;
|Provides resistance to knockback, pinning, poison and disease&lt;br /&gt;
|Activates for talent Heave, level 4 (uses 40 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of invasion||true||30||Increases ohysical critical chance and combat damage&lt;br /&gt;
|Provides resistance to disarming&lt;br /&gt;
|Partially ignores physical resistance&lt;br /&gt;
|-&lt;br /&gt;
|Of spellbinding||true||30||Increases magic and spell save&lt;br /&gt;
|Reduces spell cooldowns&lt;br /&gt;
|-&lt;br /&gt;
|Of evasion||true||15||Increases mental, physical and spell saves&lt;br /&gt;
|Activates for talent Evasion, level 2 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Light Boot Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Stealthy||false||5||Increases stealth&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Glove_Egos&amp;diff=237</id>
		<title>Glove Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Glove_Egos&amp;diff=237"/>
				<updated>2013-03-26T09:02:28Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Glove Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of disarming||false||5||Increases trap disarming power&lt;br /&gt;
|10% chance of using talent Disarm, level 2 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Of criticals||false||9||Increases spell and physical critical chance&lt;br /&gt;
|Increased physical critical chance on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of mighty criticals||true||12||Increases critical power&lt;br /&gt;
|Increased physical critical chance and damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Haymaker, level 1 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Of attack||false||5||Increases combat attack&lt;br /&gt;
|Increased combat attack on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of damage||false||7||Increases combat damage&lt;br /&gt;
|Increased combat damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Cinder||false||3||Increases resistance to fire&lt;br /&gt;
|Boosts fire damage&lt;br /&gt;
|Extra fire damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Polar||false||3||Increases resistance to cold&lt;br /&gt;
|Boosts cold damage&lt;br /&gt;
|Extra ice damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Corrosive||false||3||Increases resistance to acid&lt;br /&gt;
|Boosts acid damage&lt;br /&gt;
|Extra acid damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Charged||false||3||Increases resistance to lightning&lt;br /&gt;
|Boosts lightning damage&lt;br /&gt;
|Extra lightning damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Temporal||false||3||Increases resistance to temporal&lt;br /&gt;
|Boosts temporal damage&lt;br /&gt;
|Extra temporal damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Naturalist's||false||3||Increases resistance to nature&lt;br /&gt;
|Boosts nature damage&lt;br /&gt;
|Extra slime damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Blighted||false||3||Increases resistance to blight&lt;br /&gt;
|Boosts blight damage&lt;br /&gt;
|Extra blight damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Powerful||false||3||Boosts physical damage&lt;br /&gt;
|Extra physical damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of strength||false||6||Increases strength&lt;br /&gt;
|Increased combat damage and extra physical damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of dexterity||false||6||Increases dexterity&lt;br /&gt;
|Increased attack and physical critical chance on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of magic||false||6||Increases magic&lt;br /&gt;
|Extra arcane damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of iron grip||false||9||Increases strength&lt;br /&gt;
|Increases Grappling talent mastery&lt;br /&gt;
|Provides resistance to disarming&lt;br /&gt;
|10% chance of using talent Maim, level 2 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Of protection||true||15||Increases mental, physical and spell saves and resistance to nature&lt;br /&gt;
|10% chance of using talent Healing Nexus, level 1 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Of warmaking||true||17||Increases strength, dexterity and armor penetration&lt;br /&gt;
|Increased physical critical chance and extra physical damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Battle Call, level 1 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Of regeneration||true||18||Increases life, mana and stamina regeneration&lt;br /&gt;
|10% chance of using talent Second Wind, level 1 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Heroic||true||20||Increases armor, maximum life and resistance to fire and cold&lt;br /&gt;
|Increased attack and damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Battle Shout, level 1 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Alchemist's||true||17||Increases magic and willpower&lt;br /&gt;
|Provides resistance to blindness and confusion&lt;br /&gt;
|Extra fire, ice, acid and lightning damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Stone Touch, level 1 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Archer's||true||17||Increases dexterity, cunning and attack&lt;br /&gt;
|Increased attack and armor penetration on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Brawler's||true||20||Increases strength, dexterity and cunning&lt;br /&gt;
|Reduces cooldown of Double Strike by 1&lt;br /&gt;
|Increased attack, physical critical chance and speed on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of imperviousness||true||40||Increases constitution, armor and resistance to physical&lt;br /&gt;
|Decreases dexterity and attack&lt;br /&gt;
|5% chance of using talent Untosppable, level 1 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Of dispersion||true||35||Increases magic and resistance to arcane&lt;br /&gt;
|Activates for talent Disperse Magic, level 3 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|Extra arcane damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Manathrust, level 3 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Of butchering||true||30||Increases attack, combat damage and resistance to blight&lt;br /&gt;
|Provides resistance to poison and disease&lt;br /&gt;
|Extra slime and acid damage on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of the juggernaut||true||20||Increases constitution, mental, physical and spell saves&lt;br /&gt;
|Activates for talent Juggernaut, level 4 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|Extra physical damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Juggernaut, level 1 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Of the beastfinder||true||40||Increases dexterity and attack&lt;br /&gt;
|Activates for talent Track, level 2 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|Increased attack and physical critical chance on unarmed attacks&lt;br /&gt;
|Extra damage to animals on unarmed attacks&lt;br /&gt;
|-&lt;br /&gt;
|Nightfighting||true||20||Increases cunning, infravision and resistance to darkness&lt;br /&gt;
|Provides resistance to blindness&lt;br /&gt;
|Extra darkness damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Shadowstep, level 3 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Spellstreaming||true||15||Increases willpower, spell power and spell critical chance&lt;br /&gt;
|Extra arcane damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Elemental Bolt, level 3 on unarmed attack&lt;br /&gt;
|-&lt;br /&gt;
|Elemental||true||50||Extra acid, lightning, fire and cold damage on melee attacks (not only unarmed attacks)&lt;br /&gt;
|Extra acid, lightning, fire and cold damage on unarmed attacks (stacks with the previous bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Contortionist's||true||30||Increases dexterity&lt;br /&gt;
|Provides resistance to stunning, pinning and knockback&lt;br /&gt;
|Extra physical damage on unarmed attacks&lt;br /&gt;
|10% chance of using talent Set Up, level 1 on unarmed attack&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Belt_Egos&amp;diff=236</id>
		<title>Belt Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Belt_Egos&amp;diff=236"/>
				<updated>2013-03-26T09:02:19Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Belt Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of carrying||false||5||Increases maximum encumberance and decreases fatigue&lt;br /&gt;
|-&lt;br /&gt;
|Of shielding||false||10||Increases combat defense&lt;br /&gt;
|Activates for temporary damage absorption shield (uses 100 power, max power 120, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of the mystic||false||5||Increases spell power&lt;br /&gt;
|-&lt;br /&gt;
|Of the titan||false||5||Increases combat damage&lt;br /&gt;
|-&lt;br /&gt;
|Of life||false||8||Increases life regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Of resilience||false||6||Increases maximum life&lt;br /&gt;
|-&lt;br /&gt;
|Blurring||false||9||Increases stealth and defense vs ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
|Insulating||false||6||Increases resistance to fire and cold&lt;br /&gt;
|-&lt;br /&gt;
|Grounding||false||6||Increases resistance to lightning&lt;br /&gt;
|Provides resistance to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring||false||6||Increases resistance to temporal&lt;br /&gt;
|Provides resistance to teleportation&lt;br /&gt;
|-&lt;br /&gt;
|Stabilizing||false||6||Provides resistance to stunning and knockback&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing||false||9||Increases resistance to acid&lt;br /&gt;
|Provides resistance to poison and disease&lt;br /&gt;
|-&lt;br /&gt;
|Of clarity||false||9||Provides resistance to confusion&lt;br /&gt;
|-&lt;br /&gt;
|Of magery||true||18||Increases magic, willpower and spell critical chance&lt;br /&gt;
|-&lt;br /&gt;
|Of burglary||true||15||Increases dexterity, trap detection and disarming power and infravision&lt;br /&gt;
|-&lt;br /&gt;
|Of dampening||true||18||Increases resistance to acid, lightning, fire and cold&lt;br /&gt;
|-&lt;br /&gt;
|Of inertia||true||18||Increases strength and constitution&lt;br /&gt;
|Provides resistance to pinning&lt;br /&gt;
|-&lt;br /&gt;
|Monstrous||true||20||Increases damage and critical power&lt;br /&gt;
|Increases size category by 1&lt;br /&gt;
|-&lt;br /&gt;
|Balancing||true||20||Increases cunning, attack and physical critical chance&lt;br /&gt;
|-&lt;br /&gt;
|Protective||true||20||Increases armor, defense and physical save&lt;br /&gt;
|-&lt;br /&gt;
|Ravager's||true||40||Decreases resistance to physical&lt;br /&gt;
|Boosts physical damage&lt;br /&gt;
|Partially ignores physical resistance&lt;br /&gt;
|-&lt;br /&gt;
|Nightruned||true||30||Increases ability to see invisible and resistance to light and darkness&lt;br /&gt;
|Provides resistance to blindness&lt;br /&gt;
|-&lt;br /&gt;
|Skylord's||true||35||Increases strength, dexterity, willpower and cunning&lt;br /&gt;
|Increases mental, physical and spell saves&lt;br /&gt;
|-&lt;br /&gt;
|Spiritwalker's||true||20||Increases magic, maximum mana and mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Of containment||true||35||Increases constitution and maximum stamina&lt;br /&gt;
|Provides resistance to stunning, knockback, and confusion&lt;br /&gt;
|Decreases resistance to pinning and blindness&lt;br /&gt;
|-&lt;br /&gt;
|Of recklessness||true||15||Increases critical power and combat damage&lt;br /&gt;
|Provides resistance to disarming and confusion&lt;br /&gt;
|-&lt;br /&gt;
|Of valiance||true||30||Increases willpower, maximum life and resistance to physical&lt;br /&gt;
|-&lt;br /&gt;
|Of unlife||true||90||Increases strength and resistance to blight&lt;br /&gt;
|Grants ability to breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
|Of the vagrant||true||20||Increases constitution and mental, physical and spell saves&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Headgear_Egos&amp;diff=235</id>
		<title>Headgear Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Headgear_Egos&amp;diff=235"/>
				<updated>2013-03-26T09:02:11Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Helm Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of strength||false||6||Increases strength&lt;br /&gt;
|-&lt;br /&gt;
|Of constitution||false||6||Increases constitution&lt;br /&gt;
|-&lt;br /&gt;
|Of dexterity||false||6||Increases dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Of telepathic range||false||15||Increases telepathy range (does not grant telepathy)&lt;br /&gt;
|-&lt;br /&gt;
|Shaloran||true||10||Increases willpower&lt;br /&gt;
|Provides resistance to disease and stunning&lt;br /&gt;
|-&lt;br /&gt;
|Prismatic||false||10||Increases resistance to light and darkness&lt;br /&gt;
|-&lt;br /&gt;
|Of precognition||true||18||Increases combat attack, defense and cunning&lt;br /&gt;
|-&lt;br /&gt;
|Of the depths||false||15||Grants ability to breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
|Of absorption||false||10||Regenerates stamina, equilibrium and mana on attacks&lt;br /&gt;
|-&lt;br /&gt;
|Miner's||false||6||Increases infravision and armor&lt;br /&gt;
|-&lt;br /&gt;
|Insulating||false||6||Increases resistance to fire and cold&lt;br /&gt;
|-&lt;br /&gt;
|Grounding||false||6||Increases resistance to lightning&lt;br /&gt;
|Provides resistance to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring||false||6||Increases resistance to temporal&lt;br /&gt;
|Provides resistance to teleportation&lt;br /&gt;
|-&lt;br /&gt;
|Stabilizing||false||6||Provides resistance to stunning and knockback&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing||false||9||Increases resistance to acid&lt;br /&gt;
|Provides resistance to poison and disease&lt;br /&gt;
|-&lt;br /&gt;
|Of knowledge||true||15||Increases magic, willpower and spell critical chance&lt;br /&gt;
|-&lt;br /&gt;
|Of might||true||15||Increases strength, consitution and physical critical chance&lt;br /&gt;
|-&lt;br /&gt;
|Of trickery||true||13||Increases dexterity, cunning and armor penetration&lt;br /&gt;
|-&lt;br /&gt;
|Warlord's||true||17||Increases willpower and combat damage&lt;br /&gt;
|Provides resistance to pinning&lt;br /&gt;
|-&lt;br /&gt;
|Defender's||true||17||Increases armor, defense and physical save&lt;br /&gt;
|-&lt;br /&gt;
|Dragonslayer's||true||17||Increases resistance to acid, lightning, fire and cold&lt;br /&gt;
|-&lt;br /&gt;
|Werebeast's||true||30||Increases strength, dexterity, constitution, cunning and life regeneration&lt;br /&gt;
|Decreases resistance to light&lt;br /&gt;
|-&lt;br /&gt;
|Mindcaging||true||20||Increases resistance to mind and mental save&lt;br /&gt;
|Provides resistance to blindness and confusion&lt;br /&gt;
|-&lt;br /&gt;
|Champion's||true||15||Increases strength, willpower and light radius&lt;br /&gt;
|Provides resistance to confusion&lt;br /&gt;
|-&lt;br /&gt;
|Leafwalker's||true||30||Increases maximum life, healing factor and resistance to nature&lt;br /&gt;
|Provides resistance to poison and disease&lt;br /&gt;
|-&lt;br /&gt;
|Catburglar's||true||20||Increases dexterity, infravision and resistance to darkness&lt;br /&gt;
|-&lt;br /&gt;
|Of blood magic||true||40||Increases magic, willpower and spell critical power&lt;br /&gt;
|Boosts blight and arcane damage&lt;br /&gt;
|Decreases constitution and healing factor&lt;br /&gt;
|-&lt;br /&gt;
|Of fortune||true||20||Increases luck&lt;br /&gt;
|Increases physical and spell critical chance&lt;br /&gt;
|-&lt;br /&gt;
|Of sanctity||true||30||Increases resistance to blight and darkness&lt;br /&gt;
|Provides resistance to confusion&lt;br /&gt;
|Activates for talent Circle of Sanctity, level 4 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of ire||true||20||Increases strength, mental and physical saves&lt;br /&gt;
|Activates for talent Battle Cry, level 2 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Hat Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of absorption||false||10||Regenerates stamina, equilibrium and mana on attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of magic||false||6||Increases magic&lt;br /&gt;
|-&lt;br /&gt;
|Of willpower||false||6||Increases willpower&lt;br /&gt;
|-&lt;br /&gt;
|Of cunning||false||6||Increases cunning&lt;br /&gt;
|-&lt;br /&gt;
|Of telepathic range||false||15||Increases telepathy range (does not grant telepathy)&lt;br /&gt;
|-&lt;br /&gt;
|Shimmering||false||10||Increases maximum mana&lt;br /&gt;
|-&lt;br /&gt;
|Of seeing||false||5||Provides resistance to blindness&lt;br /&gt;
|-&lt;br /&gt;
|Of the arcanist||true||18||Increases spell power and resistance to arcane&lt;br /&gt;
|Activates for talent Manaflow, level 1 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Insulating||false||6||Increases resistance to fire and cold&lt;br /&gt;
|-&lt;br /&gt;
|Grounding||false||6||Increases resistance to lightning&lt;br /&gt;
|Provides resistance to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring||false||6||Increases resistance to temporal&lt;br /&gt;
|Provides resistance to teleportation&lt;br /&gt;
|-&lt;br /&gt;
|Stabilizing||false||6||Provides resistance to stunning and knockback&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing||false||9||Increases resistance to acid&lt;br /&gt;
|Provides resistance to poison and disease&lt;br /&gt;
|-&lt;br /&gt;
|Runed||false||10||Increases mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|Of knowledge||true||13||Increases magic, willpower and spell critical chance&lt;br /&gt;
|-&lt;br /&gt;
|Of the Spellblaze||true||15||Boosts fire, cold, acid and lightning damage&lt;br /&gt;
|-&lt;br /&gt;
|Aegis||true||11||Increases maximum life and life regeneration&lt;br /&gt;
|Increases Aegis talent mastery&lt;br /&gt;
|-&lt;br /&gt;
|Soothing||true||17||Provides resistance to disease, confusion and poison&lt;br /&gt;
|-&lt;br /&gt;
|Whispering||true||30||Increases magic, cunning and resistance to temporal&lt;br /&gt;
|Increases Temporal talent mastery&lt;br /&gt;
|Decreases willpower&lt;br /&gt;
|-&lt;br /&gt;
|Sorcerer's||true||20||Increases constitution, mana regeneration and spell power&lt;br /&gt;
|-&lt;br /&gt;
|Augmenting||true||35||Boosts acid, lightning, fire, cold and arcane damage&lt;br /&gt;
|-&lt;br /&gt;
|Purifying||true||10||Increases physical save and resistance to blight&lt;br /&gt;
|Provides resistance to poison and disease&lt;br /&gt;
|-&lt;br /&gt;
|Eldritch||true||10||Increases maximum mana&lt;br /&gt;
|Increases Arcane and Arcane Shield talent masteries&lt;br /&gt;
|-&lt;br /&gt;
|Of madness||true||30||Increases magic and willpower&lt;br /&gt;
|Decreases mental save and resistance to mind&lt;br /&gt;
|Activates for talent Hateful Whisper, level 4 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of earthrunes||true||15||Increases constitution and armor&lt;br /&gt;
|Activates for talent Stone Wall, level 3 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of rainmaking||true||15||Increases resistance to acid and cold&lt;br /&gt;
|Activates for talent Corrosive Vapour, level 3 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of the Brotherhood||true||20||Increases magic&lt;br /&gt;
|Activates for talent Arcane Eye, level 5 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of warding||true||15||Activates for talent Circle of Warding, level 3 (uses 50 power, max power 80, regen 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cloak_Egos&amp;diff=234</id>
		<title>Cloak Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cloak_Egos&amp;diff=234"/>
				<updated>2013-03-26T09:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Cloak Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=6% | Power source&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Thick||Technique||false||6||Increases cold resistance by (10-30)%&lt;br /&gt;
|Increases armor by (5-13)&lt;br /&gt;
|-&lt;br /&gt;
|Of Eldoral||Technique||false||6||Increases dexterity and cunning by (1-4)&lt;br /&gt;
|-&lt;br /&gt;
|Of the Shaloren||Arcane||false||6||Increases magic and willpower by (1-4)&lt;br /&gt;
|-&lt;br /&gt;
|Of Iron Throne||Technique||false||6||Increases strength and constitution by (1-4)&lt;br /&gt;
|-&lt;br /&gt;
|Of stability||Technique||false||7||Increases physical save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of protection||Arcane||false||7||Increases spell save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of clarity||Psionic||false||7||Increases mental save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of resilience||Nature||false||7||Increases maximum life by (30-60)&lt;br /&gt;
|-&lt;br /&gt;
|Enveloping||Technique||false||5||Increases defense by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Lightening||Technique||false||10||Decreases fatigue by (2-7)&lt;br /&gt;
|-&lt;br /&gt;
|Of fog||Nature||true||18||Increases fire and light resistance by (10-25)%&lt;br /&gt;
|Increases defense by (4-10)&lt;br /&gt;
|Increases stealth by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Shadow||Technique||true||18||Increases darkness damage by (5-25)%&lt;br /&gt;
|Penetrates darkness resistance by (5-20)%&lt;br /&gt;
|Increases stealth by (5-25)&lt;br /&gt;
|-&lt;br /&gt;
|Of implacability||Nature||true||16||Increases physical and mental save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Regal||Psionic||true||15||Increases willpower by (2-4)&lt;br /&gt;
|Increases mental save by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Restorative||Nature||true||18||Increases healing factor by (10-30)%&lt;br /&gt;
|Increases life regeneration by (0.5-1.5)&lt;br /&gt;
|Increases nature and blight resistance by (5-10)%&lt;br /&gt;
|-&lt;br /&gt;
|Wyrmwaxed||Nature||true||18||Increases acid, lightning, fire and cold resistance by (5-10)%&lt;br /&gt;
|-&lt;br /&gt;
|Battlemaster's||Technique||true||40||Increases strength, dexterity and constitution by (1-6)&lt;br /&gt;
|Increases spell save by (10-30)&lt;br /&gt;
|Increases stamina regeneration by (0.3-1.5)&lt;br /&gt;
|Decreases mana regeneration by (0.1-0.6)&lt;br /&gt;
|Increases Combat Training talent mastery by (0.2-0.4)&lt;br /&gt;
|-&lt;br /&gt;
|Of sorcery||Arcane||true||16||Increases magic and willpower by (2-4)&lt;br /&gt;
|Increases spell critical chance by (3-6)%&lt;br /&gt;
|-&lt;br /&gt;
|Of mindcraft||Psionic||true||16||Increases willpower and cunning by (2-4)&lt;br /&gt;
|Increases mental critical chance by (3-6)%&lt;br /&gt;
|-&lt;br /&gt;
|Spellcowled||Arcane||true||15||Increases magic and willpower by (1-6)&lt;br /&gt;
|Increases spell save by (5-15)&lt;br /&gt;
|Increases maximum mana by (40-80)&lt;br /&gt;
|-&lt;br /&gt;
|Marshal's||Technique||true||30||Increases strength and constitution by (1-6)&lt;br /&gt;
|Increases physical save by (5-15)&lt;br /&gt;
|Increases maximum life by (40-110)&lt;br /&gt;
|-&lt;br /&gt;
|Murderer's||Technique||true||20||Increases dexterity and cunning by (1-6)&lt;br /&gt;
|Increases accuracy and armor penetration by (3-10)&lt;br /&gt;
|-&lt;br /&gt;
|Of the guardian||Technique||true||35||Increases mental, physical and spell save by (5-15)&lt;br /&gt;
|Increases armor by (3-10)&lt;br /&gt;
|Increases defense by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of conjuring||Arcane||true||35||Increases maximum mana by (20-100)&lt;br /&gt;
|Increases spellpower by (3-10)&lt;br /&gt;
|Increases spell critical chance by (3-6)%&lt;br /&gt;
|-&lt;br /&gt;
|Of warlust||Technique||true||15||Increases physical critical chance by (1-5)%&lt;br /&gt;
|Increases physical power by (1-5)&lt;br /&gt;
|-&lt;br /&gt;
|Of the hunt||Technique||true||30||Increases maximum life by (40-110)&lt;br /&gt;
|Decreases fatigue by (4-10)&lt;br /&gt;
|Activates for talent Blinding Speed (cooldown 45)&lt;br /&gt;
|-&lt;br /&gt;
|Of backstabbing||Technique||true||35||Increases critical multiplier by (10-40)%&lt;br /&gt;
|Increases accuracy, armor penetration and stealth by (5-15)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Egos-shields&amp;diff=233</id>
		<title>Egos-shields</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Egos-shields&amp;diff=233"/>
				<updated>2013-03-26T09:01:50Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Shield Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of fire resistance||false||5||Increases fire resistance&lt;br /&gt;
|-&lt;br /&gt;
|Of cold resistance||false||5||Increases cold resistance&lt;br /&gt;
|-&lt;br /&gt;
|Of acid resistance||false||5||Increases acid resistance&lt;br /&gt;
|-&lt;br /&gt;
|Of lightning resistance||false||5||Increases lightning resistance&lt;br /&gt;
|-&lt;br /&gt;
|Of nature resistance||false||5||Increases nature resistance&lt;br /&gt;
|-&lt;br /&gt;
|Flaming||false||8||Damages enemies with fire when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Icy||false||8||Damages enemies with ice when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Acidic||false||8||Damages enemies with acid when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Shocking||false||8||Damages enemies with lightning when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Of resilience||false||10||Increases maximum life&lt;br /&gt;
|-&lt;br /&gt;
|Of deflection||false||10||Increases combat defense&lt;br /&gt;
|-&lt;br /&gt;
|Reflective||false||10||Increases resistance to light and darkness&lt;br /&gt;
|-&lt;br /&gt;
|Brilliant||false||8||Damages enemies with light when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Of crushing||true||16||Increases combat damage and physical critical chance&lt;br /&gt;
|Provides resistance to pinning&lt;br /&gt;
|-&lt;br /&gt;
|Of resistance||true||16||Increases resistance to acid, lightning, fire and cold&lt;br /&gt;
|-&lt;br /&gt;
|Of the night||true||16||Increases infravision and resistance to darkness&lt;br /&gt;
|Damages enemies with darkness when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Impervious||true||18||Increases armor and constitution&lt;br /&gt;
|Provides resistance to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Spellplated||true||15||Increases mental and spell saves and willpower&lt;br /&gt;
|-&lt;br /&gt;
|Blood-runed||true||17||Increases life regeneration, healing factor and constitution&lt;br /&gt;
|-&lt;br /&gt;
|Obstinate||true||30||Increases magic and resistance to arcane&lt;br /&gt;
|Damages enemies with arcane when hit in melee&lt;br /&gt;
|Extra arcane damage on melee attacks&lt;br /&gt;
|Increased fatigue and weight&lt;br /&gt;
|-&lt;br /&gt;
|Living||true||15||Increases maximum life and resistance to nature&lt;br /&gt;
|Extra nature damage on melee attacks&lt;br /&gt;
|-&lt;br /&gt;
|Coruscating||true||30||Increases strength and resistance to fire&lt;br /&gt;
|Damages enemies with fire when hit in melee&lt;br /&gt;
|Extra fire damage on melee attacks&lt;br /&gt;
|-&lt;br /&gt;
|Crackling||true||30||Increases dexterity and resistance to lightning&lt;br /&gt;
|Damages enemies with lightning when hit in melee&lt;br /&gt;
|Extra lightning damage on melee attacks&lt;br /&gt;
|-&lt;br /&gt;
|Corrosive||true||30||Increases constitution and resistance to acid&lt;br /&gt;
|Damages enemies with acid when hit in melee&lt;br /&gt;
|Extra acid damage on melee attacks&lt;br /&gt;
|-&lt;br /&gt;
|Wintry||true||30||Increases willpower and resistance to cold&lt;br /&gt;
|Damages enemies with cold when hit in melee&lt;br /&gt;
|Extra cold damage on melee attacks&lt;br /&gt;
|-&lt;br /&gt;
|Of displacement||true||25||Increases combat defense&lt;br /&gt;
|Activates for talent Displacement Shield, level 5 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of the earth||true||25||Increases armor&lt;br /&gt;
|Activates for talent Earthen Barrier, level 5 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of the sun||true||10||Increases resistance to light and darkness&lt;br /&gt;
|Activates for talent Illuminate, level 2 (uses 6 power, max power 10, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of patience||true||20||Increases temporal resistance&lt;br /&gt;
|Extra temporal damage on melee attacks&lt;br /&gt;
|Activates for talent Time Shield, level 5 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of harmony||true||30||Increases Harmony talent mastery&lt;br /&gt;
|Activates for talent Waters of Life, level 4 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of faith||true||10||Increases willpower&lt;br /&gt;
|Activates for talent Barrier, level 4 (uses 80 power, max power 80, regen 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Armor_Egos&amp;diff=232</id>
		<title>Armor Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Armor_Egos&amp;diff=232"/>
				<updated>2013-03-26T09:01:39Z</updated>
		
		<summary type="html">&lt;p&gt;Captaintrips: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== General Body Armor Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=6% | Power source&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of fire resistance||Technique||false||5||Increases fire resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of cold resistance||Technique||false||5||Increases cold resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of acid resistance||Technique||false||5||Increases acid resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of lightning resistance||Technique||false||5||Increases lightning resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of temporal resistance||Arcane||false||10||Increases temporal resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Prismatic||Arcane||false||10||Increases light and darkness resistance by (10-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing||Nature||false||10||Increases nature and blight resistance by (10-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Of stability||Technique||false||7||Increases physical save by (10-25)&lt;br /&gt;
|-&lt;br /&gt;
|Of spell shielding||Arcane||false||7||Increases spell save by (10-25)&lt;br /&gt;
|-&lt;br /&gt;
|Of clarity||Psionic||false||7||Increases mental save by (10-25)&lt;br /&gt;
|-&lt;br /&gt;
|Spiked||Technique||false||6||Deals (10-20) physical damage when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Rejuvenating||Nature||false||10||Increases stamina and life regeneration by (0.5-2)&lt;br /&gt;
|-&lt;br /&gt;
|Of resilience||Nature||false||9||Increases maximum life by (20-60)&lt;br /&gt;
|-&lt;br /&gt;
|Searing||Arcane||true||18||Deals (8-16) fire and acid damage when hit in melee&lt;br /&gt;
|Melee attacks deal extra (8-16) fire and acid damage&lt;br /&gt;
|-&lt;br /&gt;
|Radiant||Nature||true||18||Deals (4-14) light damage when hit in melee&lt;br /&gt;
|Increases blight and darkness resistance by (10-30)%&lt;br /&gt;
|Increases willpower by (1-6)&lt;br /&gt;
|Increases light radius by (1-2)&lt;br /&gt;
|-&lt;br /&gt;
|Of Eyal||Nature||true||16||Increases maximum life by (40-100)&lt;br /&gt;
|Increases life regeneration by (0.5 - 1.5)&lt;br /&gt;
|Increases healing factor by (10 - 20)%&lt;br /&gt;
|-&lt;br /&gt;
|Enlightening||Psionic||true||15||Increases willpower and cunning by (1-6)&lt;br /&gt;
|Increases mental save by (10-25)&lt;br /&gt;
|-&lt;br /&gt;
|Of command||Psionic||true||20||Increases cunning by (1-6)&lt;br /&gt;
|Increases mental save by (10-25)&lt;br /&gt;
|Increases armor by (3-10)&lt;br /&gt;
|Increases defense by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of delving||Technique||true||25||Increases strength by (4-10)&lt;br /&gt;
|Activates for talent Track (level 2, cooldown 30)&lt;br /&gt;
|-&lt;br /&gt;
|Of the deep||Nature||true||90||Increases acid and cold resistance by (5-15)%&lt;br /&gt;
|Increases armor by (1-6)&lt;br /&gt;
|Water breathing&lt;br /&gt;
|-&lt;br /&gt;
|Of thunder||Arcane||true||40||Increases strength and magic by (3-10)&lt;br /&gt;
|Increases physical and spell critical chance by (2-5)%&lt;br /&gt;
|Increases physical power by (3-10)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Light Armor Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=6% | Power source&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Troll-hide||Nature||true||12||Increases life regeneration by (1.5-6)&lt;br /&gt;
|-&lt;br /&gt;
|Nimble||Technique||true||22||Increases ranged defense by (2-10)&lt;br /&gt;
|Increases movement speed&lt;br /&gt;
|Increases dexterity by (2-5)&lt;br /&gt;
|-&lt;br /&gt;
|Marauder's||Technique||true||20||Increases strength and dexterity by (3-10)&lt;br /&gt;
|Increases defense by (2-10)&lt;br /&gt;
|Increases physical save by (5-20)&lt;br /&gt;
|-&lt;br /&gt;
|Of the sky||Nature||true||20||Increases lightning and cold resistance by (10-30)%&lt;br /&gt;
|Increases dexterity by (2-8)&lt;br /&gt;
|Increases defense and ranged defense by (2-10)&lt;br /&gt;
|-&lt;br /&gt;
|Of Toknor||Technique||true||16||Increases physical power by 5-10&lt;br /&gt;
|Increases physical critical chance by (3-6)%&lt;br /&gt;
|Increases critical multiplier by (10-20)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heavy Armor Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=6% | Power source&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Impenetrable||Technique||false||8||Increases armor by (5-20)&lt;br /&gt;
|-&lt;br /&gt;
|Hardened||Technique||true||29||Increases acid, lightning, fire, cold and physical resistance by (5-13)%&lt;br /&gt;
|Increases armor by (5-10)&lt;br /&gt;
|-&lt;br /&gt;
|Fearforged||Arcane||true||30||Increases fire and darkness resistance by (5-15)%&lt;br /&gt;
|Decreases light resistance by (10-20)%&lt;br /&gt;
|Increases constitution by (5-10)&lt;br /&gt;
|Increases mental, physical and spell saves by (5-10)&lt;br /&gt;
|Increases fatigue by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of implacability||Technique||true||16||Increases physical save by (5-15)&lt;br /&gt;
|Increases armor by (4-10)&lt;br /&gt;
|Decreases fatigue by (4-10)&lt;br /&gt;
|-&lt;br /&gt;
|Fortifying||Technique||true||18||Increases strength and constitution by (2-7)&lt;br /&gt;
|Increases maximum life by (30-100)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Massive Armor Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=6% | Power source&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Impenetrable||Technique||false||8||Increases armor by (5-20)&lt;br /&gt;
|-&lt;br /&gt;
|Of the dragon||Nature||true||20||Increases acid, lightning, fire, cold and physical resistance by (5-15)%&lt;br /&gt;
|Increases constitution and strength by (1-6)&lt;br /&gt;
|Increases stunning, knockback and disarming resistance by (20-40)%&lt;br /&gt;
|Reduces cooldown of Rush by 5&lt;br /&gt;
|-&lt;br /&gt;
|Hardened||Technique||true||29||Increases acid, lightning, fire, cold and physical resistance by (5-13)%&lt;br /&gt;
|Increases armor by (5-10)&lt;br /&gt;
|-&lt;br /&gt;
|Fearforged||Arcane||true||30||Increases fire and darkness resistance by (5-15)%&lt;br /&gt;
|Decreases light resistance by (10-20)%&lt;br /&gt;
|Increases constitution by (5-10)&lt;br /&gt;
|Increases mental, physical and spell saves by (5-10)&lt;br /&gt;
|Increases fatigue by (5-15)&lt;br /&gt;
|-&lt;br /&gt;
|Of implacability||Technique||true||16||Increases physical save by (5-15)&lt;br /&gt;
|Increases armor by (4-10)&lt;br /&gt;
|Decreases fatigue by (4-10)&lt;br /&gt;
|-&lt;br /&gt;
|Fortifying||Technique||true||18||Increases strength and constitution by (2-7)&lt;br /&gt;
|Increases maximum life by (30-100)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Robe Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=6% | Power source&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Of fire||Nature||false||6||Increases fire damage by (10-20)%&lt;br /&gt;
|Increases fire resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of frost||Nature||false||6||Increases frost damage by (10-20)%&lt;br /&gt;
|Increases frost resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of nature||Nature||false||6||Increases nature damage by (10-20)%&lt;br /&gt;
|Increases nature resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of lightning||Nature||false||6||Increases lightning damage by (10-20)%&lt;br /&gt;
|Increases lightning resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of light||Arcane||false||6||Increases light damage by (10-20)%&lt;br /&gt;
|Increases light resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of darkness||Arcane||false||6||Increases darkness damage by (10-20)%&lt;br /&gt;
|Increases darkness resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of corrosion||Natue||false||6||Increases acid damage by (10-20)%&lt;br /&gt;
|Increases acid resistance by (15-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Of blight||Arcane||false||24||Increases blight damage by (10-20)%&lt;br /&gt;
|Increases blight resistance by (10-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Of the mountain||Nature||false||24||Increases physical damage by (10-20)%&lt;br /&gt;
|Increases physical resistance by (10-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Of the mind||Psionic||false||24||Increases mind damage by (10-20)%&lt;br /&gt;
|Increases mind resistance by (10-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Of time||Arcane||false||24||Increases temporal damage by (10-20)%&lt;br /&gt;
|Increases temporal resistance by (10-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Shimmering||Arcane||false||12||Increases arcane damage by (10-20)%&lt;br /&gt;
|Increases maximum mana by (10-110)&lt;br /&gt;
|-&lt;br /&gt;
|Of stability||Technique||false||7||Increases physical save by (15-30)&lt;br /&gt;
|-&lt;br /&gt;
|Of spell shielding||Arcane||false||7||Increases spell save by (15-30)&lt;br /&gt;
|-&lt;br /&gt;
|Of clarity||Psionic||false||7||Increases mental save by (15-30)&lt;br /&gt;
|-&lt;br /&gt;
|Spellwoven||Arcane||false||7||Increases spellpower and spell critical chance by (2-6)&lt;br /&gt;
|-&lt;br /&gt;
|Mindwoven||Psionic||false||7||Increases mindpower and mental critical chance by (2-6)&lt;br /&gt;
|-&lt;br /&gt;
|Slimy||Antimagic||false||7||Deals (3-10) slime damage when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Focusing||Psionic||false||10||Increases mana and psi regeneration by (0.1-0.3)&lt;br /&gt;
|-&lt;br /&gt;
|Dreamer's||Psionic||true||30||Increases physical and spell save by (10-20)&lt;br /&gt;
|Increases mental save by (20-40)&lt;br /&gt;
|-&lt;br /&gt;
|Dispeller's||Arcane||true||30||Increases physical and mental save by (10-20)&lt;br /&gt;
|Increases spell save by (20-40)&lt;br /&gt;
|-&lt;br /&gt;
|Of retribution||Arcane||true||20||Deals (5-15) acid, lightning, fire and cold damage when hit in melee&lt;br /&gt;
|-&lt;br /&gt;
|Of Linaniil||Arcane||true||20||Increases spellpower and spell critical chance by (3-6)&lt;br /&gt;
|Increases maximum mana by (40-100)&lt;br /&gt;
|Increases mana regeneration by (0.1-0.3)&lt;br /&gt;
|-&lt;br /&gt;
|Of Angolwen||Arcane||true||20||Increases magic and willpower by (2-6)&lt;br /&gt;
|Increases spellpower by (5-10)&lt;br /&gt;
|-&lt;br /&gt;
|Stargazer's||Arcane||true||15||Increases cunning by (1-6)&lt;br /&gt;
|Increases light and darkness damage by (5-20)%&lt;br /&gt;
|Increases spellpower by (5-10)&lt;br /&gt;
|-&lt;br /&gt;
|Ancient||Arcane||true||40||Increases magic by (1-10)&lt;br /&gt;
|Increases temporal damage by (5-20)%&lt;br /&gt;
|Increases temporal resistance by (5-15)%&lt;br /&gt;
|-&lt;br /&gt;
|Of power||Arcane||true||18||Increases arcane, fire, cold, acid, lightning, nature, blight and physical damage by (5-20)%&lt;br /&gt;
|Increases spellpower by (5-10)&lt;br /&gt;
|-&lt;br /&gt;
|Of chaos||Arcane||true||20||Increases fire, blight and physical resistance by (5-15)%&lt;br /&gt;
|Decreases cold, nature and arcane resistance by (5-15)%&lt;br /&gt;
|Penetrates fire, blight and physical resistance by (5-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Sunsealed||Arcane||true||30||Increases light and darkness resistance by (5-15)%&lt;br /&gt;
|Increases light damage by (5-20)%&lt;br /&gt;
|Increases magic by (3-10)&lt;br /&gt;
|Increases light radius by 1&lt;br /&gt;
|-&lt;br /&gt;
|Of life||Nature||true||20||Increases maximum life by (40-100)&lt;br /&gt;
|Increases life regeneration by (0.5-2)&lt;br /&gt;
|Increases healing factor by (10-30)%&lt;br /&gt;
|-&lt;br /&gt;
|Stormlord's||Nature||true||16||Increases cold and lightning resistance by (5-15)%&lt;br /&gt;
|Increases willpower by (4-8)&lt;br /&gt;
|Increases cold and lightning damage by (5-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Verdant||Nature||true||15||Increases constitution by (1-6)&lt;br /&gt;
|Increases life regeneration by (0.5-3.5)&lt;br /&gt;
|Increases nature damage by (5-20)%&lt;br /&gt;
|-&lt;br /&gt;
|Tormentor's||Psionic||true||30||Increases cunning by (1-10)&lt;br /&gt;
|Increases mental critical chance by (1-5)%&lt;br /&gt;
|Increases critical multiplier by (10-40)%&lt;br /&gt;
|-&lt;br /&gt;
|Fearwoven||Psionic||true||40||Increases darkness damage by (5-20)%&lt;br /&gt;
|Increases maximum hate by (5-15)&lt;br /&gt;
|Increases mindpower by (5-10)&lt;br /&gt;
|Increases mental critical chance by (1-5)%&lt;br /&gt;
|-&lt;br /&gt;
|Psion's||Psionic||true||40||Increases mind damage by (5-20)%&lt;br /&gt;
|Increases maximum psi by (10-40)&lt;br /&gt;
|Increases mindpower by (5-10)&lt;br /&gt;
|Increases mental critical chance by (1-5)%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Captaintrips</name></author>	</entry>

	</feed>