<?xml version="1.0"?>
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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Coolthulhu</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Coolthulhu"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Coolthulhu"/>
		<updated>2026-05-04T00:17:31Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Pale_Drake&amp;diff=5880</id>
		<title>Pale Drake</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Pale_Drake&amp;diff=5880"/>
				<updated>2013-07-08T18:28:47Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardian&lt;br /&gt;
|name=Pale Drake&lt;br /&gt;
|location=Dreadfell&lt;br /&gt;
|level=40+&lt;br /&gt;
|description=A malveloent skeleton archmage that has taken control of the Dreadfell since the Master's demise.&lt;br /&gt;
|str=19&lt;br /&gt;
|dex=19&lt;br /&gt;
|mag=77&lt;br /&gt;
|wil=46&lt;br /&gt;
|cun=47&lt;br /&gt;
|con=16&lt;br /&gt;
|abilities=&amp;amp;nbsp;&lt;br /&gt;
* ~3500 life&lt;br /&gt;
* 13 accuracy, 46 damage&lt;br /&gt;
* 100% fire resistance, 30-50% resistances for lightning &amp;amp; darkness&lt;br /&gt;
* 0 armor, 6 defense&lt;br /&gt;
* 20-50 in saves&lt;br /&gt;
* 100% blind resistance, 70% stun/freeze&lt;br /&gt;
* Talents: Bone Spear (5), Curse of Death (5), Curse of Vulnerability (5)&lt;br /&gt;
:Drain (5), Elemental Surge (1), Flame (5), Flameshock (5)&lt;br /&gt;
:Inferno (5), Manathrust (5), Phase Door (2), Summon (1)&lt;br /&gt;
:Wildfire (5), Runes x5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Resurrects when killed for the first time.&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Bosses_guide&amp;diff=5879</id>
		<title>Bosses guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Bosses_guide&amp;diff=5879"/>
				<updated>2013-07-08T18:19:28Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]][[Category:Bosses]][[Category:NPC]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
== Maj'Eyal Boss Guide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide covers basic tips for facing the bosses in the first half of the game, up until you retrieve the Staff of Absorption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Prox the Mighty (Trollmire) ==&lt;br /&gt;
&lt;br /&gt;
He doesn't do much except Knockback, which actually helps you because he has no ranged attacks or healing, so you can use the breathing space to take time to heal or wait for cooldowns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bill (Trollmire 'hidden' boss) ==&lt;br /&gt;
&lt;br /&gt;
Much nastier than Prox but still manageable. He has Rush in addition to Knockback, which makes his Knockback much worse, since Rush will daze you. Pull him back into the corridor in order not to get surrounded by his flunkies, and don't be afraid to hightail it out of there if you find the fight is not going your way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shade of Kor'Pul (Kor'Pul) ==&lt;br /&gt;
&lt;br /&gt;
Opens the fight with a couple of nasty ranged nukes, including Freeze. You may want a physical wild infusion for this fight. However, Freeze has a long cooldown, so if you survive the initial barrage, he becomes much more manageable. A nice trick for melee characters is to simply dig through the wall that he's hiding behind, reducing the starting distance to 2 tiles instead of 8 or however many it is normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Norgos (Norgos' Lair) ==&lt;br /&gt;
&lt;br /&gt;
Can stun and may have sun or poison infusion. A physical wild infusion might not help with the stun if you've already been blinded/illuminated/poisoned, so make sure not to be stunned while under other effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Withering Thing (Heart of Gloom) ==&lt;br /&gt;
&lt;br /&gt;
Accompanied by shadows, which teleport and have non-negligible damage, and the boss himself has a variation of Rush called Blindside, which will instantly close the distance. Depending on the class and the terrain, it may be more effective to kill off the shadows first, but usually you'll want to focus fire on the boss. If the boss dies, the shadows will die too, but if the shadows die, the boss can always summon more.&lt;br /&gt;
If playing on difficulties above normal, this is one of the hardest early bosses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spellblaze Crystal (Scintillating Caverns) ==&lt;br /&gt;
&lt;br /&gt;
Basically just an amalgam of the crystals you've run into on the way down. The same strategy can be used on the boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rhaloren Inquisitor (Rhaloren Camp) ==&lt;br /&gt;
&lt;br /&gt;
Has ranged spells like the Shade, but the starting distance is much closer so it's less scary. On the other hand, the Inquisitor is not totally incompetent in melee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ben Cruthdar (Lumberjack Village) ==&lt;br /&gt;
&lt;br /&gt;
Has a gloom aura which can lead to short-term stun and confusion, and can instantly close into melee range and pin you there, but otherwise he's just a normal melee guy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sandworm Queen (Sandworm Lair) ==&lt;br /&gt;
&lt;br /&gt;
Opens the fight with a hard hitting sand breath that also blinds you for a long time. It might even hit you before you see the Queen herself, so you might think that you're just fighting a sand-drake at first. Getting caught in a tunnel while blinded can be bad, and she doesn't really have other physical effects, so a physical wild infusion is very useful here. She also summons a bunch of sandworms to help her, but as you have seen if you've made it this far, they are all quite weak. Still, getting surrounded can get nasty, so make sure you have some way of hitting multiple enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Minotaur of the Labyrinth (Maze) ==&lt;br /&gt;
&lt;br /&gt;
Like other minotaurs, this one has Warshout, a nasty confuse. Mental wild infusion is highly recommended. He also has stun and pin, but with all of his other physical status effects, a physical wild infusion won't help much. Luckily, he has no way of quickly closing the distance, so ranged characters can just pick him off from a distance (given that they have a way to deal with the confusion). Melee characters should have enough melee defenses at this point (defense, armor, or both) or they can just use their own stun first.&lt;br /&gt;
&lt;br /&gt;
== Wrathroot (Old Forest) ==&lt;br /&gt;
&lt;br /&gt;
Not only does he have Freeze like every other spellcasting boss, he also has Ice Storm which has a chance of freezing you each turn. Because of the repeated freezing, a physical wild won't be too useful except against the initial Freeze. Besides the freezing, he's quite harmless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rantha the Worm (Daikara) ==&lt;br /&gt;
&lt;br /&gt;
Has high armor and does cold damage whenever you hit her in melee. This can make Flurry a bad idea, if you're a rogue. She's also stun immune, so you can't just cheese her with stun like most other bosses. Other than that, she's basically just Wrathroot again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Urkis (Tempest Peak) ==&lt;br /&gt;
&lt;br /&gt;
Uses various lighting spells to deal damage, so lighting resistance is very helpful. His spells can daze and every daze causes nasty chain-reaction, so high stun resistance and/or at least one physical and spell infusions are required. Surprisingly vulnerable to stun himself. His powerful thunderstorm spell will hit you non-stop as long, as you are near him, so you may want to retreat for healing mid-fight (or just disable his sustains / drain his mana if you can).&lt;br /&gt;
If you have no magic wild, the hurricane debuff can deal over 500 damage (over the course of 10 turns) and so you should disengage Urkis as soon as you can't expect to deal with that amount of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chronolith Twin and Chronolith Clone (Temporal Rift) ==&lt;br /&gt;
&lt;br /&gt;
They do temporal damage and generally are easy for ranged classes, except their ability to quickly run away (going into water in process), leaving countless clones behind. Do not pay attention to clones and concentrate on closing distance on the one of bosses, using movement infusion / rush/ teleport / whatever you have. Water breathing may be helpful obviously.&lt;br /&gt;
As both bosses have good mobility and means to lower player's mobility, they should be approached with caution by melee classes then quickly disengaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weirdling Beast (Sher'Tul Fortress) ==&lt;br /&gt;
&lt;br /&gt;
Found beneath Lake Nur. The most dangerous boss you'll run into until Dreadfell, the Weirdling Beast has a myriad of tools at his disposal, but is most commonly noted for his extreme healing ability. He can heal up to full health in a matter of a few turns, and does so with alarming frequency. If you don't have very good offenses at this point, he might actually be impossible to kill without a way to negate his healing (such as Insidious Poison). The floor he's on is no teleport, and it's an extremely small level anyway, so the only way to escape him is to go back up the stairs, which is recommended even though doing so heals him back to full. The first thing you should do is to get rid of his Bone Shield by just hitting him until it goes away, then go back up the stairs. When you come back down, the Bone Shield will be gone and the fight will be much more favorable to you. He's vulnerable to stun, but has a physical wild infusion. On his end, he can stun you, pin you, freeze you, disable your sustains, and his gloom aura can even confuse you as well. His one weakness is that he has lower max health than most bosses, so a quick burst of damage might kill him before he can heal or do anything else. Definitely treat this encounter with caution, and never leave the stairs, so that you can reset the fight on demand should the need arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Greater Mummy Lord (Ancient Elven Ruins) ==&lt;br /&gt;
&lt;br /&gt;
Hits hard with ranged nukes, which is augmented by his invisibility (reduces total amount of damage he deals). Unfortunately, his invisibility also makes him hard to notice without some sources of seeing invisible and huge vision radius.&lt;br /&gt;
It might be worth not to illuminate the surrounding area, as the boss often carries a light source making his invisibility mostly meaningless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grand Corruptor (Mark of the Spellblaze) ==&lt;br /&gt;
&lt;br /&gt;
He has a significant amount of health, as well as high damage spells. He also will use fearscape, which may be a significant problem for melee classes. He's faster than average and when wraithformed can pass through obstacles, so running away on foot at 100% speed is not an option. Make sure you clear the area around him first, as the other high-DPS spell casters can make this fight unwinnable if they attack at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Master (Dreadfell) ==&lt;br /&gt;
&lt;br /&gt;
Generally opens with a freeze, followed by several high DPS spells and summoning undead. He can use invisibility, shields and phase door if you start damaging him significantly, and of course will resurrect once (although dying after he resurrects will not reset Hidden Resources, so you only have to kill him once, then.)&lt;br /&gt;
&lt;br /&gt;
Status curing effects of some kind (either class specific or infusions) will be required, as he and his minions deal too much damage to simply wait it out. He doesn't tend to heal much while out of combat, so simply teleporting away to heal should work to a limited extent (although it gives him time to refresh his freeze attack.) The key to this battle is that he doesn't regain health, so any damage you do sticks. Just keep running away and poking him, and eventually he'll die.&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Reaver&amp;diff=3674</id>
		<title>Reaver</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Reaver&amp;diff=3674"/>
				<updated>2013-06-03T14:49:42Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Reaver&lt;br /&gt;
|metaclass=Defiler&lt;br /&gt;
|starting_life=120&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength= +4&lt;br /&gt;
|dexterity = +1&lt;br /&gt;
|magic = +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Reavers are terrible foes, charging their enemies with a weapon in each hand.&lt;br /&gt;
They can harness the blight of evil, infecting their foes with terrible contagious diseases while crushing their skulls with devastating combat techniques.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Magic]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Waraxe&lt;br /&gt;
*Iron Waraxe&lt;br /&gt;
*Iron Mail Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Corrupted strength (talent)|Corrupted Strength]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
*[[Drain (talent)|Drain]]&lt;br /&gt;
*[[Rend (talent)|Rend]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
;Technique&lt;br /&gt;
:[[Combat training (category)|Combat Training]] (1.3 mastery)&lt;br /&gt;
&lt;br /&gt;
;Cunning&lt;br /&gt;
:[[Survival (category)|Survival]] (1.1 mastery, locked)&lt;br /&gt;
&lt;br /&gt;
;Corruption&lt;br /&gt;
:[[Sanguisuge (category)|Sanguisuge]] (1.3 mastery)&lt;br /&gt;
:[[Bone (category)|Bone]] (1.3 mastery)&lt;br /&gt;
:[[Hexes (category)|Hexes]] (1.3 mastery, locked)&lt;br /&gt;
:[[Curses (category)|Curses]] (1.3 mastery, locked)&lt;br /&gt;
:[[Plague (category)|Plague]] (1.3 mastery)&lt;br /&gt;
:[[Scourge (category)|Scourge]] (1.3 mastery)&lt;br /&gt;
:[[Reaving combat (category)|Reaving Combat]] (1.3 mastery)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Reavers are the only class that can wield a non-dagger melee weapon in the secondary hand.&lt;br /&gt;
&lt;br /&gt;
Early game reavers can be played like casters, using drain, virulent disease and soul rot. Later on you'll want to de-level soul rot, max out corrupted strength and only use spells to trigger corrupted strength. Rend is a spell too and it will deal more damage without a crit than soul rot will deal with it. Both will trigger just the same.&lt;br /&gt;
&lt;br /&gt;
Bone grab is an amazing spell that only takes 2 points of investment to shine (1 for nearly worthless bone spear). It doesn't scale with talent level at all, so leave it at 1. Later on you'll want bone shield maxed out and a category point spent to upgrade the tree. You'll want a tree in which 3 of the skills are level 1 to be upgraded, that's how good bone shield is.&lt;br /&gt;
&lt;br /&gt;
Reavers lack mobility, you'll want a teleport inscription (mandatory) and a movement infusion (highly helpful).&lt;br /&gt;
&lt;br /&gt;
Leech looks useless, but it's actually really good. If you have vimsense up, leech leveled and enough resistances, you can outheal an overpowered multicolored wyrm just by using rend/acid splash/dark surprise on it and leeching off its retaliation damage.&lt;br /&gt;
&lt;br /&gt;
Light tree is amazing on Reaver. Thanks to your most important ability, you don't waste turns when healing, shielding or &amp;quot;providencing&amp;quot; with spells.&lt;br /&gt;
&lt;br /&gt;
Your worst enemy is worm that walks. When standing next to one DO NOT use spells that take a turn or you'll just attack them with corrupted strength, which will only heal them. Use wands, weapons of projection and other items if you can. Only use basic attacks if you have enough bone shields and hp, worms that walk have corrupted strength too and can deal incredible damage when they use it. Try to fight them in vaults, this will stop them from blindsiding you (teleport+attack) and keep a carrion worm between you and them to stop them from using other offensive abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Summoner&amp;diff=3673</id>
		<title>Summoner</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Summoner&amp;diff=3673"/>
				<updated>2013-06-03T14:10:43Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Summoner&lt;br /&gt;
|metaclass=Wilder&lt;br /&gt;
|starting_life=90&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +0&lt;br /&gt;
|dexterity=+1&lt;br /&gt;
|willpower=+5&lt;br /&gt;
|cunning=+3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side.&lt;br /&gt;
Summons can range from a combat hound to a fire drake.&lt;br /&gt;
Their most important stats are: [[Willpower]] and [[Cunning]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
*Mossy mindstar&lt;br /&gt;
*Mossy mindstar&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*War Hound&lt;br /&gt;
*Ritch Flamespitter&lt;br /&gt;
*Meditation&lt;br /&gt;
*Trap Handling&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
;Technique&lt;br /&gt;
:[[Combat techniques (category)|Combat techniques]] (1.0 mastery, locked)&lt;br /&gt;
:[[Combat veteran (category)|Combat veteran]] (1.0 mastery, locked)&lt;br /&gt;
:[[Combat training (category)|Combat training]] (1.0 mastery)&lt;br /&gt;
&lt;br /&gt;
;Cunning&lt;br /&gt;
:[[Survival (category)|Survival]] (1.0 mastery)&lt;br /&gt;
&lt;br /&gt;
;Wild-gift&lt;br /&gt;
:[[Call of the wild (category)|Call of the wild]] (1.2 mastery)&lt;br /&gt;
:[[Harmony (category)|Harmony]] (1.1 mastery, locked)&lt;br /&gt;
:[[Summoning (melee) (category)|Summoning (melee)]] (1.3 mastery)&lt;br /&gt;
:[[Summoning (distance) (category)|Summoning (distance)]] (1.3 mastery)&lt;br /&gt;
:[[Summoning (utility) (category)|Summoning (utility)]] (1.3 mastery)&lt;br /&gt;
:[[Summoning (augmentation) (category)|Summoning (augmentation)]] (1.3 mastery, locked)&lt;br /&gt;
:[[Summoning (advanced) (category)|Summoning (advanced)]] (1.3 mastery, locked)&lt;br /&gt;
:[[Mindstar mastery (category)|Mindstar mastery]] (1.1 mastery, locked)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
[[Call of the wild (category)|Meditation]] reduces not only your personal damage, but also that of your summons. So, ideally, only use it when you're not in combat.&lt;br /&gt;
&lt;br /&gt;
[[Summoning (distance) (category)|Ritch Flamespitter]] is your workhorse talent, and should be your first choice in almost all early game combat situations. [[Summoning (melee) (category)|War Hound]] is your second choice.&lt;br /&gt;
&lt;br /&gt;
Use [[Summoning (utility) (category)|Turtle]] to &amp;quot;tank&amp;quot; a monster (keeping it tied up in melee) while your Flamespitter blasts it.&lt;br /&gt;
&lt;br /&gt;
You can have one active summon at a time for every 10 points of [[Cunning]]. So, you want to get your Cunning up to 20 as quickly as possible, letting you have 2 monsters at once. Later, aim for 30 Cunning to get a third monster -- but that can wait a while.&lt;br /&gt;
&lt;br /&gt;
[[Summoning (distance) (category)|Hydras]] are very powerful, but they won't use their breath attacks if you would be hit. So for best results, try to stay behind the hydra.&lt;br /&gt;
&lt;br /&gt;
You don't get any monster detection capability, but you can fake it by using [[Summoning (utility) (category)|Summon Control]] on an expendable summoned monster (and, face it, they're all expendable). Take control of something and use it to scout ahead.&lt;br /&gt;
&lt;br /&gt;
Get your healing talent ([[Call of the wild (category)|Nature's Touch]]) quickly. Not only can it save your life, but it can also keep escortees alive.&lt;br /&gt;
&lt;br /&gt;
War hounds gain physical power based on talent level, and deal more damage than stone golems at level 5.&lt;br /&gt;
&lt;br /&gt;
You can prevent your main character from acting poorly when you control another monster by customizing the AI and leashing it to an anchor (with radius 1).&lt;br /&gt;
&lt;br /&gt;
[[Summoning (melee) (category)|Jellies]] are very useful to maintain your [[Equilibrium]]. Equilibrium decreasing effect doesn't check what caused the damage, so it's fine to abuse the poor jelly however you want.&lt;br /&gt;
&lt;br /&gt;
By midgame, you'll want to use mostly [[Fire drake (talent)|drakes]], as they are at once great ranged nukes, good tanks and OK melee combatants. Set their skill priorities so that they roar early (it deals physical damage, confuses enemies and never damages allies), fire breath later (deals a bit more damage, but can hit you) and devouring flame never. With Frantic summoning and Nature's balance properly used, you can have 4 drakes in 5 turns.&lt;br /&gt;
&lt;br /&gt;
[[Grand arrival (talent)|Grand arrival]] makes hounds and ritches very useful in late game. Their arrival effect can drop enemy resistances to negatives, letting drakes wreck them. Drake arrival drakeling can be used as a shield, but is a nuisance most of the time, as the it takes a summon slot and can't be [[Detonate (talent)|recycled]].&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Summoner&amp;diff=3672</id>
		<title>Summoner</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Summoner&amp;diff=3672"/>
				<updated>2013-06-03T14:08:16Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Summoner&lt;br /&gt;
|metaclass=Wilder&lt;br /&gt;
|starting_life=90&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +0&lt;br /&gt;
|dexterity=+1&lt;br /&gt;
|willpower=+5&lt;br /&gt;
|cunning=+3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side.&lt;br /&gt;
Summons can range from a combat hound to a fire drake.&lt;br /&gt;
Their most important stats are: [[Willpower]] and [[Cunning]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
*Mossy mindstar&lt;br /&gt;
*Mossy mindstar&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*War Hound&lt;br /&gt;
*Ritch Flamespitter&lt;br /&gt;
*Meditation&lt;br /&gt;
*Trap Handling&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
;Technique&lt;br /&gt;
:[[Combat techniques (category)|Combat techniques]] (1.0 mastery, locked)&lt;br /&gt;
:[[Combat veteran (category)|Combat veteran]] (1.0 mastery, locked)&lt;br /&gt;
:[[Combat training (category)|Combat training]] (1.0 mastery)&lt;br /&gt;
&lt;br /&gt;
;Cunning&lt;br /&gt;
:[[Survival (category)|Survival]] (1.0 mastery)&lt;br /&gt;
&lt;br /&gt;
;Wild-gift&lt;br /&gt;
:[[Call of the wild (category)|Call of the wild]] (1.2 mastery)&lt;br /&gt;
:[[Harmony (category)|Harmony]] (1.1 mastery, locked)&lt;br /&gt;
:[[Summoning (melee) (category)|Summoning (melee)]] (1.3 mastery)&lt;br /&gt;
:[[Summoning (distance) (category)|Summoning (distance)]] (1.3 mastery)&lt;br /&gt;
:[[Summoning (utility) (category)|Summoning (utility)]] (1.3 mastery)&lt;br /&gt;
:[[Summoning (augmentation) (category)|Summoning (augmentation)]] (1.3 mastery, locked)&lt;br /&gt;
:[[Summoning (advanced) (category)|Summoning (advanced)]] (1.3 mastery, locked)&lt;br /&gt;
:[[Mindstar mastery (category)|Mindstar mastery]] (1.1 mastery, locked)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
[[Call of the wild (category)|Meditation]] reduces not only your personal damage, but also that of your summons. So, ideally, only use it when you're not in combat.&lt;br /&gt;
&lt;br /&gt;
[[Summoning (distance) (category)|Ritch Flamespitter]] is your workhorse talent, and should be your first choice in almost all early game combat situations. [[Summoning (melee) (category)|War Hound]] is your second choice.&lt;br /&gt;
&lt;br /&gt;
Use [[Summoning (utility) (category)|Turtle]] to &amp;quot;tank&amp;quot; a monster (keeping it tied up in melee) while your Flamespitter blasts it.&lt;br /&gt;
&lt;br /&gt;
You can have one active summon at a time for every 10 points of [[Cunning]]. So, you want to get your Cunning up to 20 as quickly as possible, letting you have 2 monsters at once. Later, aim for 30 Cunning to get a third monster -- but that can wait a while.&lt;br /&gt;
&lt;br /&gt;
[[Summoning (distance) (category)|Hydras]] are very powerful, but they won't use their breath attacks if you would be hit. So for best results, try to stay behind the hydra.&lt;br /&gt;
&lt;br /&gt;
You don't get any monster detection capability, but you can fake it by using [[Summoning (utility) (category)|Summon Control]] on an expendable summoned monster (and, face it, they're all expendable). Take control of something and use it to scout ahead.&lt;br /&gt;
&lt;br /&gt;
Get your healing talent ([[Call of the wild (category)|Nature's Touch]]) quickly. Not only can it save your life, but it can also keep escortees alive.&lt;br /&gt;
&lt;br /&gt;
War hounds gain physical power based on talent level, and deal more damage than stone golems at level 5.&lt;br /&gt;
&lt;br /&gt;
You can prevent your main character from acting poorly when you control another monster by customizing the AI and leashing it to an anchor (with radius 1).&lt;br /&gt;
&lt;br /&gt;
[[Summoning (melee) (category)|Jellies]] are very useful to maintain your [[Equilibrium]]. Equilibrium decreasing effect doesn't check what caused the damage, so it's fine to abuse the poor jelly however you want.&lt;br /&gt;
&lt;br /&gt;
By midgame, you'll want to use mostly [[Fire Drake (talent)|drakes]], as they are at once great ranged nukes, good tanks and OK melee combatants. Set their skill priorities so that they roar early (it deals physical damage, confuses enemies and never damages allies), fire breath later (deals a bit more damage, but can hit you) and devouring flame never. With Frantic summoning and Nature's balance properly used, you can have 4 drakes in 5 turns.&lt;br /&gt;
&lt;br /&gt;
[[Grand arrival (talent)|Grand arrival]] makes hounds and ritches very useful in late game. Their arrival effect can drop enemy resistances to negatives, letting drakes wreck them. Drake arrival drakeling can be used as a shield, but is a nuisance most of the time, as the it takes a summon slot and can't be [[Detonate (talent)|recycled]].&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Archer&amp;diff=3671</id>
		<title>Archer</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Archer&amp;diff=3671"/>
				<updated>2013-06-03T13:30:57Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Archer&lt;br /&gt;
|metaclass=Warrior&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|life_per_level= +0&lt;br /&gt;
|strength= +2&lt;br /&gt;
|dexterity= +5&lt;br /&gt;
|cunning =+2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Archers are dexterous ranged fighters, able to pin their foes to the ground and rain down a carpet of arrows on them.&lt;br /&gt;
&lt;br /&gt;
Skilled archers can fire special shots that pierce, cripple or pin their foes.&lt;br /&gt;
Archers can become good with either longbows or slings.&lt;br /&gt;
Their most important stats are: [[Dexterity]] and [[Strength]] (when using bows) or [[Cunning]] (when using slings)&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Elm Longbow&lt;br /&gt;
*Quiver of elm arrows&lt;br /&gt;
*Rough leather armour&lt;br /&gt;
*Rough leather sling (off set)&lt;br /&gt;
*Pouch of iron shots (off set)&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Archery training (category)|Archery Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Steady shot (talent)|Steady Shot]]&lt;br /&gt;
| talent2 = [[Aim (talent)|Aim]]&lt;br /&gt;
| talent3 = [[Rapid shot (talent)|Rapid Shot]]&lt;br /&gt;
| talent4 = [[Relaxed shot (talent)|Relaxed Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Archery prowess (category)|Archery Prowess]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Flare (talent)|Flare]]&lt;br /&gt;
| talent2 = [[Crippling shot (talent)|Crippling Shot]]&lt;br /&gt;
| talent3 = [[Pinning shot (talent)|Pinning Shot]]&lt;br /&gt;
| talent4 = [[Scatter shot (talent)|Scatter Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Archery - bows (category)|Archery - Bows]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Bow mastery (talent)|Bow Mastery]]&lt;br /&gt;
| talent2 = [[Piercing arrow (talent)|Piercing Arrow]]&lt;br /&gt;
| talent3 = [[Dual arrows (talent)|Dual Arrows]]&lt;br /&gt;
| talent4 = [[Volley of arrows (talent)|Volley of Arrows]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Archery - slings (category)|Archery - Slings]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Sling mastery (talent)|Sling Mastery]]&lt;br /&gt;
| talent2 = [[Eye shot (talent)|Eye Shot]]&lt;br /&gt;
| talent3 = [[Inertial shot (talent)|Inertial Shot]]&lt;br /&gt;
| talent4 = [[Multishot (talent)|Multishot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 0.9&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 0.9&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Dirty fighting (category)|Dirty Fighting]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Dirty fighting (talent)|Dirty Fighting]]&lt;br /&gt;
| talent2 = [[Backstab (talent)|Backstab]]&lt;br /&gt;
| talent3 = [[Switch place (talent)|Switch Place]]&lt;br /&gt;
| talent4 = [[Cripple (talent)|Cripple]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Field control (category)|Field Control]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| talent1 = [[Disengage (talent)|Disengage]]&lt;br /&gt;
| talent2 = [[Track (talent)|Track]]&lt;br /&gt;
| talent3 = [[Heave (talent)|Heave]]&lt;br /&gt;
| talent4 = [[Slow motion (talent)|Slow Motion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Sense]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''As of beta 32, Archers and Slingers are merged into a new &amp;quot;Archer&amp;quot; class. The choice of weapon specialization and stat distribution is up to you. Press q to switch between weapon sets (this costs a turn). You probably want to unlearn the auto-assigned talent in the other weapon tree, to get the class talent point back.'''&lt;br /&gt;
&lt;br /&gt;
''As of 1.0.0RC1, line of sight between characters is symmetric. If you can see it, you can shoot it. And if you can see it, it can see you (and shoot you). This gives an enormous power boost to ranged attack tactics, and makes those poor knuckle-dragging melee characters even weaker than they were before. MWA-hahaha!''&lt;br /&gt;
&lt;br /&gt;
Archers are the embodiment of physical ranged damage. You'll want to keep your distance from monsters, and shoot them on sight. Your damage output is determined by [[Dexterity]] and [[Strength]] (for bows), or Dexterity and [[Cunning]] (for slings), your Physical power, your talents, and your ammo's base damage.&lt;br /&gt;
&lt;br /&gt;
If this is your first time as an Archer, you need to learn how reloading works. Your quiver (or pouch) has a finite capacity for shots, but you can refill it by using the [[Reload (talent)|Reload]] talent. Once you activate Reload, you'll get back 1 unit of ammo every turn while standing still or moving around. The reloading will stop when you use any talent, including instant cast inscriptions. Higher talent levels in [[Bow mastery (talent)|Bow mastery]] or [[Sling mastery (talent)|Sling mastery]] will increase the rate of reloading.&lt;br /&gt;
&lt;br /&gt;
Resting or autoexploring will also refill your quiver/pouch.&lt;br /&gt;
&lt;br /&gt;
Important skills:&lt;br /&gt;
&lt;br /&gt;
;Bow/sling mastery&lt;br /&gt;
:This multiplies the damage of pretty much every talent you use, so it should get high priority. Increased reload speed is also a must have in early game, when quivers are tiny.&lt;br /&gt;
&lt;br /&gt;
;[[Steady shot (talent)|Steady shot]]&lt;br /&gt;
:Single-target damage multiplier, 3-turn cooldown. You'll use this a lot, so you want it maxed soon. Weapons that lower its cooldown to 2 will greatly enhance your damage output.&lt;br /&gt;
&lt;br /&gt;
;[[Rapid shot (talent)|Rapid shot]]&lt;br /&gt;
:When maxed out, it not only gives you the highest possible damage per turn (assuming you have the accuracy and quiver to make most of the shots), but will also let you apply debilitating effects &amp;quot;in between&amp;quot; turns and will give you many more chances at dodging enemy projectiles due to the way ToME projectiles work. In most cases it's better than Aim.&lt;br /&gt;
&lt;br /&gt;
;[[Aim (talent)|Aim]]&lt;br /&gt;
:This talent looks like crap because of the &amp;quot;cannot move&amp;quot; restriction, but it's actually quite good, because it's instantaneous to cast and remove. When you find a spot where you want to stand and deliver, activate this, and fire away. If you want to move away, simply turn it off. You'll want either this or Rapid shot maxed out, depending on your crit chance and quiver capacity.&lt;br /&gt;
&lt;br /&gt;
;[[Piercing arrow (talent)|Piercing Arrow]]&lt;br /&gt;
:Bow-using archers get this, as a beam attack. Extremely useful, but doesn't need multiple-point investment. Also remember that it can be used as a big single-target hit against heavily armored foes, since it pierces [[armour]]. Be sure to aim &amp;quot;through&amp;quot; the enemies, as it doesn't continue past your target.&lt;br /&gt;
&lt;br /&gt;
;[[Pinning shot (talent)|Pinning shot]]&lt;br /&gt;
:Stops stuff, but not for long. You'll want to use it before escaping, in corridors or against a wiggly enemy (snake rares).&lt;br /&gt;
&lt;br /&gt;
;[[Scatter shot (talent)|Scatter shot]]&lt;br /&gt;
:Scatter shot is great for stunning opponent groups, but BE CAREFUL, as you can hit yourself! Note that it uses only 1 arrow, unlike [[Volley of arrows (talent)|Volley of Arrows]].&lt;br /&gt;
&lt;br /&gt;
;[[Relaxed shot (talent)|Relaxed shot]]&lt;br /&gt;
:Your best way of regenerating stamina. [[Quick recovery (talent)|Quick recovery]] is a waste of points for Archer.&lt;br /&gt;
&lt;br /&gt;
;[[Disengage (talent)|Disengage]]&lt;br /&gt;
:At least 1 point early. You need space between you and your opponents. Problematic to use when you really want to, though.&lt;br /&gt;
&lt;br /&gt;
;[[Track (talent)|Track]]&lt;br /&gt;
:You need to know where they are, to stay out of their missile attacks, or to avoid them sneaking up on you. Scales nicely with cunning, not so good for bow users.&lt;br /&gt;
&lt;br /&gt;
;[[Precise strikes (talent)|Precise strikes]]&lt;br /&gt;
:By endgame, you can expect about 20% crit chance from this talent. Great for Rapid shot users, who take a heavy hit to both crit chance and accuracy. Aim users might be able to hit 100% crit chance even without it. Requires you to unlock a tree that you'd want anyway.&lt;br /&gt;
&lt;br /&gt;
Also pick up some [[Combat accuracy (talent)|Combat Accuracy]]. You want each shot to hit, because otherwise you need to retreat, which could get you into other kinds of trouble. Add more if you lag behind ever-increasing enemy defense.&lt;br /&gt;
&lt;br /&gt;
Phase door and teleport runes are pretty much required (one of them), unless you're going for [[Antimagic]]. (An antimagic build is probably not the easiest choice for this class.) A [[inscriptions|movement infusion]] would also be highly desirable for more reliable escapes.&lt;br /&gt;
&lt;br /&gt;
[[Heave (talent)|Heave]] makes sense, but I haven't played with it yet.&lt;br /&gt;
&lt;br /&gt;
Some talents that need explanation:&lt;br /&gt;
&lt;br /&gt;
* [[Dual arrows (talent)|Dual Arrows]]: Oddly, this has no stamina cost. You select a square region containing (ideally) two or more enemies. The game will select two of these and fire arrows straight at them. Prior to beta 34, you must have direct line of sight to each of them, without any &amp;quot;shoot past the enemy&amp;quot; tricks, since the game will not use them. As of beta 34, this is much more powerful, as it will pick optimal firing routes for each monster.&lt;br /&gt;
** If one of the enemies is occluding the other, there is a chance that the arrow ''intended for the rear enemy'' will be fired first, and will hit and kill the front enemy; then the arrow ''intended for the front enemy'' will be fired at the spot where the front enemy was, and will stop there, never reaching the rear enemy. Therefore, this talent works best if your targets are not lined up behind each other (unless you aim at the rear two out of a group of three or more).&lt;br /&gt;
** Dual Arrows can be targeted on yourself, for example if you are in a narrow corridor with an enemy on each side. Targeting the region that includes both enemies and yourself will cause an arrow to fire at each enemy. You'll have to say yes to the &amp;quot;really target yourself&amp;quot; confirmation prompt, but you won't hit yourself. &lt;br /&gt;
* [[Volley of arrows (talent)|Volley of Arrows]] works much like Dual Arrows. The arrows do not magically hop over intervening enemies/obstacles; this does not work like Fireflash or other traditional ball spells. With the firing path optimization in beta 34, this talent became way stronger; previously, a great deal of the time, most of your opponents weren't hittable because straight-line paths to them would hit obstacles.&lt;br /&gt;
* [[Scatter shot (talent)|Scatter Shot]] on the other hand ''does'' jump over obstacles. It is, essentially, a ball spell that instantiates a stunning arrow/shot in each tile.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Oozemancer&amp;diff=3670</id>
		<title>Oozemancer</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Oozemancer&amp;diff=3670"/>
				<updated>2013-06-03T12:10:09Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Oozemancer&lt;br /&gt;
|metaclass=Wilder&lt;br /&gt;
|starting_life=90&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= -3&lt;br /&gt;
|willpower=+5&lt;br /&gt;
|cunning=+4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Oozemancers separate themselves from normal civilisation so that they be more in harmony with Nature. Arcane force are reviled by them, and their natural attunement to the wilds lets them do battle with abusive magic-users on an equal footing.&lt;br /&gt;
&lt;br /&gt;
They can spawn oozes to protect and attack from a distance while also being adept at harnessing the power of mindstars and psiblades.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Willpower]] and [[Cunning]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*[[mindstars|Mossy Mindstar]] x2&lt;br /&gt;
*Linen Robe&lt;br /&gt;
*Brass Lantern&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Psiblades (talent)|Psiblades]]&lt;br /&gt;
*[[Mucus (talent)|Mucus]]&lt;br /&gt;
*[[Mitosis (talent)|Mitosis]]&lt;br /&gt;
*[[Slime spit (talent)|Slime Spit]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
;Class Talents&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Slime (category)|Slime]] (1.3 mastery)&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Mucus (category)|Mucus]] (1.3 mastery)&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Ooze (category)|Ooze]] (1.3 mastery)&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Moss (category)|Moss]] (1.1 mastery)&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Oozing blades (category)|Oozing Blades]] (1.3 mastery, locked)&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Corrosive blades (category)|Corrosive Blades]] (1.3 mastery, locked)&lt;br /&gt;
&lt;br /&gt;
;Generic Talents&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Call of the wild (category)|Call of the Wild]] (1.2 mastery)&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Antimagic (category)|Antimagic]] (1.3 mastery)&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Mindstar mastery (category)|Mindstar Mastery]] (1.3 mastery)&lt;br /&gt;
:[[Wild-gift (category type)|Wild-Gift]] / [[Fungus (category)|Fungus]] (1.1 mastery, locked)&lt;br /&gt;
:[[Cunning (category type)|Cunning]] / [[Survival (category)|Survival]] (1.0 mastery, 1.10 mastery)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Oozemancer is one of the most powerful classes through most of the game. Slime Spit clears most of the monsters that can appear around levels 1-3. Poisonous spores can kill most early bosses with a single casting. Later on, Living Mucus will provide minions that act as distractions and spotters.&lt;br /&gt;
&lt;br /&gt;
Oozemancer has 2 strong defense mechanisms. Antimagic shield scales with mindpower, excess equilibrium will be very quickly reduced by mucus. Mitosis itself is nearly meaningless, but coupled with Call of the ooze and Reabsorb, it rivals Solipsist's Dismissal and Mindslayer's shields.&lt;br /&gt;
&lt;br /&gt;
Thanks to Poisonous spores, Mucus, Acid splash, Oozemancer can destroy almost all living monsters (even the overleveled vault ones) within few rounds. It's nothing unusual to clear an entire room of orcs with just one casting of either spores or acid splash.&lt;br /&gt;
This leaves the much more problematic undead and constructs. Most of those can't well heal and so can be worn down rather easily - fungus tree will ensure constant regeneration, making oozemancer a king of sustainability. Poison resistant rares with lots of hp and means of regeneration can't be easily killed and might require multiple retries. Archmage rares can often be stripped of their healing and escape spells (and all other for that matter) by repeatedly Mana clashing them.&lt;br /&gt;
&lt;br /&gt;
There is one status to which oozemancers are particularly weak - stunning. Most other common effects are covered by their Indiscernible anatomy. There is nothing wrong with having your starting wild infusion during the final boss fight, as oozemancers don't need many infusion slots.&lt;br /&gt;
&lt;br /&gt;
The best race for Oozemancer is probably Thalore. Their active damage/resistance bonus scales with Willpower, of which you'll have a lot, the passive resistance will help reach the resistance cap when using Reabsorb and summoned treants will make perfect meatshields in emergency (when all other allies die, for example).&lt;br /&gt;
Halfling's racial abilities will not synergize as well. Oozemancers will want a passive crit rate near 100%, have no need for high saves (on normal difficulty), are unlikely to be surrounded or in melee with dangerous enemies and will want a passive stun immunity in late game.&lt;br /&gt;
Yeeks' immunity to confusion will be wasted on oozemancer. All oozemancer's defenses require some hp buffer, meaning they can't be used well without a high hp pool.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shalore&amp;diff=3668</id>
		<title>Shalore</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shalore&amp;diff=3668"/>
				<updated>2013-06-03T10:25:10Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
|name=Shalore&lt;br /&gt;
|metarace=[[Elf]]&lt;br /&gt;
|life_per_level=9&lt;br /&gt;
|exp_penalty=+25%&lt;br /&gt;
|strength=-2&lt;br /&gt;
|dexterity=+1&lt;br /&gt;
|magic=+2&lt;br /&gt;
|willpower=+3&lt;br /&gt;
|cunning=+1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Shaloren elves have close ties with the magic of the world, and produced in the past many great mages. Yet they remain quiet and try to hide their magic from the world, for they remember too well the Spellblaze - and the Spellhunt that followed. They possess the Grace of the Eternals talent which allows them a boost of speed every once in a while.&lt;br /&gt;
&lt;br /&gt;
''Linguistic note: Shalore is singular, and Shaloren is plural.''&lt;br /&gt;
&lt;br /&gt;
== Racial Talents ==&lt;br /&gt;
{{:Shalore_(category)}}&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Brass Lantern&lt;br /&gt;
*[[inscriptions|Rune: Shielding]]&lt;br /&gt;
*Rune: Phase Door&lt;br /&gt;
&lt;br /&gt;
==Starting Location==&lt;br /&gt;
[[Scintillating Caves]] (except for [[Celestial (Metaclass)|Celestial]] or [[Chronomancer (Metaclass)|Chronomancer]] characters)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Shaloren make surprisingly mediocre mages. Their low hp, coupled with mages' -4 hp per level makes them glass cannons who need to carefully manage all their shields. Their [[Timeless (talent)|Timeless]] talent synergizes extremely well with talents that make you extremely powerful for a short time.  With Timeless, you become extremely powerful for a ''long'' time.  This makes the Shaloren [[Berserker]] a surprisingly viable build, for example.&lt;br /&gt;
&lt;br /&gt;
{{races}}&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vision&amp;diff=3667</id>
		<title>Vision</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vision&amp;diff=3667"/>
				<updated>2013-06-03T03:17:06Z</updated>
		
		<summary type="html">&lt;p&gt;Coolthulhu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
There are x stats related to vison, that determine whetever you can see a certain tile or actor:&lt;br /&gt;
&lt;br /&gt;
*Vision Range&lt;br /&gt;
*Light Radius&lt;br /&gt;
*Infravision&lt;br /&gt;
*See stealth&lt;br /&gt;
*See invisibility&lt;br /&gt;
*[[#Telepathy|Telepathy]]&lt;br /&gt;
&lt;br /&gt;
Also, terrain may have 3 different states that will affect what you may or may not see.&lt;br /&gt;
&lt;br /&gt;
A tile may be:&lt;br /&gt;
&lt;br /&gt;
*Lit: These tiles are lit by the sun, or through magically field, and do not hinder your sight.&lt;br /&gt;
*Unlit: You may not see these tiles unless your [[items#lite|lite]] reaches to it (determined by your [[#Light radius|light radius]]).&lt;br /&gt;
*Covered in magical darkness: Blocks all vision and light, can be only lit up with Sun [[Inscriptions|Infusion]] and certain artifacts.&lt;br /&gt;
&lt;br /&gt;
Similiarily, there are several stats that help you hide from your enemies:&lt;br /&gt;
&lt;br /&gt;
*Stealth&lt;br /&gt;
*Invisibility&lt;br /&gt;
*Blindness&lt;br /&gt;
&lt;br /&gt;
(more info needed)&lt;br /&gt;
&lt;br /&gt;
=== Vision Range ===&lt;br /&gt;
This is how far you can see. You shouldn't be able to see anything further away than this. For most actors, this has a value of 10.&lt;br /&gt;
&lt;br /&gt;
=== Light Radius ===&lt;br /&gt;
How far your light reaches. You can only see unlit tiles if they are within this radius. Currently overrides vision range and allows you to achieve effective vision radius above 10.&lt;br /&gt;
&lt;br /&gt;
=== Infravision ===&lt;br /&gt;
Allows you to see creatures in darkness within a certain radius. Effectively lights up tiles with creatures on them, showing items and effects too. Doesn't stack with [[Heightened_senses_(talent)|Heightened senses]], despite having identical effects.&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
Allows you to perceive certain kinds of creatures with your mind. Diggable walls, doors, blindness, invisibility or magical darkness don't affect telepathy.&lt;br /&gt;
&lt;br /&gt;
=== Effects on Combat ===&lt;br /&gt;
&lt;br /&gt;
== Talents related to vision ==&lt;br /&gt;
&lt;br /&gt;
[[Heightened_senses_(talent)]]&lt;br /&gt;
[[Overseer_of_nations_(talent)]]&lt;/div&gt;</summary>
		<author><name>Coolthulhu</name></author>	</entry>

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