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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Doctornull</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-05-13T14:16:54Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Survival_Guide&amp;diff=6796</id>
		<title>Goon Survival Guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Survival_Guide&amp;diff=6796"/>
				<updated>2014-03-10T23:11:47Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of a bunch of really common tidbits of advice that pop up in the thread on a regular basis.  If you follow all of it, you've got good odds of making it past Dreadfell.&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
&lt;br /&gt;
* A Wild Infusion that removes a Physical effect is incredibly good. Being stunned or frozen will account for a huge chunk of your deaths if you don't have one, or if you fight when it's on cooldown. Your starter Physical Infusion can easily go unreplaced for an entire winning run, and often should. Note that your Wild Infusions will also reduce damage, but this usage is niche. Save your Wild Infusion to clear a Stun unless you are absolutely certain you can finish this fight and rest without meeting anyone who can Stun you.&lt;br /&gt;
&lt;br /&gt;
* Replace your starting Shield Rune/Regen Infusion with better ones ASAP. Scour the various towns' Infusion and Rune shops, the starter Shields and Regens are very weak. Note that you can use a Shield Rune or a Regeneration Infusion while Frozen (in an ice block), but you can't use Healing Infusions or other big direct heals.&lt;br /&gt;
&lt;br /&gt;
* Phase Door Runes are kind of worthless, except for running out of a Vault. If you have one, replace it fairly soon with a Teleport Rune or another Shield Rune or a Movement Infusion, or a Controlled Phase Door Rune which is awesome.&lt;br /&gt;
&lt;br /&gt;
==Leveling Up==&lt;br /&gt;
&lt;br /&gt;
* Stun/Freeze immunity is extremely valuable, but not necessarily worth sacrificing gear in other places over.  If you've got two roughly equivalent pieces, go for the one with stun/freeze immunity.  Always max abilities that give you stun/freeze immunity, they're essentially never a bad choice. When you have 100% Stun resistance, then you are free to replace your physical Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
* Getting a high light or infravision radius is invaluable in unlit dungeons, it sucks horribly to bumble around with a radius 2 light while a mage nukes you down from the darkness. The fist talent in the Survival tree (Heightened Senses) gives you decent starter infravision.&lt;br /&gt;
&lt;br /&gt;
* Stealth/Invis detection is often very helpful, as sneaky types tend to drop a lot of spike damage and hurt a lot, and can ruin your day if they get the drop on you. Some dungeons are full of sneaky guys (alt Kor'Pul for example).&lt;br /&gt;
&lt;br /&gt;
* Side with the Assassin Lord once for the Poisons Tree, then never again UNLESS you are going for crazy high Stealth as a Rogue or Shadowblade. Saving that Merchant gives you access to some ridiculously strong+expensive gear which is usually much, much, much better than what you get by siding with him.&lt;br /&gt;
&lt;br /&gt;
* Unless you have a specific reason to do something else, try to put at least one point per level into con. HP is good, physical saves are good, and HP + Thick Skin is even better. You really don't need to boost your mag/str/dex/cun over what you need to level skills before going to the east.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
* Always have an escape option.  Movement Infusions, Teleport Runes, and Controlled Phase Door Runes (or talents/generics that grant you equivalent effects) can and will save you when you inevitably wind up in a fight you can't handle.  Warp out or Run Away, heal up, give your cooldowns time to reset, then go back in for another round.&lt;br /&gt;
&lt;br /&gt;
* Dig is GREAT.  Abuse dig to set up fights favorable for you.  For melee characters, this means narrow, winding tunnels that force enemies to step into melee range before they have Line of Sight on you so you can shred mages without spending multiple very painful turns closing the gap on them.  For ranged characters, this means opening up a way to shoot at enemies from afar, and leaving yourself room to kite them.  Fighting on advantageous terrain can turn fights from guaranteed death to easy loot.  The Kor'Pul shade is a notable example of this, if you charge through the dark corridors at him he'll probably kill you unless you're really overleveled, but if you dig through the wall next to him, you'll probably murder him very easily.&lt;br /&gt;
&lt;br /&gt;
* Urkis is a pain in the ass, but if you can clean off the Hurricane debuff (it's Magical) he hurts a lot less, and if you go all out offense on him, he tends to crumple quickly - he's a glass cannon&lt;br /&gt;
&lt;br /&gt;
* Technique/Conditioning is a good Escort tree - gives you some really excellent CC resistance and makes DoTs (which are murderously lethal in ToME) hurt a lot less. It's a bit like Celestial/Light but it doesn't lock you out of Antimagic. If you take this then you will want to 5/5 Unflinching Resolve, so take a minute to plan out your Generic points to see if you can spare it. The capstone talent (Adrenaline Surge) is good for Stamina-users.&lt;br /&gt;
&lt;br /&gt;
==Magic vs. Antimagic==&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
Note that if you follow this advice, you CANNOT follow the Antimagic advice.&lt;br /&gt;
&lt;br /&gt;
* If you have the chance to get it from an Escort quest, Celestial/Light is truly excellent.  It comes with a good heal, a good shield, and Providence, which is arguably the best defensive ability in the game, as it will cleanse a debuff from you every round for several rounds, making you somewhere between highly resistant and completely immune to any and all CC, unless enemies are laying down CC really, really heavily.&lt;br /&gt;
&lt;br /&gt;
* Stone Alchemy is another solid Escort tree, it can make you very, very rich, which can give you access to some ridiculous strong (and expensive) gear.&lt;br /&gt;
&lt;br /&gt;
===Antimagic===&lt;br /&gt;
Note that if you go Antimagic, you can't use Runes (only Infusions).&lt;br /&gt;
&lt;br /&gt;
* Anti-Magic is probably worth getting if you are building Willpower and you have access to it (ie are not a dirty magic user - if you're magic you won't even be able to see the Anti-magic town).  You'll eat some gear restrictions in exchange for two very good generic trees.&lt;br /&gt;
&lt;br /&gt;
* Related to AM, don't try to do the AM trial at level 10, when it first unlocks.  Unless you're really strong or really know what you're doing, you'll probably die.  Wait until 15-ish.&lt;br /&gt;
&lt;br /&gt;
* Before you do the AM trial, check your gear (in particular your weapon) to make sure none of it is Arcane.  Stepping into the AM trial and having the game strip off all of your gear is a very humiliating way to die.&lt;br /&gt;
&lt;br /&gt;
* All that advice about having an escape option? Antimagic nerfs you hard in terms of escapes. No Teleport rune, no Controlled Phase Door rune. What you have left are Movement Infusions and Torques of Psychoportation. Be sure to have at least one, preferably both.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=6717</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=6717"/>
				<updated>2014-02-08T11:23:25Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Uploading your Addon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
Addons are way for third parties to modify existing modules inside t-engine. Since the game Tales of Maj'Eyal is a t-engine module, this is how you write addons for ToME, just like the ones in the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
&lt;br /&gt;
You're making an addon. The addon is named &amp;quot;coolstuff&amp;quot;. The first thing you do is make a directory &amp;quot;tome-coolstuff&amp;quot; inside your Steam install of ToME. On my mac, that path is:&lt;br /&gt;
 ~/Library/Application Support/Steam/SteamApps/common/TalesMajEyal/game/addons/&lt;br /&gt;
&lt;br /&gt;
And on Windows, it's usually something like&lt;br /&gt;
 C:\Program Files (x86)\Steam\SteamApps\common\TalesMajEyal\game\addons&lt;br /&gt;
&lt;br /&gt;
'''Someone with Linux, please add the appropriate paths for that platform!'''&lt;br /&gt;
&lt;br /&gt;
Your addons directory should have these files in it already:&lt;br /&gt;
 tome-addon-dev.teaa&lt;br /&gt;
 tome-items-vault.teaa&lt;br /&gt;
 tome-stone-wardens.teaa&lt;br /&gt;
&lt;br /&gt;
If you can't find the directory, search for one of those file names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Every addon has an &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file. The &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file looks like this:&lt;br /&gt;
&lt;br /&gt;
 -- My Cool Addon&lt;br /&gt;
 -- tome-coolstuff/init.lua&lt;br /&gt;
 &lt;br /&gt;
 long_name = &amp;quot;My Awesome Addon&amp;quot;&lt;br /&gt;
 short_name = &amp;quot;coolstuff&amp;quot;&lt;br /&gt;
 for_module = &amp;quot;tome&amp;quot;&lt;br /&gt;
 version = { 1, 1, 6 }&lt;br /&gt;
 weight = 100&lt;br /&gt;
 author = { 'coolguy@invalid.com' }&lt;br /&gt;
 homepage = 'iamsocool.geocities.com'&lt;br /&gt;
 description = [[Oh my god this stuff is so totally cool.&lt;br /&gt;
 Holy crap I mean it's really super cool, like, wow.&lt;br /&gt;
 ]] -- the [[ ]] things are like quote marks that can span multiple lines&lt;br /&gt;
 tags = {'cool', &amp;quot;stuff&amp;quot;, 'cool stuff'} -- tags MUST immediately follow description&lt;br /&gt;
 &lt;br /&gt;
 hooks = true&lt;br /&gt;
 overload = true&lt;br /&gt;
 superload = false&lt;br /&gt;
 data = true&lt;br /&gt;
&lt;br /&gt;
Those last four are super important, because they determine what directories in your addon ToME will look at.&lt;br /&gt;
&lt;br /&gt;
===Directory Structure===&lt;br /&gt;
&lt;br /&gt;
* '''overload''': Files in this directory will automatically replace files in the base game. This is very powerful but also incredibly dangerous. (Of course, replacing things like icons is less dangerous than replacing code.)&lt;br /&gt;
* '''superload''': Files in this directory will be read and executed after the base game's file of the same name. This is very powerful but much less dangerous. This is a great way to add content (like new Artifact items) or tweak content (modify a talent's cost or requirements) without accidentally stepping on other tweaks or future content updates.&lt;br /&gt;
* '''data''': Files in this directory will just sit there and be ignored unless you explicitly tell the game to read them. Files in this area live in their own &amp;quot;namespace&amp;quot; and filenames here will never interfere with other addons or the base game. This is a great place to put new classes, talent trees, or races.&lt;br /&gt;
* '''hooks''': Only one file in this directory is automatically executed: &amp;lt;nowiki&amp;gt;load.lua&amp;lt;/nowiki&amp;gt;. This file is a great way to get your &amp;quot;data&amp;quot; files executed at the proper time. It's also a way to augment some parts of the game which specifically support hooks: the 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. Find a list of available hooks [[hooks|here]].&lt;br /&gt;
&lt;br /&gt;
The Example addon can be found here: http://te4.org/dl/tmp/tome-example.teaa&lt;br /&gt;
&lt;br /&gt;
A .teaa file is simply a renamed zip that contains the whole addon, so feel free to rename and unzip your favorite addon to see a living example of all the stuff discussed in this article. The &amp;lt;nowiki&amp;gt;tome-example.teaa&amp;lt;/nowiki&amp;gt; addon illustrates how to add a new class, new talents, new timed effects and how to hook onto a few useful locations in the code. (Note that it's a bit old, though.)&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;. For you, that means &amp;lt;nowiki&amp;gt;tome-coolstuff&amp;lt;/nowiki&amp;gt; is your folder name.&lt;br /&gt;
* The short_name in init.lua must match the &amp;lt;nowiki&amp;gt;[AddonName]&amp;lt;/nowiki&amp;gt;. For you, that means &amp;lt;nowiki&amp;gt;coolstuff&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Overloading===&lt;br /&gt;
Each &amp;lt;nowiki&amp;gt;.teaa&amp;lt;/nowiki&amp;gt; file is just a zip file. The main ToME game code is stored in &amp;lt;nowiki&amp;gt;game/modules/tome.team&amp;lt;/nowiki&amp;gt;, and it is also just a renamed zip file.&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt; somewhere, rename it to &amp;lt;nowiki&amp;gt;tome-1.1.5.zip&amp;lt;/nowiki&amp;gt; and unzip it.&lt;br /&gt;
&lt;br /&gt;
You'll see two directories: &amp;quot;data&amp;quot; and &amp;quot;mod&amp;quot;. Most of the stuff you'll want to mess with at first is in &amp;quot;data&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When you use overload to replace a file, the path and name must match exactly the structure in &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt;. So for example, to replace the types of leather boots in the game, I'd look in the unzipped ToME code and find:&lt;br /&gt;
 tome-1.1.5/data/general/objects/leather-boots.lua&lt;br /&gt;
... and so to overload that, I'd create a file in my addon:&lt;br /&gt;
 tome-coolstuff/overload/data/general/objects/leather-boots.lua&lt;br /&gt;
&lt;br /&gt;
===Superloading===&lt;br /&gt;
&lt;br /&gt;
Just like overloading, superloading requires that you know the file structure of the game so you can make your files get read and executed at the right time. When the game reads in your superload file, you can get access to the previous file's contents using the &amp;lt;nowiki&amp;gt;loadPrevious(...)&amp;lt;/nowiki&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
For example, if we wanted to add a new boot ego, we could do something like this. First, we'd find the boot ego code:&lt;br /&gt;
 data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
Next, we'd make a file in our &amp;lt;nowiki&amp;gt;superload&amp;lt;/nowiki&amp;gt; directory:&lt;br /&gt;
 tome-coolstuff/superload/data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
... and we'd make sure that our &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file had the line:&lt;br /&gt;
 superload = true&lt;br /&gt;
&lt;br /&gt;
We're ready to add the boot ego!&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 newEntity{&lt;br /&gt;
 	power_source = {arcane=true},&lt;br /&gt;
 	name = &amp;quot; of sensing&amp;quot;, suffix=true, instant_resolve=true,&lt;br /&gt;
 	keywords = {sensing=true},&lt;br /&gt;
 	level_range = {1, 50},&lt;br /&gt;
 	rarity = 4,&lt;br /&gt;
 	cost = 2,&lt;br /&gt;
 	wielder = {&lt;br /&gt;
 		see_invisible = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		see_stealth = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		blind_immune = resolvers.mbonus_material(30, 20, function(e, v) v=v/100 return 0, v end),&lt;br /&gt;
 	},&lt;br /&gt;
 }&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;
====Modifying Existing Stuff====&lt;br /&gt;
&lt;br /&gt;
Notice how we created that _M variable above and then didn't do anything with it. That's because we were only creating new content, rather than tweaking existing content. The _M variable is where the existing content lives. Let's modify an existing talent in another superload file, let's modify the cost of the Arcane spell Arcane Power:&lt;br /&gt;
 tome-coolstuff/superload/data/talents/spells/arcane.lua&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 Talents.talents_def.T_ARCANE_POWER.sustain_mana = 20&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;
====Modifying mod Stuff====&lt;br /&gt;
&lt;br /&gt;
Hold on, that example still didn't use _M at all! So what is _M for? Since most things in the &amp;lt;nowiki&amp;gt;data&amp;lt;/nowiki&amp;gt; directory are stored in easily accessible structures, you don't need _M to get them. _M is generally used for stuff in the &amp;lt;nowiki&amp;gt;mod&amp;lt;/nowiki&amp;gt; directory: the most dangerous stuff to modify. Here's an example which modifies the &amp;quot;levelup&amp;quot; function in &amp;lt;nowiki&amp;gt;mod/Actor.lua&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 local base_levelup = _M.levelup&lt;br /&gt;
 &lt;br /&gt;
 function _M:levelup()&lt;br /&gt;
   -- Do stuff &amp;quot;before&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- execute the original function&lt;br /&gt;
   local retval = base_levelup(self)&lt;br /&gt;
 &lt;br /&gt;
   -- Do stuff &amp;quot;after&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- return whatever the original function would have returned&lt;br /&gt;
   return retval&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;
==Uploading your Addon==&lt;br /&gt;
&lt;br /&gt;
You've been playing around with your addon, making changes and copying stuff from other popular addons. You've tested your stuff, and you're pretty satisfied that it won't crash the game. Good job! Now you want to share your work.&lt;br /&gt;
&lt;br /&gt;
* In days of yore, you needed to post in this thread to be granted addon upload powers by DarkGod: http://forums.te4.org/viewtopic.php?f=50&amp;amp;t=31374&lt;br /&gt;
** If you have any trouble uploading, make a post in that thread.&lt;br /&gt;
* Main Menu -&amp;gt; Options -&amp;gt; Developer Mode (bottom option)&lt;br /&gt;
* Start a new game.&lt;br /&gt;
** Note that being in Developer Mode puts an extra screen between &amp;quot;New Game&amp;quot; and building a character. Pick the top option (&amp;quot;ToME&amp;quot;).&lt;br /&gt;
* Hit ctrl+d and pick the bottom option (just hit the up arrow)&lt;br /&gt;
* MD5s are now calculated automatically. You will probably never need to get an MD5. Ignore that unless you know why you need one.&lt;br /&gt;
* You will only need to register your addon ONCE, so after you do that the first time, you can ignore that option too.&lt;br /&gt;
* If you've already registered your addon, pick &amp;quot;Publish Addon to te4.org&amp;quot;. This is the option you'll pick over and over as you create new versions.&lt;br /&gt;
* If you're using Steam, then after you upload to te4.org, hit ctrl+d again and this time pick &amp;quot;Publish Addon to Steam Workshop&amp;quot;&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Wyrmic_Guide_1.1.5&amp;diff=6645</id>
		<title>Goon Wyrmic Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Wyrmic_Guide_1.1.5&amp;diff=6645"/>
				<updated>2014-01-25T08:00:55Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Guide 1== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=186#post422424831  I love the shit out of Wyrmic and while I ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=186#post422424831&lt;br /&gt;
&lt;br /&gt;
I love the shit out of Wyrmic and while I am not an expert I feel I'm pretty well versed in it. Going down the trees, here's my recommendations:&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Shield Offense / Two-Hand''': Pick one. I prefer Shields, and funny enough shields are actually more offensive overall! If you go shields: 2-4/4/1/1. 2 and 4 are the stun duration breakpoints on the first talent, I believe it's 4 in riposte for the second counterattack and the others do enormous damage with single point investments. If you go two-hand, I... really don't know. Berserker needs to be maxed and it synergizes with Higher Draconic very well for immunities. I've never played two-hand all the way through.&lt;br /&gt;
&lt;br /&gt;
'''Combat Veteran''': Skip, you get plenty of regen from Fungus. If you absolutely have nowhere else to put points (you won't), the buffed Fast Metabolism will shore up your resist.&lt;br /&gt;
&lt;br /&gt;
'''Sand Drake''': 1-5/1/1/5. Swallow is a point of contention amongst people, but personally ''I don't like it'' as more than a one point wonder. I've played with and without it and I never noticed a difference. Talents 2 &amp;amp; 3 are utility that are fine with one point. Sand Breath is one of your ''best abilities'' and you need to max it. It hits hard and last I checked the blind was guaranteed unless they were immune.&lt;br /&gt;
&lt;br /&gt;
'''Fire Drake:''' 5 in bellowing roar, skip rest. Devouring Flame has minor gimmick usages in conjunction with Elemental Harmony, but the tree is weak overall beyond bellowing roar. Max roar as your first ability, it is early bread and butter and will clean up.&lt;br /&gt;
&lt;br /&gt;
'''Cold Drake:''' 1 in Ice Claw, get it to 4 later when points are more free. Gives you another early attack, useful later on with the freeze as filler. Ice Armor is debatable, I'll have a section at the end. If you do take it, I forget exactly where the scaling slows down, but I think it was after 3 or 4 points. It is also still solid at 1 point. Skip the rest of the tree.&lt;br /&gt;
&lt;br /&gt;
'''Storm Drake:''' 3 points in Lightning Speed. You're done. The rest of the talents are pathetic, especially the breath. The chance to daze sucks and the damage is very variable.&lt;br /&gt;
&lt;br /&gt;
'''Venom Drake:''' Get 1 point in the first talent, max the second, eventually max three and four. The third synergizes amazingly with shields and the fourth is a solid breath.&lt;br /&gt;
&lt;br /&gt;
'''Combat Techniques:''' Not worth the cat point. Rush can kinda be useful but you do have Lightning Speed to close distances (or leave).&lt;br /&gt;
&lt;br /&gt;
'''Higher Draconic:''' 4/1/5/5. First talent's breakpoint is at 4 points, second talent is debatable but I am not a fan. Can be useful against things that heal. Other two are self explanatory, immunities and damage!&lt;br /&gt;
&lt;br /&gt;
===Generics===&lt;br /&gt;
'''Fungus:''' 5/1/5/1. I used to cat point this. Don't. It's fucking stupid. If you go AM (you probably should!) you will get 1.2, it is more than enough. The last talent is a one point wonder that is a nice heal.&lt;br /&gt;
&lt;br /&gt;
'''Call of the Wild:''' 1/X/0/0. X is to taste. I try to get as much of X from escorts as I can.&lt;br /&gt;
&lt;br /&gt;
'''Combat Training:''' Max Thick Skin, max weapons mastery, accuracy AS NEEDED (juggle points here you can drop them later), max armor training.&lt;br /&gt;
&lt;br /&gt;
'''Racials:''' Thalore and Dwarf are the best here. Thalore go 1/1/5/1, same for dwarf. I think Thalore is better but both are solid. Dwarf's 4th talent will give you an oh-shit escape button if you don't find a psychoport item.&lt;br /&gt;
&lt;br /&gt;
'''Anti-Magic:''' Hotly debated. I like taking AM period. Resolve is good at one point but is an excellent dump spot for excess points which you will have. Don't max silence, it has a breakpoint at 4. You don't need an extra 3 tiles of distance. AM Shield and Clash are both useful for extra points. Don't prioritize Clash, though. Some people say either pick AM Shield or pick Ice Armor. I experimented with them and ran both without issue.&lt;br /&gt;
&lt;br /&gt;
'''Mindblades:''' Gimmicky tree, never tried the gimmick. Heard it works. Would give you a hefty boost in stats with good mindstars.&lt;br /&gt;
&lt;br /&gt;
'''Harmony:''' Meh. I don't use this tree. One point in the first talent if you aren't Thalore.&lt;br /&gt;
&lt;br /&gt;
'''Mobility:''' Can be useful with good light armor. I forget right now if the good Wyrmic armor later is light or heavy. Plan on using this in my current run for shits and giggles. 1/5/0/0.&lt;br /&gt;
&lt;br /&gt;
===Build Advice===&lt;br /&gt;
For prodigies, I fucking love '''Spell Shield'''. '''Spine of the World, Superpower, Unbreakable Will''' and '''Tricky Defenses''' can be solid too.&lt;br /&gt;
&lt;br /&gt;
For gear, get whatever healing mod you can since it amplifies your regen. Appropriate resists and immunities as needed. Girdle of Calm Waters and Thalore Wood Cuirass are insanely good early game fixedarts that you will see very often. Will/Cun/Con/Str gear is all good. Str is probably the least important of the bunch but still quite useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guide 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=186#post422423502&lt;br /&gt;
&lt;br /&gt;
Wrymics are awesome. I wrote the (poorly made) guide on them: http://forums.te4.org/viewtopic.php?f=55&amp;amp;t=36069&lt;br /&gt;
&lt;br /&gt;
Ideal wyrmic is a thalore. The passive blight resist and disease immunity are amazing. The tree buddies are nice too.&lt;br /&gt;
&lt;br /&gt;
For trees you want&lt;br /&gt;
&lt;br /&gt;
* Shield offense 5/4/1/1 (put spare points in assault if you got any)&lt;br /&gt;
* Sand drake 1/1/1/5&lt;br /&gt;
* Fire drake 5/0/0/0&lt;br /&gt;
* Ice drake 4/1/1/0 or 1/0/0/0 depending on if like the armor, freeze chance, and a oh shit button&lt;br /&gt;
* Lightning drake 3/0/0/0&lt;br /&gt;
* Acid drake 1/5/3/5 you can put more in the third skill if you want&lt;br /&gt;
* Combat technique 5/1/1/5&lt;br /&gt;
* If you want higher drake then 1/1/5/5&lt;br /&gt;
* If not go combat veteran 1/5/5/0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General skills are pretty easy.&lt;br /&gt;
* Fungal 5/1/5/1&lt;br /&gt;
* Call of the wild 1/1/1/0&lt;br /&gt;
* Thalore 1/1/5/1&lt;br /&gt;
* Combat training 5/5/5/5/0&lt;br /&gt;
* Anti magic 1/5/0/0&lt;br /&gt;
* Harmony 1/0/0/0 (only if you are not thalore)&lt;br /&gt;
&lt;br /&gt;
Prodigys '''superpower''' and '''spell feed back'''. Feed back isn't needed, so change it if you want.&lt;br /&gt;
&lt;br /&gt;
Basically bellowing roar, sand breath, silence and acid breath weaken entire groups of enemy making them easy pickings. They also deal decent damage rapidly to groups if you want to do that. Corrosive mist is a great little general life improvement. You are huge tank that constantly heals and has a ton of resist making you very difficult to kill. You have plenty of panic buttons if things turn south. And you really only need 2-3 before your back on your feet. Equilibrium is never a problem so just spam attacks as you see fit. You also have great moblilty and can control terrain better than any class. Is that Mage at the end of a hallway? Make a new hallway! Are you surround by enemies use quake and only fight 1 or 2 at a time. Wyrmics never deal a ton of damage but they control the field better than any class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=178#post421772009&lt;br /&gt;
&lt;br /&gt;
Gottago kinda medium fast wyrmic is the class I always find myself returning back to. It a mixed mindcaster and melee user. It has so many lock down abilities that just let you sweep up enemies with ease. I start off with Bellowing roar to confuse everyone. Beat the shit out of guys while their too busy wasting their turn or killing their buddies. Once then recover from confusion, blind them. When they recover from that disarm/silence them. By that time bellowing roar is pretty close to off cool down and repeat the cycle. With superpower you can so much mind power that status effect usually stick. Nothing like silencing the last boss while you beat him down.&lt;br /&gt;
&lt;br /&gt;
Thanks to lightning speed, rush, and a movement infusion you are always move around and killing targets in melee range. If yo are in a bad situation use quake or ice wall. You are healing 200+ hp a turn thanks to the fungal tree that you start with, so you only need to not be hit for a turn or 2. Or you can use dig and lightning speed/movement infusion and literally walk through any digable walls you want. I like sneaking up of caster on the end of a long hallway with that combo.&lt;br /&gt;
&lt;br /&gt;
Thalore wyrmic is a goddamn tank too. 100% disease immune and 60% blight resist from passive racial. Wyrmic actives will like get you something like 10% physical, 10% fire, 5-10% cold, 4-6% lightning resist. Then 15% resist from the armor generic tree. Then anti-magic gives decent resist equipment and skills. Then shields give great resist too. Blight, darkness, and fire are the most important resist to get. With belt of calm water you are set for blight. Just focus on fire and darkness and you are basically invincible.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=139#post411957223&lt;br /&gt;
&lt;br /&gt;
Stats: Will/Str/Con&lt;br /&gt;
&lt;br /&gt;
Class points: 5/5 bellowing roar right away. The rest of the fire tree is kind of shitty. Corrosive mist is really good. Sand breath is the best of the breath abilities, corrosive breath is pretty good too though. Dissolve is also pretty bad ass when it's maxed out. Consider dropping a single point into some of the one-target elemental attack skills to give yourself something to do aside from bump when your AOE skills are cooling down. Go sword and board and put points in the shield offense tree as you see fit. Get a good shield and block a lot.&lt;br /&gt;
&lt;br /&gt;
Generic points: Whatever good racials you want, otherwise pump fungus to 5/1/5/1 and chain two regeneration infusions on auto-use all the time. Upgrade them whenever you find one with better total healing. Fungus will keep them going to the point that you will always have one up. Keep a point in meditation to help you ditch equilibrium when you need to. Nature's touch is an okay panic button heal. Earth's eyes is not great, but not bad to put on autocast when you're exploring for some free mapping. The last skill is pretty good, when it's 5/5 it takes a shitload of your nature talents off of cooldown. Otherwise, pump the combat tree and go antimagic. The whole antimagic tree is good but aura of silence is exceptional. AM shield is probably less great because you're going to be pumping your equilibrium pretty high with your class talents.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Summoner_Guide_1.1.5&amp;diff=6644</id>
		<title>Goon Summoner Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Summoner_Guide_1.1.5&amp;diff=6644"/>
				<updated>2014-01-25T07:46:41Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Guide 1== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=215#post423955183  Summoner works fine, did it with one the o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=215#post423955183&lt;br /&gt;
&lt;br /&gt;
Summoner works fine, did it with one the other day. It's a pretty easy class to play, just focus on the ranged summons early (Ritch Spitter -&amp;gt; Hydra -&amp;gt; Drake), get them all rank 5 with a couple points in other summons for utility, particularly the turtle for distraction. First cat point goes to Summoning (Advanced) for Master Summoner + Grand Arrival, don't need to max them fast because you're still limited by number of summons you can have out, 2nd category goes to Summoning (Augmentation) to increase summon duration + health, as well as letting you blow up summons so you can make a new one. DON'T get the thing that lets you control your summons, because when you use it the AI will take over your character and probably do something stupid like try to go melee an enemy or some shit. After you're cruising along you can start picking up the melee summons, the Minotaur is probably the most versatile with it's cone confuse, the stone golem is a bruiser too and quite tanky along with the turtle which taunts and heals everybody when you drop it with Grand Arrival. The War Hound I use mostly for the physical resist debuff, and I haven't touched Spider at all.&lt;br /&gt;
&lt;br /&gt;
For generics you don't need a ton, I personally went and maxed racial skills 2 + 3 for the passive buffs and 1 point in the others, and went Antimagic for the AOE silence ability - got AM shield as well but it feels like a waste since stuff shouldn't be hitting me normally. I also put 3 points in Meditation to regen equilibrium faster and because at some points I've needed to manually use it to regen in combat since, while the summons aren't THAT expensive, you will be spamming them constantly in protracted fights and will eventually start failing. Get as many as you need in the healing touch skill to heal yourself to full also - you won't be using it on summons because you don't want to be near the fighting. Earth's Eyes / Nature's Balance could potentially be useful, I skipped them in favor of 5/5 Psiblades for the bonus stats and 5/5 Heightened Senses for the infravision, as well as a few points in see-invis skill.&lt;br /&gt;
&lt;br /&gt;
Basic playstyle is to stand way way back and summon your ranged minions out ahead of you, for most of the early game they will just wreck shit. It's a good idea to lead with the Hydra usually, it's semi-intelligent and will try to avoid using it's powerful breath weapons if it would hit a friendly unit, so if you have a big clump of summons out it'll just default to doing shitty melee damage. Let it lead the way and destroy the chaff enemies, then summon other shit to mop up the survivors. The Drake is your big bomb, and can almost replace hydra after you've gotten it maxed out, although eventually enemies have enough health that both will be necessary. I'd still lead with the hydra though because, again, if you do drake-first the hydra probably won't use it's AOE nukes. And eventually you'll hit the point where hydra + drake won't just kill everything, that's when you'll be needing those melee units you skipped early on.&lt;br /&gt;
&lt;br /&gt;
It's kind of a boring class to play honestly, just because it never feels like you are doing anything, even though you have to position yourself well and choose key spots to drop your summons for maximum effectiveness. If it doesn't sound appealing, Thalore aren't really a bad race for any class. Wyrmic honestly should have been able to tear it's way through there, you probably just got caught up in 'kill every enemy!' syndrome, which is NOT a good idea in that zone, just clear your way forward and ignore any non-elite that isn't directly blocking your movement, spam some AOE's when needed to thin the crowd.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=55&amp;amp;t=36906 (&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Stone_Warden_Guide_1.1.5&amp;diff=6643</id>
		<title>Goon Stone Warden Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Stone_Warden_Guide_1.1.5&amp;diff=6643"/>
				<updated>2014-01-25T07:38:13Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Guide== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=115#post411202643  '''Stone Vines''' is a 5/5 skill. The rest o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=115#post411202643&lt;br /&gt;
&lt;br /&gt;
'''Stone Vines''' is a 5/5 skill. The rest of the tree needs to be picked up ASAP, but can be left at 1/1. Stone Vines is the core of your mobility and while I wouldn't rely on Rockwalk for healing or Rockswallow for damage, there are a ton of cases where smart use of them will make your life easier by giving you the ability to effectively manipulate the field; I have rescued Melinda something like 6/6 times I've reached her with Stone Wardens simply because Rockwalk &amp;amp; Rockswallow allow for so much field control. There's likely an argument for leaving the whole tree at 1/5, but I think the passive damage from Vines being 5/5 adds up over the course of the game. Especially since once an enemy is grabbed, you can break LOS and it will still keep ticking the passive damage each turn until the effect ends or they break free. At the endgame, I was effectively getting free, passive, 60 damage-per-turn in an 8 radius.&lt;br /&gt;
&lt;br /&gt;
The '''Earthen Power''' tree I went 5/5/1/5 and even spent a category point getting it to x1.50 - Stoneshield gives you 75 Phys Power and a 61% damage boost to your shields. Stone Fortress at that point makes your Resilience of the Dwarves absorb 125% of your armor value from all non-physical attacks. I didn't worry about Shards, since a single counterattack per turn isn't _too_ huge when I'm getting most of my damage elsewhere. Eldritch Stone is mandatory 5/5, While the shield number(339 at 97 Will) seems low, it's another _full absorb_ and is your best source of resource replenishment. The damage upon expiration is kind of just an added benefit.&lt;br /&gt;
&lt;br /&gt;
It's worth taking a moment to talk about the kind of weird way that Stone Warden resources work. They're a class that uses both Equilibrium and Mana, but is locked to never have natural regen on the latter - so manasurge runes won't work. You end up with three 'actual' ways to regen that mana, and you need it for your utility skills:&lt;br /&gt;
* ''Eldritch Vines'' gives you passive regen whenever your vines deal damage. Unfortunately, even at 5/5 it's only like 2 mana - which isn't worth it because it costs you 4 class points to get to that level and then forces you to idly sit around waiting for Vines to tick.&lt;br /&gt;
* ''Stoneshield'' gives you up to 12.50 mana back once per turn, so long as you're taking damage. But it also means you've got to be soaking quite a lot of damage and the Stone Warden burns through mana a hell of a lot faster than 12.50 turn when things get hairy.&lt;br /&gt;
* ''Eldritch Stone'', however, allows you to absorb a sizeable amount of damage and then, when the shield ends, regen that damage into your manapool. Endgame this means letting it absorb a few hits and then watching your manapool regenerate all at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I toyed with a number of combinations of the other trees on various wardens but what I think really made this one work the best was:&lt;br /&gt;
* The Stone magic tree, mostly for '''Crystalline Focus''' 5/5. A huge amount of your damage is physical, so getting a 10% damage and 50% penetration buff from that is just crazy. That skill seems balanced around spellcasters whose only real Physical damage come from a few specific spells, so when you're able to pick it up on a melee class like Stone Warden it's just overpowered.&lt;br /&gt;
* 5/1/5/5 in the '''Eldritch Shield''' tree. You get a high-damage Stun, a high-damage Daze, and a 6-radius AoE. That stun went critical and hit one of the Sorcerers for something like 3800 Arcane, and that's before taking into account all the other damage types added to the hit.&lt;br /&gt;
* I ended the game at 5/5/5/5 '''Eldritch Stone''' tree, but spent a good amount of it being more like 2/1/2/2 - It is tempting to look at the skill and think about all the stacking damage, but my feeling is that you're using this for the status effects. Healing Reduction, Disarm, and Silence all in a cone AoE? Yes, please. This is what makes the Orc Ambush a joke.&lt;br /&gt;
* I totally ignored '''Dwarven Nature''', I never found the clones to be durable enough even in the midgame to be useful, and my recollection of my last attempt at using them says that the caster can actually hurt you with its AoE. Avoid.&lt;br /&gt;
* I ignored '''Deeprock Form'''. I think the best of what you get from it: Physical Damage and Physical Penetration, are better gotten from Crystalline Focus&lt;br /&gt;
* 5/5/5/1 '''Racial''' tree. Resilience being 5 is mandatory because it gives you a huge damage absorb with a &amp;gt;30% uptime.&lt;br /&gt;
* '''Armour Training''' should be 5/5 as soon as possible, because it feeds back into Resilience's absorb. Mostly through equipment I ended up with 5/5 Thick Skin, and I grabbed 5/5 Accuracy out of a lack of other options.&lt;br /&gt;
* '''Heightened Senses''' to 5/5 should be done dependent on gear. I don't like buffing Cun just to get this skill, but having it at 5/5 gives you vision at the same radius as your Stone Vines begin to latch on.&lt;br /&gt;
* I also like '''Nature's Touch''' and '''Earth's Eyes''' to 5/5, the former is a nice panic button heal, the latter is just nice to be able to see the shape of the dungeon to better find things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wardens dying in their 20s is about the point where they're at their weakest. The best suggestion I've got is to just try to complete everything in the West before going East: I don't have any trouble saving Melinda with Stone Wardens, nor taking on the Elven Ruins so long as you go very slow and cautiously. The Master is really the first big thing that makes life hard - but the usual &amp;quot;do some damage then teleport away&amp;quot; works well enough if you don't get lucky enough to land a silence/stun combination on him.&lt;br /&gt;
&lt;br /&gt;
My quick level 1-10 starter guide would be:&lt;br /&gt;
* Don't use the Default skillset. Take Vines 2, Stoneshield 2, Eldritch Blow 1, Resilience 1, Meditation 1, Accuracy 1. Dump your stats into Willpower.&lt;br /&gt;
* Activate Vines, don't bother turning it off while you're in Reknor.&lt;br /&gt;
* At level 2, pump Vines, Resilience, and Willpower.&lt;br /&gt;
* At level 3, pump Vines, Resilience, and Willpower.&lt;br /&gt;
* Brotoq should go down easy. Pop Resilience, your Wild Infusion, and Regen as necessary. Eldritch Blow him as soon as he's in melee range.&lt;br /&gt;
* After Reknor, you'll be able to grab Nature's Touch as a panic-heal then go do Bellow. Play LOS games with The Mouth and it will be super easy.&lt;br /&gt;
* Put a point into Eldritch Vines when it becomes available, as well as Stone Fortress, but otherwise focus on Stone Vines and Stoneshield getting to 5/5.&lt;br /&gt;
* Leaving the Dwarven Start, you should be level 7 - go kill the Lumberjack, and you should hit 8.&lt;br /&gt;
* Do the Derth Arena, if you can do so safely find Agrimley and pick up his quest for Focus.&lt;br /&gt;
* I like doing Scintillating, Rhaloren, Kor'Pul in that order to get the most annoying of the T1s out of the way first. If you haven't run into any adventurer parties, then you should either hit level 10 or be on the verge as soon as you kill The Shade.&lt;br /&gt;
&lt;br /&gt;
At that point you should have enough survivability to sleepwalk through the rest of the T1 areas and make good progress into T2s.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=159#post416318735&lt;br /&gt;
&lt;br /&gt;
I built up the Dwarven Nature category first, the Elemental Split skill doesn't list it but also increases the Earthen Missiles skill of the Crystalline Half, and once you add Power Core and Dwarven Unity to the mix it works well for clearing early rooms. Generally stuff should be dead before your buddies time out. Earthen Vines was the next category I spent heavily in, I did pick up some of its skills earlier but it doesn't really get powerful until you max out it's first two skills. That'll give you surprisingly good mobility, so long as you avoid moving normally since your movement speed is cut in half.&lt;br /&gt;
&lt;br /&gt;
Stone Fortress, Shards and Eldritch Stone (The skill not the category) are also worth picking up shortly after you can. They're all fairly powerful talents with just a single point invested. I personally felt I made a mistake in picking up the Eldritch Stone category, the skills in the Eldritch Shield category look a lot better in hindsight. As for it feeling really weak around Dreadfell, that's unfortunately just the way it is. That's the point in which enemies get strong enough for your Elemental Split buddies to not be guaranteed room clearers any more, but you won't have picked up the Eternal Guard prodigy yet for a gigantic boost to your survivability.&lt;br /&gt;
&lt;br /&gt;
Also one thing which I personally didn't notice until Dreadfell since this was my first character using a shield was that the Block skill will block all damage types that your shield(s) have resistances for in addition to always blocking physical damage. So having shield(s) that can block darkness and cold damage is really handy for the Master, etc. and its worth checking if any of the stores stock a &amp;quot;of Resistance&amp;quot; shield since that'll cover fire, cold, lightning and acid damage. Finally it's also worth noting that while Stone Vines needs line of sight to initially grab an enemy, you can then run around a corner and it'll keep damaging the enemy until it breaks free, it also seemed to be harder for enemies to break free as I put more points into the skill, but that could just be because of other stat increases I don't know for sure.&lt;br /&gt;
&lt;br /&gt;
Statwise I focused mostly on willpower early on (In addition to the obligatory 1 con per level). Once I hit the relevant minimum stat requirements for the willpower skills I started putting points in strength for equipment requirements, and magic so I could get the Spectral Shield prodigy when I hit 42.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Oozemancer_Guide_1.1.5&amp;diff=6641</id>
		<title>Goon Oozemancer Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Oozemancer_Guide_1.1.5&amp;diff=6641"/>
				<updated>2014-01-25T07:14:06Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Guide 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=158#post416212671&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Slime:'''&lt;br /&gt;
* ''Slime Spit'' - Should be maxed almost immediately, barring picking up singular points in other skills. Early game it's strong enough to kill anything but bosses in a single hit, and it'll remain your hardest hitting direct nuke throughout the game. Also of note is that this ability hits friendly targets, while most other Oozemancer abilities don't, but it's not really worth worrying about if one of your oozes is in the way, there'll be another along sooner or later anyway.&lt;br /&gt;
* ''Poisonous Spores'' - Also very damaging and very good, melee enemies that have the misfortune of getting Spydric Poison on them are basically doomed, and once you're in the East dropping it on Orcish mages will kill them even when they teleport away most of the time. Downside is that it doesn't work on poison immune enemies (Mostly everything skeletal and non-corporeal, also giants for some annoying reason).&lt;br /&gt;
* ''Acidic Skin'' - Only worth a single point, mostly because the next skill in the tree is good. It's really cheap to sustain though so you'll be keeping it up despite it not being amazing.&lt;br /&gt;
* ''Slime Roots'' - Once you've fully upgraded it it's basically Phase Door which can't fizzle when going through walls and it also finishes the cooldown on some skills. Always save it for escapes obviously, but it's extremely good.&lt;br /&gt;
&lt;br /&gt;
'''Mucus:'''&lt;br /&gt;
* ''Mucus'' - Should also be maxed early. The poison damage stacks for every turn an enemy spends in it, and it'll also help keep your equilibrium low.&lt;br /&gt;
* ''Acid Splash'' - Get a point in this early, but it's not really needed to spend more points in this for a while. It's biggest use is synergies with other skills, since it's a way of dropping Mucus at range, or dropping Mucus fairly nearby you since it has a shorter cooldown than the actual Mucus skill. Eventually you'll want to put some points in it, since the radius does upgrade when you put enough points in it.&lt;br /&gt;
* ''Living Mucus'' - This is also worth picking up when you can, and again not really worth sinking more points into. Ooze spawn is already pretty reliable, and I have a feeling it's basically a chance to spawn for each tile covered in mucus considering how often they show up even with the baseline ~20% chance to spawn.&lt;br /&gt;
* ''Oozewalk'' - Another controlled teleport, and also a good way of clearing debuffs. It can be put on cooldown when you're stunned though. Acid Splash can helpfully provide you with a distant area to teleport to if you need it, though unlike Slime Roots this one is limited by your line of sight.&lt;br /&gt;
&lt;br /&gt;
'''Ooze:'''&lt;br /&gt;
* ''Mitosis'' - Works fairly well with a single point in it, though it's worth investing in later.&lt;br /&gt;
* ''Reabsorb'' - Worth upgrading when you start getting into the more dangerous parts of the game. It'll eventually give you 40% resist all for 10 turns when used.&lt;br /&gt;
* ''Call of the Ooze'' - Also worth upgrading, and one of the reasons Mitosis is worth upgrading. Does a fair amount of damage, and more importantly will spawn some Bloated Oozes you can hopefully Reabsorb.&lt;br /&gt;
* ''Indiscernible Anatomy'' - Disease, Poison, Bleed, and Blindness immunity in one convenient package. Also makes enemy critical hits less dangerous, which is nice at times. Nice to have maxed before you do anything involving Elven Cultists or Corruptors.&lt;br /&gt;
&lt;br /&gt;
'''Moss:'''&lt;br /&gt;
I never really invested in these, so I don't really have any thoughts. They didn't look overly impressive, though I picked up a point in the first one for utility purposes eventually since it's another way to keep melee enemies at bay (Or in your Mucus for a longer amount of time).&lt;br /&gt;
&lt;br /&gt;
'''Oozing Blades''' Category - First category I unlocked, mainly for the fourth skill it has.&lt;br /&gt;
* ''Oozebeam'' - I kept this at one point until I'd picked up other skills I found more important, but if you upgrade it it's about as damaging as Slime Spit is and it doesn't have travel time and a shorter cooldown.&lt;br /&gt;
* ''Natural Acid'' - One point is plenty really. It helps make Acid Splash an even better skill to start a fight with, and it can make Nature Resistance on an enemy go negative.&lt;br /&gt;
* ''Mind Parasite'' - I didn't really invest heavily in this, but it's relatively good against rare or unique enemies with annoying skills. Only downside is the cast range on this spell is rather short, and of course you'll see it puts all the least important skills an enemy has on cooldown.&lt;br /&gt;
* ''Unstoppable Nature'' - Max it as soon as you can. 50% nature resistance penetration is helpful for all the usual reasons skills like this are, and it'll also give a 10% damage boost to most of your skills.&lt;br /&gt;
&lt;br /&gt;
'''Corrosive Blades:'''&lt;br /&gt;
I also never picked this one up, since most of the acid skills you pick up are actually in this tree, and as far as I could tell Natural Acids effect was still applied when the target was acid immune anyway. It does give you some extra nukes though, which might have come in handy against the occasional poison immune rare or unique enemy.&lt;br /&gt;
&lt;br /&gt;
===Generics:===&lt;br /&gt;
Not going into too many specifics here since nothing here is exclusive for Oozemancers. A point in Meditation is convenient but you shouldn't need more than that, and Nature's Touch is always good to have of course. Antimagic skills are always nice, Aura of Silence will shut down the vast majority of casters and has a huge range when upgraded, Mana Clash is of course always good, and Antimagic Shield you'll eventually be keeping up all the time since Oozemancers have a really easy time keeping their Equilibrium at the lowest it can get. Psiblades is also worth maxing since the Oozemancer spells seem scale really well with extra mindpower. And the obligatory point in Heightened sense is nice.&lt;br /&gt;
&lt;br /&gt;
Also worth noting for Generics that according to the wiki if you already have the locked Fungus tree, it should unlock when you do the Urkis quest (Which you'll be doing the Zigur way since you start antimagic ).&lt;br /&gt;
&lt;br /&gt;
===Build Guide===&lt;br /&gt;
Max early class skills (In rough order I'd recommend maxing them):&lt;br /&gt;
* Unstoppable Nature&lt;br /&gt;
* Slime Spit&lt;br /&gt;
* Mucus&lt;br /&gt;
* Slime Roots&lt;br /&gt;
* Poisonous Spores&lt;br /&gt;
&lt;br /&gt;
Pick this up as soon as you can class skills (Even before maxing any of the above if you have to choose):&lt;br /&gt;
* Acid Splash&lt;br /&gt;
* Living Mucus&lt;br /&gt;
&lt;br /&gt;
Max early generics:&lt;br /&gt;
* Psiblades&lt;br /&gt;
* Aura of Silence&lt;br /&gt;
&lt;br /&gt;
Pick up as soon as you can generics:&lt;br /&gt;
* Nature's Touch&lt;br /&gt;
* Heightened Senses&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guide 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=198#post423374183&lt;br /&gt;
&lt;br /&gt;
http://te4.org/characters/10369/tome/169aa028-bd95-4796-90d1-e7bd693ed28f&lt;br /&gt;
&lt;br /&gt;
Thalore oozemancer winner. One death the entire game to Atamathon when I got Irresistible Sun'd and had no escapes available. Here are my post-game thoughts, having not run Oozemancer since they were created. I'll touch on general thoughts and individual talents and what feels buffed/nerfed:&lt;br /&gt;
&lt;br /&gt;
So, Oozemancers at inception were pretty broken. Unbelievably so. You simply had to get to level 10 or so and the rest of the game was gravy if you didn't play suicidally. Since then, they've been balanced. They feel pretty strong still and in a good position. I do not play Nightmare so I have no idea how this translates into that difficulty. If I play another Oozemancer it'll be on Nightmare, though.&lt;br /&gt;
&lt;br /&gt;
I didn't pick up extra inscriptions (though I had the option, and were this nightmare I'd at least add a heroism), I put my prodigies into Tricky Defenses and Spell Feedback.&lt;br /&gt;
&lt;br /&gt;
So let's talk talents, starting with class, and tree by tree!&lt;br /&gt;
&lt;br /&gt;
'''Slime:''' Largely felt the same as at release, Acidic Skin felt slightly buffed but still not worth toggling on or investing in. Good tree, great damage output, nice mobility option.&lt;br /&gt;
&lt;br /&gt;
'''Mucus:''' Balanced since release. My first Oozemancer winner consistently had 8-9 oozes out at any given time. I ended up with 6 at the end, although the talent said 5 max, the talent was incorrect and the cap was always 1 higher. Nothing else to say about the tree, aside from capping oozes at a lower margin it's still largely the same.&lt;br /&gt;
&lt;br /&gt;
'''Ooze:''' Significantly rebalanced since release, the spawn caps of Mitosis/Call are now tied to the talents. I remember being able to instantly spawn 8 of these things with one Call at release. Indiscernible Anatomy still amazing. Reabsorb nerfed since release too but a strong one point contender. Might be a more valuable tree in Nightmare?&lt;br /&gt;
&lt;br /&gt;
'''Moss:''' I skipped this til end game and I semi-regret it! There is virtually no opportunity cost for using this, just pick two and put on autocast. I wish i had taken 1-2 points in Nourishing earlier on and set on autocast in melee range. At the end of game, maxed Nourishing was doing 75/tick at 120% healing for 10 turns in a huge radius, not counting damage multipliers. I would get 150 healing per turn on top of my ~200/turn from regen infusions. I still don't understand the major differences between hallucinogenic and slippery.&lt;br /&gt;
&lt;br /&gt;
'''Oozing Blades:''' Pretty sure Natural Acid duration/cooldown was rebalanced since inception, very strong talent, 2 points in it early will get you through most things and you can add more later. Mind Parasite significantly buffed, check out my numbers on it on the sheet. Unstoppable Nature still the absurd force multiplier it always was.&lt;br /&gt;
&lt;br /&gt;
'''Corrosive Blades:''' Wholly skipped, I am not a fan of this tree.&lt;br /&gt;
&lt;br /&gt;
Moving on to generic talents...&lt;br /&gt;
&lt;br /&gt;
'''Thalore''' tree, some overlap with Indiscernible Anatomy, but still worth maxing. I had it at 2 points for a long time and maxed it a bit later. Resists are good. Thalore is good.&lt;br /&gt;
&lt;br /&gt;
'''Combat Training''', maxed thick skin and 3 in armor. Options, basically. Standard stuff.&lt;br /&gt;
&lt;br /&gt;
'''Survival''', skipped, I always skip this.&lt;br /&gt;
&lt;br /&gt;
'''Fungus''', standard 5/1/5/1, not much to say here.&lt;br /&gt;
&lt;br /&gt;
'''Mindstar Mastery''', 5 points in psiblades. NOTE: I earned three of these from escorts. I considered Leaves Tide for shits and giggles but didn't bother.&lt;br /&gt;
&lt;br /&gt;
'''Call of the Wild''', so I didn't put a point in Meditation all game after like, level 4. I just kept it in as a temporary point. The two Nature's Touch talents are from escorts. I will only ever actually put a point in this tree if I go 9 escorts without getting/saving a seer.&lt;br /&gt;
&lt;br /&gt;
'''Harmony''', skipped.&lt;br /&gt;
&lt;br /&gt;
'''Anti-Magic''', I went 1/3 for a long, LONG time. As Oozemancer your silence major breakpoint is at 3 &amp;amp; 5. Later I maxed out Clash and then Spell Shield. I would've committed to Shield earlier but was worried about my equilibrium management. I should've tested before assuming, probably would've been used. Resolve was maxed at 50 for Atamathon and the 4th SIlence point was added after I grabbed a fixedart with bonuses to Anti-Magic as that gave me the 6 turn silence at 4 points.&lt;br /&gt;
&lt;br /&gt;
Overall a smooth ride from start to finish, Oozemancers do fine in 1-10 and then suddenly 'click' around L10 and just ramp up from there. A favorite of mine alongside Wyrmics. Feels in a balanced spot, but still strong. Hardest part of normal for most classes is getting through the Master, so a class that can handle that easily is a good contender for an easy winner. If you have questions about Oozemancers or my talent decisions let me know.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=55&amp;amp;t=37898 (updated 1.1.5 guide)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Oozemancer_Guide_1.1.5&amp;diff=6640</id>
		<title>Goon Oozemancer Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Oozemancer_Guide_1.1.5&amp;diff=6640"/>
				<updated>2014-01-25T07:13:47Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Guide 1== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=158#post416212671  ===Class Talents=== '''Slime:''' * ''Slime...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=158#post416212671&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Slime:'''&lt;br /&gt;
* ''Slime Spit'' - Should be maxed almost immediately, barring picking up singular points in other skills. Early game it's strong enough to kill anything but bosses in a single hit, and it'll remain your hardest hitting direct nuke throughout the game. Also of note is that this ability hits friendly targets, while most other Oozemancer abilities don't, but it's not really worth worrying about if one of your oozes is in the way, there'll be another along sooner or later anyway.&lt;br /&gt;
* ''Poisonous Spores'' - Also very damaging and very good, melee enemies that have the misfortune of getting Spydric Poison on them are basically doomed, and once you're in the East dropping it on Orcish mages will kill them even when they teleport away most of the time. Downside is that it doesn't work on poison immune enemies (Mostly everything skeletal and non-corporeal, also giants for some annoying reason).&lt;br /&gt;
* ''Acidic Skin'' - Only worth a single point, mostly because the next skill in the tree is good. It's really cheap to sustain though so you'll be keeping it up despite it not being amazing.&lt;br /&gt;
* ''Slime Roots'' - Once you've fully upgraded it it's basically Phase Door which can't fizzle when going through walls and it also finishes the cooldown on some skills. Always save it for escapes obviously, but it's extremely good.&lt;br /&gt;
&lt;br /&gt;
'''Mucus:'''&lt;br /&gt;
* ''Mucus'' - Should also be maxed early. The poison damage stacks for every turn an enemy spends in it, and it'll also help keep your equilibrium low.&lt;br /&gt;
* ''Acid Splash'' - Get a point in this early, but it's not really needed to spend more points in this for a while. It's biggest use is synergies with other skills, since it's a way of dropping Mucus at range, or dropping Mucus fairly nearby you since it has a shorter cooldown than the actual Mucus skill. Eventually you'll want to put some points in it, since the radius does upgrade when you put enough points in it.&lt;br /&gt;
* ''Living Mucus'' - This is also worth picking up when you can, and again not really worth sinking more points into. Ooze spawn is already pretty reliable, and I have a feeling it's basically a chance to spawn for each tile covered in mucus considering how often they show up even with the baseline ~20% chance to spawn.&lt;br /&gt;
* ''Oozewalk'' - Another controlled teleport, and also a good way of clearing debuffs. It can be put on cooldown when you're stunned though. Acid Splash can helpfully provide you with a distant area to teleport to if you need it, though unlike Slime Roots this one is limited by your line of sight.&lt;br /&gt;
&lt;br /&gt;
'''Ooze:'''&lt;br /&gt;
* ''Mitosis'' - Works fairly well with a single point in it, though it's worth investing in later.&lt;br /&gt;
* ''Reabsorb'' - Worth upgrading when you start getting into the more dangerous parts of the game. It'll eventually give you 40% resist all for 10 turns when used.&lt;br /&gt;
* ''Call of the Ooze'' - Also worth upgrading, and one of the reasons Mitosis is worth upgrading. Does a fair amount of damage, and more importantly will spawn some Bloated Oozes you can hopefully Reabsorb.&lt;br /&gt;
* ''Indiscernible Anatomy'' - Disease, Poison, Bleed, and Blindness immunity in one convenient package. Also makes enemy critical hits less dangerous, which is nice at times. Nice to have maxed before you do anything involving Elven Cultists or Corruptors.&lt;br /&gt;
&lt;br /&gt;
'''Moss:'''&lt;br /&gt;
I never really invested in these, so I don't really have any thoughts. They didn't look overly impressive, though I picked up a point in the first one for utility purposes eventually since it's another way to keep melee enemies at bay (Or in your Mucus for a longer amount of time).&lt;br /&gt;
&lt;br /&gt;
'''Oozing Blades''' Category - First category I unlocked, mainly for the fourth skill it has.&lt;br /&gt;
* ''Oozebeam'' - I kept this at one point until I'd picked up other skills I found more important, but if you upgrade it it's about as damaging as Slime Spit is and it doesn't have travel time and a shorter cooldown.&lt;br /&gt;
* ''Natural Acid'' - One point is plenty really. It helps make Acid Splash an even better skill to start a fight with, and it can make Nature Resistance on an enemy go negative.&lt;br /&gt;
* ''Mind Parasite'' - I didn't really invest heavily in this, but it's relatively good against rare or unique enemies with annoying skills. Only downside is the cast range on this spell is rather short, and of course you'll see it puts all the least important skills an enemy has on cooldown.&lt;br /&gt;
* ''Unstoppable Nature'' - Max it as soon as you can. 50% nature resistance penetration is helpful for all the usual reasons skills like this are, and it'll also give a 10% damage boost to most of your skills.&lt;br /&gt;
&lt;br /&gt;
'''Corrosive Blades:'''&lt;br /&gt;
I also never picked this one up, since most of the acid skills you pick up are actually in this tree, and as far as I could tell Natural Acids effect was still applied when the target was acid immune anyway. It does give you some extra nukes though, which might have come in handy against the occasional poison immune rare or unique enemy.&lt;br /&gt;
&lt;br /&gt;
===Generics:===&lt;br /&gt;
Not going into too many specifics here since nothing here is exclusive for Oozemancers. A point in Meditation is convenient but you shouldn't need more than that, and Nature's Touch is always good to have of course. Antimagic skills are always nice, Aura of Silence will shut down the vast majority of casters and has a huge range when upgraded, Mana Clash is of course always good, and Antimagic Shield you'll eventually be keeping up all the time since Oozemancers have a really easy time keeping their Equilibrium at the lowest it can get. Psiblades is also worth maxing since the Oozemancer spells seem scale really well with extra mindpower. And the obligatory point in Heightened sense is nice.&lt;br /&gt;
&lt;br /&gt;
Also worth noting for Generics that according to the wiki if you already have the locked Fungus tree, it should unlock when you do the Urkis quest (Which you'll be doing the Zigur way since you start antimagic ).&lt;br /&gt;
&lt;br /&gt;
===Build Guide===&lt;br /&gt;
Max early class skills (In rough order I'd recommend maxing them):&lt;br /&gt;
* Unstoppable Nature&lt;br /&gt;
* Slime Spit&lt;br /&gt;
* Mucus&lt;br /&gt;
* Slime Roots&lt;br /&gt;
* Poisonous Spores&lt;br /&gt;
&lt;br /&gt;
Pick this up as soon as you can class skills (Even before maxing any of the above if you have to choose):&lt;br /&gt;
* Acid Splash&lt;br /&gt;
* Living Mucus&lt;br /&gt;
&lt;br /&gt;
Max early generics:&lt;br /&gt;
* Psiblades&lt;br /&gt;
* Aura of Silence&lt;br /&gt;
&lt;br /&gt;
Pick up as soon as you can generics:&lt;br /&gt;
* Nature's Touch&lt;br /&gt;
* Heightened Senses&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=198#post423374183&lt;br /&gt;
&lt;br /&gt;
http://te4.org/characters/10369/tome/169aa028-bd95-4796-90d1-e7bd693ed28f&lt;br /&gt;
&lt;br /&gt;
Thalore oozemancer winner. One death the entire game to Atamathon when I got Irresistible Sun'd and had no escapes available. Here are my post-game thoughts, having not run Oozemancer since they were created. I'll touch on general thoughts and individual talents and what feels buffed/nerfed:&lt;br /&gt;
&lt;br /&gt;
So, Oozemancers at inception were pretty broken. Unbelievably so. You simply had to get to level 10 or so and the rest of the game was gravy if you didn't play suicidally. Since then, they've been balanced. They feel pretty strong still and in a good position. I do not play Nightmare so I have no idea how this translates into that difficulty. If I play another Oozemancer it'll be on Nightmare, though.&lt;br /&gt;
&lt;br /&gt;
I didn't pick up extra inscriptions (though I had the option, and were this nightmare I'd at least add a heroism), I put my prodigies into Tricky Defenses and Spell Feedback.&lt;br /&gt;
&lt;br /&gt;
So let's talk talents, starting with class, and tree by tree!&lt;br /&gt;
&lt;br /&gt;
'''Slime:''' Largely felt the same as at release, Acidic Skin felt slightly buffed but still not worth toggling on or investing in. Good tree, great damage output, nice mobility option.&lt;br /&gt;
&lt;br /&gt;
'''Mucus:''' Balanced since release. My first Oozemancer winner consistently had 8-9 oozes out at any given time. I ended up with 6 at the end, although the talent said 5 max, the talent was incorrect and the cap was always 1 higher. Nothing else to say about the tree, aside from capping oozes at a lower margin it's still largely the same.&lt;br /&gt;
&lt;br /&gt;
'''Ooze:''' Significantly rebalanced since release, the spawn caps of Mitosis/Call are now tied to the talents. I remember being able to instantly spawn 8 of these things with one Call at release. Indiscernible Anatomy still amazing. Reabsorb nerfed since release too but a strong one point contender. Might be a more valuable tree in Nightmare?&lt;br /&gt;
&lt;br /&gt;
'''Moss:''' I skipped this til end game and I semi-regret it! There is virtually no opportunity cost for using this, just pick two and put on autocast. I wish i had taken 1-2 points in Nourishing earlier on and set on autocast in melee range. At the end of game, maxed Nourishing was doing 75/tick at 120% healing for 10 turns in a huge radius, not counting damage multipliers. I would get 150 healing per turn on top of my ~200/turn from regen infusions. I still don't understand the major differences between hallucinogenic and slippery.&lt;br /&gt;
&lt;br /&gt;
'''Oozing Blades:''' Pretty sure Natural Acid duration/cooldown was rebalanced since inception, very strong talent, 2 points in it early will get you through most things and you can add more later. Mind Parasite significantly buffed, check out my numbers on it on the sheet. Unstoppable Nature still the absurd force multiplier it always was.&lt;br /&gt;
&lt;br /&gt;
'''Corrosive Blades:''' Wholly skipped, I am not a fan of this tree.&lt;br /&gt;
&lt;br /&gt;
Moving on to generic talents...&lt;br /&gt;
&lt;br /&gt;
'''Thalore''' tree, some overlap with Indiscernible Anatomy, but still worth maxing. I had it at 2 points for a long time and maxed it a bit later. Resists are good. Thalore is good.&lt;br /&gt;
&lt;br /&gt;
'''Combat Training''', maxed thick skin and 3 in armor. Options, basically. Standard stuff.&lt;br /&gt;
&lt;br /&gt;
'''Survival''', skipped, I always skip this.&lt;br /&gt;
&lt;br /&gt;
'''Fungus''', standard 5/1/5/1, not much to say here.&lt;br /&gt;
&lt;br /&gt;
'''Mindstar Mastery''', 5 points in psiblades. NOTE: I earned three of these from escorts. I considered Leaves Tide for shits and giggles but didn't bother.&lt;br /&gt;
&lt;br /&gt;
'''Call of the Wild''', so I didn't put a point in Meditation all game after like, level 4. I just kept it in as a temporary point. The two Nature's Touch talents are from escorts. I will only ever actually put a point in this tree if I go 9 escorts without getting/saving a seer.&lt;br /&gt;
&lt;br /&gt;
'''Harmony''', skipped.&lt;br /&gt;
&lt;br /&gt;
'''Anti-Magic''', I went 1/3 for a long, LONG time. As Oozemancer your silence major breakpoint is at 3 &amp;amp; 5. Later I maxed out Clash and then Spell Shield. I would've committed to Shield earlier but was worried about my equilibrium management. I should've tested before assuming, probably would've been used. Resolve was maxed at 50 for Atamathon and the 4th SIlence point was added after I grabbed a fixedart with bonuses to Anti-Magic as that gave me the 6 turn silence at 4 points.&lt;br /&gt;
&lt;br /&gt;
Overall a smooth ride from start to finish, Oozemancers do fine in 1-10 and then suddenly 'click' around L10 and just ramp up from there. A favorite of mine alongside Wyrmics. Feels in a balanced spot, but still strong. Hardest part of normal for most classes is getting through the Master, so a class that can handle that easily is a good contender for an easy winner. If you have questions about Oozemancers or my talent decisions let me know.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=55&amp;amp;t=37898 (updated 1.1.5 guide)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Brawler_Guide_1.1.5&amp;diff=6639</id>
		<title>Goon Brawler Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Brawler_Guide_1.1.5&amp;diff=6639"/>
				<updated>2014-01-25T06:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Tips== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=172#post421181607  '''Use leather gloves whenever possible.''' A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=172#post421181607&lt;br /&gt;
&lt;br /&gt;
'''Use leather gloves whenever possible.''' At the very start you may find that your damage is shit enough to necessitate using the gauntlets, but the instant you get gloves with a remotely good ego, slap those fuckers on and your lethality will rocket into the sky, punch the sun, and knock space the fuck out. Don't use gauntlets unless they're substantially better than your gloves. Hitting more often means landing more crits and laying down more on-hit effects, and you already hit fast due to being a Brawler, so leather gloves with an on-hit effect will pretty much turn you into a pugilistic blender with the sheer quantity of little colourful numbers you'll be farting everywhere. This is even funnier with talent-on-hit gloves because you will honestly be triggering that shit nonstop.&lt;br /&gt;
&lt;br /&gt;
'''Get Vitality.''' Poisons, diseases, and wounds will fuck you up and this talent will significantly mitigate them. The added regen and healing modifier can let you narrowly bullshit your way out of certain death occasionally, too. I really don't like Daunting Presence but YMMV; Unflinching Resolve is fucking nuts though. You will never need Adrenaline Surge because you are a Brawler and Brawlers uncontrollably explode stamina from every orifice every time they do literally anything.&lt;br /&gt;
&lt;br /&gt;
'''Get everything in the Field Control tree.''' Yes, there are a lot of places you'll want to put generics initially, but being able to say &amp;quot;welp, later fuckshits&amp;quot; and backflip out of trouble can be a huge boon at very early levels, Track is stupidly useful if you use it regularly and well, Heave is useful when you Disengage and some fuckhead rare immediately Rushes you or whatever, and Slow Motion is Slow fucking Motion get it GET IT. You can honestly just put one perk in each of those; between Slow Motion and Heightened Reflexes you will be able to dodge arrows and spells like fucking Neo and then uppercut their owners in the dick so hard that their skulls explode, which I am pretty sure is also a thing that Neo did. You don't need Weapons Mastery anyway so you can easily spare a generic now and then.&lt;br /&gt;
&lt;br /&gt;
'''Unlock Dirty Fighting''' when you can spare the category point. You probably don't give a shit about 75% of that tree, but Backstab? You want that. You want it bad. With 5/5 Backstab every one of your tens of trillions of punches will be 50% more likely to critically strike a stunned opponent, and everyone of your zillions of crits will have a 15% chance to stun anything you hit. Because you will want a high critical chance by default, this more or less means that you will almost immediately stun anything you start punching the shit out of and then proceed to relentlessly crit the piss out of it until it is reduced to a fist-shaped crater in the ground.&lt;br /&gt;
&lt;br /&gt;
If you're going AM and you find the '''Spellhunt Remnants''', keep them with you always. Their killing power isn't spectacular even at tier 5, but they inflict manaburn damage and have a chance to destroy magic with each hit. Slipping them on to fight the Master or some other spellslinging superfucker can immediately transform a horribly shitty fight into a cartoonishly one-sided beatdown with Yakety Sax playing on loop in the background. I have had horrifyingly strong caster rares just stand there going while I slapped them to death.&lt;br /&gt;
&lt;br /&gt;
'''Bladed hats/helms are awesome.''' They give you Skullcracker, which is important because a) it causes Confusion and Confusion is amazing, b) it scales off of stats you'll have lots of and can do quite good physical damage (my last Brawler got the Size Matters achievement off of a Skullcracker critical), and c) it's a headbutt and, as a fist-fighting fantasy MMA expert, you should never not headbutt motherfuckers. Running up to a dragon and headbutting it in the goddamn face gets funnier every time you do it.&lt;br /&gt;
&lt;br /&gt;
You should save up +str items so you can get the '''Flexible Combat''' prodigy. Rings that give weapon focus (xx% chance to hit again every time you hit) are great for doing huge bursts of damage.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=35981&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Berserker_Guide_1.1.5&amp;diff=6638</id>
		<title>Goon Berserker Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Berserker_Guide_1.1.5&amp;diff=6638"/>
				<updated>2014-01-25T06:41:43Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=112#post411083900&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Two-handed Weapons'''&lt;br /&gt;
* ''Death Dance:'' The damage doesn't significantly increase with points invested. An excellent 1/5 for crowd clears, but not worth putting points in unless you have little else to do with them.&lt;br /&gt;
* ''Berserker:'' As the links above note, using Berserker early is risky - the drop in defense and armor is a blow to an entirely melee class. However, after L15 or so, flip it on and try it out - the stun resistance and damage boost will be very helpful if you keep up your healing/invest some in Armor training. Skill scales well with levels - this should hit 5 before Dreadfel, most likely.&lt;br /&gt;
* ''Warshout:'' One of your few crowd controls, and it's pretty effective! 3/5 this early for a good cone area, and 5/5 it later as the crowds ramp up.&lt;br /&gt;
* ''Death Blow:'' Put a point into it; it turns into a massive Stamina drain at L4, which Berserkers don't deal with well, but having an assured critical hit for the Bloodthirst tree is great.&lt;br /&gt;
&lt;br /&gt;
'''Two-handed Maiming'''&lt;br /&gt;
* ''Stunning Blow:'' This skill is your bread and butter, your problem solver. Cheap, quick cooldown, powerful stun, and runs off Phys Power - which is the Berserker's primary stat! I recommend 4/5 in this quickly, so the stun lasts longer than it takes for the skill to go off cooldown. Against rares, uniques and bosses, this skill is hard to beat.&lt;br /&gt;
* ''Sunder Armour:'' Not as impressive as you'll want it to be. Berserkers do one large hit, not multiple small ones; if you're needing to get past Armour, your best bet is to find an elemental weapon or one with damage conversion. 1/5 if you have to have it; I didn't invest any further in this tree on my clear.&lt;br /&gt;
* ''Sunder Arms:'' You're not a dodging class. Accuracy reduction doesn't help. 1/5 if you have to have it, otherwise pass.&lt;br /&gt;
* ''Blood Frenzy:'' Stamina drain is pretty damaging, and honestly? You don't have need of more Phys. Power. You have Berserker lategame, and earlygame this isn't really convenient to use. 0/5, don't even bother.&lt;br /&gt;
&lt;br /&gt;
'''Combat Techniques'''&lt;br /&gt;
* ''Rush:'' You are in possession of Rush with a base level of 1.3. This... basically means that lategame, you can get enough cooldown modifiers to get Rush to 0 cooldown. This, plus base Berserker damage? You'll be killing grunt mages very fast, which drastically improves your survivability. 1/5 early, get this to 5/5 over time (preferably by Halfling Ruins or Dreadfel).&lt;br /&gt;
* ''Precise Strikes:'' The -10% attack speed hurts, but the +crit% and accuracy are insanely helpful. (A note: AM Berserkers want to hold off on this skill, most likely. They will probably raise Str/Wil first and then Dex, so it'll be a while before the bonuses are worth the -10% attack speed). Another eventual 5/5 - it synergises insanely well with the Bloodthirst tree.&lt;br /&gt;
* ''Perfect Strikes:'' Didn't get the Withered Orbs from the Withering Thing, or the Spectral Blade? You'll want a point or two in this by Dreadfel to help deal with Dreads and Dreadmasters. It's... not very necessary past that point, though. 1/5, more if you like the accuracy buff. (Remember both Berserker and Precise Strikes boost Accuracy! You may not need this that often as a result.)&lt;br /&gt;
* ''Blinding Speed:'' A great lategame way to bust down harder opponents, and pretty effective early as well. 5/5 when you can.&lt;br /&gt;
&lt;br /&gt;
'''Combat Veteran'''&lt;br /&gt;
* ''Quick Recovery:'' Vital to a Berserker's resource pool management. 1/5 early for the initial boost, 5/5 eventually.&lt;br /&gt;
* ''Fast Metabolism:'' Useful, as a Berserker likes stacking healing and heal-mod items to keep health constantly accelerating, but... not a major priority. As much as you want/5.&lt;br /&gt;
* ''Spell Shield:'' Good for walling magical status, if you don't have the infusions or equips to help out there. I did 0/5, but this is also entirely to taste.&lt;br /&gt;
* ''Unending Frenzy:'' It... could be worse? But you kill things slower lategame which means the stamina payback isn't as helpful when you've expended relatively more. I also did 0/5 here. Maybe a build focused on Shattering Blows would see more use out of it.&lt;br /&gt;
&lt;br /&gt;
'''Bloodthirst'''&lt;br /&gt;
* ''Bloodbath:'' A great early 1/5 while your critical chance is still not great. Later on, when you have 50% or better chance, pumping this up to 5/5 is a great idea for the stamina regen and max HP buff alone.&lt;br /&gt;
* ''Mortal Terror:'' This is basically one of the few immediate 5/5s I recommend, as soon as you can. +crit% and free dazes on big hits? Yeah. This is an excellent skill for any and all Berserkers.&lt;br /&gt;
* ''Bloodrage:'' 1/5. Better than Blood Frenzy, but not by terribly much? After a point, any more Strength on a Berserker's overkill.&lt;br /&gt;
* ''Unstoppable:'' 5/5 this. It can take a little bit, but... 5/5 this. This is the single greatest survival tool in the game. Being able to take seven turns without dying, and getting a fullheal if you managed to kill some support around you? Yeah. Abuse this in the Prides and anywhere else there's a group of enemies trying to hand you your ass.&lt;br /&gt;
&lt;br /&gt;
===Optional trees===&lt;br /&gt;
(technically, Bloodthirst is optional, but...)&lt;br /&gt;
&lt;br /&gt;
'''Superiority'''&lt;br /&gt;
* ''Juggernaut:'' Expensive, but a great way for a Bulwark to handle melee threats, in theory. In practice, how much you need it depends on equipment luck. X/5.&lt;br /&gt;
* ''Onslaught:'' 1/5 and move on. Competent for letting you weasel your way out of a really bad position if you're AM, I guess?&lt;br /&gt;
* ''Battle Call:'' Either 1/5 if you're running for Shattering Strikes alone, or 5/5 if you wanna abuse this. Getting mages/archers right in your face for a Death Dance is an incredibly valid idea, but I prefer Rush.&lt;br /&gt;
* ''Shattering Impact:'' If you're using this, 5/5. It isn't immediately obvious, but this skill does hit that target you landed the blow on with that damage, as well. Now, imagine Death Dance with this. Yeah. 5/5 to drop the stamina drain to something sane and to buff the damage some.&lt;br /&gt;
&lt;br /&gt;
'''Warcries'''&lt;br /&gt;
* ''Shattering Shout:'' 7 cooldown and a reasonable Stamina cost makes this the closest any melee dude will get to being a mage. If you're in this tree, I'd say 5/5 this eventually. Good crowd clear that amplifies well with Strength and with any/all physical damage boosters you pick up.&lt;br /&gt;
* ''Second Wind:'' X/5. Great skill, especially as it's now %-based recovery. Allows you to use Unstoppable in an emergency or run Shattering Impacts for that much longer.&lt;br /&gt;
* ''Battle Shout:'' 0 or 1/5. Doesn't scale as well as you might hope, and the bonus runs on raw talent level so you can't boost it with mastery-granting equipment.&lt;br /&gt;
* ''Battle Cry:'' 0. You... really don't need more effective accuracy. You're going to hit, barring stealth/invis.&lt;br /&gt;
&lt;br /&gt;
Everything else is basically in the realm of &amp;quot;gimmick choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generics===&lt;br /&gt;
'''Combat Training:'''&lt;br /&gt;
5 Thick Skin as soon as possible, X in Armor Training (if you're going AM, 1-3 points is valid; if you're not, 5 is probably best), 2-5 in Accuracy (your accuracy will be bananas lategame even with 1 point, but to get that far, you probably want at least 2, if not 3, points here), 5* Weapon Mastery (unless you're planning on Legacy of the Naloren, then just grab 2 or 3), no Dagger Mastery.&lt;br /&gt;
&lt;br /&gt;
'''Conditioning:'''&lt;br /&gt;
As much as you feel like in Vitality (5, probably, for non-AM; AM can't afford it, drop only one here), 1 in Daunting Presence (the bonuses don't scale well enough), 4 in Unflinching Resolve (Talent level 5 comes at 4/5, since the category is at 1.3. The fifth point is a matter of taste, but I don't find it necessary as you cover the five statuses at L4), and 1 in Adrenaline Surge for emergency situations.&lt;br /&gt;
&lt;br /&gt;
'''Cunning/Survival:'''&lt;br /&gt;
Your call, entirely. Charms Mastery is a good pickup for AMs, especially if you can get levels off Thieves. Normal Berserkers won't care much about any of this.&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
* '''Flexible Combat''' is great for an additional free hit or hits with a lot of your attacks, and potentially could get nasty with Shattering Impacts? Not sure.&lt;br /&gt;
* '''Legacy of the Naloren''' (get 5 free levels of Exotic Weapon Mastery, plus a very damn good artifact Trident if you keep Slasul alive after grabbing the prodigy)&lt;br /&gt;
* '''Superpower''' (Especially for AM; +30% of your Wil as added damage is excellent, and AMs love the mindpower boost)&lt;br /&gt;
* '''Draconic Body''' (Great for countering surprise attacks or lots of mages/archers/damage all at once)&lt;br /&gt;
* '''Draconic Will''' (Good if you see the status coming - spotted an enemy Necromancer unique, e.g.)&lt;br /&gt;
* '''Unbreakable Will''' (Pre-emptive mental status blocking's pretty solid if you need it.)&lt;br /&gt;
* '''Garkul's Revenge''' (If you have both parts, this is incredibly good - 20% added damage to all humanoids basically means all the Prides -and- High Peak.)&lt;br /&gt;
* '''Hidden Resources''' (Decent enough, and Unstoppable will qualify you for this.)&lt;br /&gt;
* '''Spell Feedback''' (Awesome AM choice - gives a passive way to lock down boss mages!)&lt;br /&gt;
* '''Never Stop Running:''' Great for dodging anything projectile-y, and you have the Stamina regen for it. (Thanks to Wahl Hara for pointing this out.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gimmick Options'''&lt;br /&gt;
* ''Unsetting Sun'' is great if you can meet the damage requirements! Good luck doing so, though. (There are good Fire-element weapons endgame for non-AM Berserkers, which helps a ton.)&lt;br /&gt;
* ''Corrupted Shell'' requires siding with the Grand Corruptor, which probably means having picked up Celestial/Light or, more attractively, Stone Alchemy (since it doesn't require Magic to use the skills, you can swap Mag+ equips on to learn them and then take them back off).&lt;br /&gt;
* ''Arcane Might'' (Even more damage than Superpower... -if- you've been running tons of Magic. Not likely, though.)&lt;br /&gt;
* ''Mental Tyranny'' (AMs might want this if they meet the requirements - getting a way around phys resistance is excellent. But since mind element damage has the flaw of getting a Mental Save check, this isn't a good idea for those without mindpower.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Racial choice===&lt;br /&gt;
(2.5/5 is &amp;quot;Average class/race combo&amp;quot;, for reference.)&lt;br /&gt;
* '''Cornac: 3.5/5'''. Gives easy access to Warcries/Superiority/AM Fungus without a fuss, and the EXP Modifier's definitely notable nowadays. Good AM choice due to it providing a sink for generic points and leveling up fast.&lt;br /&gt;
* '''Higher: 3.5/5'''. The regen skill's really neat for AM Berserkers and the final skill is great for everyone. Still levels up fast, gets a better HP mod than Cornacs.&lt;br /&gt;
* '''Shalore: 4.5/5'''. Weak start docks the 0.5 here, for me, but once it gets going... 5/5 the crit boost skill and Timeless for an insane Unstoppable-abusing monstrosity. Can't go AM/get stuff like Mobility from Zigur sacrifices (EDIT: Without hardcore chicanery), but doesn't care much.&lt;br /&gt;
* '''Thalore: 4.5/5'''. Excellent choice - the third Thalore racial now gives, in conjunction with Thick Skin, 25% all res. This makes Berserkers - especially AM Berserkers who can really use the first skill - excellent choices. The EXP mod is the -0.5 dock here - while Shalore don't much care, Thalore Berserkers will find themselves walking into the final fight at L47 or so and possibly sweating bullets as a result.&lt;br /&gt;
* '''Dwarf: 4.5/5'''. Great HP, you can likely get enough equipment to not get stressed by the randart merchant prices (due to keeping up Power is Money), and having a racial escape helps a ton. It's not really a dominant choice but it's a pretty effective one.&lt;br /&gt;
* '''Yeek: 2/5'''. Well, your HP's average now! ... and the third racial lets you counteract Precise Strikes' disadvantage! ... and I guess it's a decent AM option due to being able to mind control+autokill people? It's still got that horrific start and the low durability melee guy syndrome, though.&lt;br /&gt;
* '''Skeleton: 3.5/5'''. The EXP mod hurts a lot and losing wild infusions is a major blow, even with Conditioning and Resilient Bones. Spell status will hand you your ass more often that you'd like. This being said, highly durable, great healing+regen setup, Str+Dex is a great racial boost... If you can deal with status, this is an excellent option.&lt;br /&gt;
* '''Ghoul: 2/5'''. That speed drop is painful, and it makes Precise Strikes even harsher to run. On the upside, you have enough HP to mock Atamathon's damage... until he doubleacts you. Doable but painful; the changes to Bloodbath make it a worse combo (pre-b38, Bloodbath also gave a heal mod% bonus, which could be abused p. easily and made this a more workable option).&lt;br /&gt;
&lt;br /&gt;
===Sample Build===&lt;br /&gt;
A quick every-5-level skill point suggestion (presuming non-Cornac but also not factoring in racial trees, so Generics could look much different):&lt;br /&gt;
&lt;br /&gt;
Stats: Strength, plus your choice of secondary. For the sake of this, presuming Con until Unflinching Resolve 4 is obtained, then switching to Dex. AM will want to go Str/Wil/Dex for most the game and use equipment to get their Con.&lt;br /&gt;
&lt;br /&gt;
* '''L1:''' Stunning Blow 2, Rush 1 / Weapons Mastery 1&lt;br /&gt;
* '''L5:''' Stunning Blow 4, Rush 1, Quick Recovery 1, Berserker 2 / Weapon Mastery 2, Accuracy 2, Armor Training 2&lt;br /&gt;
* '''L10:''' Unlock Bloodthirst. Rush 3, Berserker 5, War Shout 1 / (Do the Arena for two extra generics) Weapon Mastery 3, Accuracy 3, Armor Training 3, Vitality 1, Daunting Presence 1, Unflinching Resolve 1&lt;br /&gt;
* '''L15:''' Bloodbath 1, Mortal Terror 2, Rush 4, War Shout 2, Death Blow 1 / Weapon Mastery 4, Unflinching Resolve 4&lt;br /&gt;
* '''L20:''' Unlock whatever you want (infusion/rune point, Superiority, War Shout), Mortal Terror 5, War Shout 5 / Weapon Mastery 5, Thick Skin X, racials/Vitality/Adrenaline Surge/AM from here generics-wise.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Don't use the actual &amp;quot;Berserker&amp;quot; skill until you're higher level. You don't need the accuracy bonus early, and the -10 armor/defense (mostly the armor) can really hurt you more than is necessary. Stuns and pins suck, but that's what a physical wild infusion is for. Instead, use Precise Strikes and never turn it off ever.&lt;br /&gt;
&lt;br /&gt;
* Stunning blow actually scales really well with additional points - at 5/5 the stun is longer than the cooldown, which can really trivialise some enemies, including bosses.&lt;br /&gt;
&lt;br /&gt;
* Don't put more than one point in each of your attacking skills early (Sunder Armor, etc). In fact, a lot of the Berserker skills are best off at 1-2 points, including a couple of really important ones like Perfect Strike and Unending Frenzy.&lt;br /&gt;
&lt;br /&gt;
* The Bloodthirst tree is fucking amazing. Pick it up at level 10 with a Category point, Max Bloodbath and Mortal Terror early.&lt;br /&gt;
&lt;br /&gt;
* Warshout can and will save your neck constantly.&lt;br /&gt;
&lt;br /&gt;
* Don't ignore your defenses. Points in Thick Skin, Vitality and Armor Training with generics, and Spell Shield with extra class points.&lt;br /&gt;
&lt;br /&gt;
* This is just good knowledge for everyone, but don't be afraid to kite things; just because you're melee doesn't mean you can't bail out of a shitty situation with a teleport rune or phase door. Always have a potential escape route.&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=221#post424137031&lt;br /&gt;
&lt;br /&gt;
In the early game you want to max Rush and Fast Metabolism ASAP, prioritizing the latter. The health regen is incredible early on and while it doesn't scale, it still at least does something later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Early game, try to get a physical/mental wild infusion, but if you can't find one, use a mental. You have Berserker for stuns already so you want something to break confusion. Ransack the shops for shielding runes, and if you can't find good ones get the best regeneration runes you can find. If you get some nice healing mod gear, healing runes are ok too. If you don't find a good shielding rune on your first shop you might have a bit of trouble, but if you do everything pre-dreadfell should be a wall in the park. Later in the game when you have unflinching resolve maxed you can drop your wild infusion and just go all out with the healing/shielding/regen.&lt;br /&gt;
&lt;br /&gt;
For generics, you don't need many points in accuracy because you'll be getting it from the Berserker sustain, which is probably the 3rd or 4th thing you want to max, competing with Stunning Blow. You also get accuracy from Precise Strikes, so yeah, you don't need it at all. I maxed it late in the game because I ran out of stuff to put points into.&lt;br /&gt;
&lt;br /&gt;
Max out Weapon and Armor training after Vitality and take Thick Skin every time you possibly can, and depending on your race you might want to put points into your racials too. Unflinching Resolve is extremely good, but you should be running a wild infusion during the early game and you'll have Berserker, which combined with gear can easily give you complete stun immunity. In fact, you should itemize for complete stun immunity as soon as you possibly can. Max out unflinching resolve once you've maxed out everything else that's important.&lt;br /&gt;
&lt;br /&gt;
Stunning Blow is an 8 turn stun which resists based off physical power, meaning it doesn't get resisted often early game. It gets resisted a lot later in the game, but early on landing this ability is &amp;quot;free boss kill,&amp;quot; so this is why I suggest maxing it so soon.&lt;br /&gt;
&lt;br /&gt;
Death Dance, Warshout, Sunder Arms and Sunder Armor are all worth one point early, probably before you start maxing other stuff. As soon as you can spare the points, you want to max Death Dance and Warshout (Warshout is an aoe confusion that seems to always hit, it's very good.) Maxed Death Dance is the most fun I've had in Tome, once you get stacked crit you pretty much just walk up and 1 shot bosses/packs of enemies. Crits for over 2000 around level 25 are common. As you run out of things to put points into, throw them into your other damage moves.&lt;br /&gt;
&lt;br /&gt;
Use your first category point on an extra infusion slot. Use your second on unlocking Bloodthirst. By this time your crit rate should be pretty high with Precise Strikes likely maxed out and you'll be able to keep Bloodbath stacked up nicely, which will fix any stamina problems and give you even more hp/regen. Mortal Terror has a nice effect and is another bunch of free crit. At this point, even without any crit gear, you'll have 37% just from talents and sustains which is pretty nice.&lt;br /&gt;
&lt;br /&gt;
At level 30 take Steamroller for your prodigy. At this point it doesn't even matter what you do, you are literally god. Rush an enemy, kill it, rush another enemy, kill it, just repeat forever. You are invincible and you do ridiculous damage and teleport everywhere. The far east is easier than the west, and the west was pretty damn easy.&lt;br /&gt;
&lt;br /&gt;
As far as gearing goes, I itemized for healing mod, health regen, resistances (both status and elemental), crit chance, and % physical damage. Healing mod is incredible especially early game, if you get a few nice early healing mod items it's like you have a regen infusion up permanently. But your #1 priority should be getting 100% stun resistance. I suggest avoiding elemental damage mods unless you can't get anything better, you're all about critting for huge damage and 1 shotting everything, and I found that stacking physical damage mods and getting the weapon with the highest raw damage on it was the best for this.&lt;br /&gt;
&lt;br /&gt;
One thing I learned from my winner that Death Blow is pretty awful, the level 4 effect sounds like it's meant to make it hit for 274% weapon damage which would be incredible, but it actually does noticeably less damage than Death Dance. Avoid it.&lt;br /&gt;
&lt;br /&gt;
As for Antimagic, I find runes far too valuable for Berserker to go antimagic - you do such incredible damage and post-level 30 you have limitless mobility, so the the buffer 2 shielding runes provides is more valuable than fungus/AM for the way I played. I don't need more regen, I need shields to keep me alive for the 2-3 turns it takes me to kill everything.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Berserker_Guide_1.1.5&amp;diff=6637</id>
		<title>Goon Berserker Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Berserker_Guide_1.1.5&amp;diff=6637"/>
				<updated>2014-01-25T06:41:24Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=112#post411083900&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Two-handed Weapons'''&lt;br /&gt;
* ''Death Dance:'' The damage doesn't significantly increase with points invested. An excellent 1/5 for crowd clears, but not worth putting points in unless you have little else to do with them.&lt;br /&gt;
* ''Berserker:'' As the links above note, using Berserker early is risky - the drop in defense and armor is a blow to an entirely melee class. However, after L15 or so, flip it on and try it out - the stun resistance and damage boost will be very helpful if you keep up your healing/invest some in Armor training. Skill scales well with levels - this should hit 5 before Dreadfel, most likely.&lt;br /&gt;
* ''Warshout:'' One of your few crowd controls, and it's pretty effective! 3/5 this early for a good cone area, and 5/5 it later as the crowds ramp up.&lt;br /&gt;
* ''Death Blow:'' Put a point into it; it turns into a massive Stamina drain at L4, which Berserkers don't deal with well, but having an assured critical hit for the Bloodthirst tree is great.&lt;br /&gt;
&lt;br /&gt;
'''Two-handed Maiming'''&lt;br /&gt;
* ''Stunning Blow:'' This skill is your bread and butter, your problem solver. Cheap, quick cooldown, powerful stun, and runs off Phys Power - which is the Berserker's primary stat! I recommend 4/5 in this quickly, so the stun lasts longer than it takes for the skill to go off cooldown. Against rares, uniques and bosses, this skill is hard to beat.&lt;br /&gt;
* ''Sunder Armour:'' Not as impressive as you'll want it to be. Berserkers do one large hit, not multiple small ones; if you're needing to get past Armour, your best bet is to find an elemental weapon or one with damage conversion. 1/5 if you have to have it; I didn't invest any further in this tree on my clear.&lt;br /&gt;
* ''Sunder Arms:'' You're not a dodging class. Accuracy reduction doesn't help. 1/5 if you have to have it, otherwise pass.&lt;br /&gt;
* ''Blood Frenzy:'' Stamina drain is pretty damaging, and honestly? You don't have need of more Phys. Power. You have Berserker lategame, and earlygame this isn't really convenient to use. 0/5, don't even bother.&lt;br /&gt;
&lt;br /&gt;
'''Combat Techniques'''&lt;br /&gt;
* ''Rush:'' You are in possession of Rush with a base level of 1.3. This... basically means that lategame, you can get enough cooldown modifiers to get Rush to 0 cooldown. This, plus base Berserker damage? You'll be killing grunt mages very fast, which drastically improves your survivability. 1/5 early, get this to 5/5 over time (preferably by Halfling Ruins or Dreadfel).&lt;br /&gt;
* ''Precise Strikes:'' The -10% attack speed hurts, but the +crit% and accuracy are insanely helpful. (A note: AM Berserkers want to hold off on this skill, most likely. They will probably raise Str/Wil first and then Dex, so it'll be a while before the bonuses are worth the -10% attack speed). Another eventual 5/5 - it synergises insanely well with the Bloodthirst tree.&lt;br /&gt;
* ''Perfect Strikes:'' Didn't get the Withered Orbs from the Withering Thing, or the Spectral Blade? You'll want a point or two in this by Dreadfel to help deal with Dreads and Dreadmasters. It's... not very necessary past that point, though. 1/5, more if you like the accuracy buff. (Remember both Berserker and Precise Strikes boost Accuracy! You may not need this that often as a result.)&lt;br /&gt;
* ''Blinding Speed:'' A great lategame way to bust down harder opponents, and pretty effective early as well. 5/5 when you can.&lt;br /&gt;
&lt;br /&gt;
'''Combat Veteran'''&lt;br /&gt;
* ''Quick Recovery:'' Vital to a Berserker's resource pool management. 1/5 early for the initial boost, 5/5 eventually.&lt;br /&gt;
* ''Fast Metabolism:'' Useful, as a Berserker likes stacking healing and heal-mod items to keep health constantly accelerating, but... not a major priority. As much as you want/5.&lt;br /&gt;
* ''Spell Shield:'' Good for walling magical status, if you don't have the infusions or equips to help out there. I did 0/5, but this is also entirely to taste.&lt;br /&gt;
* ''Unending Frenzy:'' It... could be worse? But you kill things slower lategame which means the stamina payback isn't as helpful when you've expended relatively more. I also did 0/5 here. Maybe a build focused on Shattering Blows would see more use out of it.&lt;br /&gt;
&lt;br /&gt;
'''Bloodthirst'''&lt;br /&gt;
* ''Bloodbath:'' A great early 1/5 while your critical chance is still not great. Later on, when you have 50% or better chance, pumping this up to 5/5 is a great idea for the stamina regen and max HP buff alone.&lt;br /&gt;
* ''Mortal Terror:'' This is basically one of the few immediate 5/5s I recommend, as soon as you can. +crit% and free dazes on big hits? Yeah. This is an excellent skill for any and all Berserkers.&lt;br /&gt;
* ''Bloodrage:'' 1/5. Better than Blood Frenzy, but not by terribly much? After a point, any more Strength on a Berserker's overkill.&lt;br /&gt;
* ''Unstoppable:'' 5/5 this. It can take a little bit, but... 5/5 this. This is the single greatest survival tool in the game. Being able to take seven turns without dying, and getting a fullheal if you managed to kill some support around you? Yeah. Abuse this in the Prides and anywhere else there's a group of enemies trying to hand you your ass.&lt;br /&gt;
&lt;br /&gt;
===Optional trees===&lt;br /&gt;
(technically, Bloodthirst is optional, but...)&lt;br /&gt;
&lt;br /&gt;
'''Superiority'''&lt;br /&gt;
* ''Juggernaut:'' Expensive, but a great way for a Bulwark to handle melee threats, in theory. In practice, how much you need it depends on equipment luck. X/5.&lt;br /&gt;
* ''Onslaught:'' 1/5 and move on. Competent for letting you weasel your way out of a really bad position if you're AM, I guess?&lt;br /&gt;
* ''Battle Call:'' Either 1/5 if you're running for Shattering Strikes alone, or 5/5 if you wanna abuse this. Getting mages/archers right in your face for a Death Dance is an incredibly valid idea, but I prefer Rush.&lt;br /&gt;
* ''Shattering Impact:'' If you're using this, 5/5. It isn't immediately obvious, but this skill does hit that target you landed the blow on with that damage, as well. Now, imagine Death Dance with this. Yeah. 5/5 to drop the stamina drain to something sane and to buff the damage some.&lt;br /&gt;
&lt;br /&gt;
'''Warcries'''&lt;br /&gt;
* ''Shattering Shout:'' 7 cooldown and a reasonable Stamina cost makes this the closest any melee dude will get to being a mage. If you're in this tree, I'd say 5/5 this eventually. Good crowd clear that amplifies well with Strength and with any/all physical damage boosters you pick up.&lt;br /&gt;
* ''Second Wind:'' X/5. Great skill, especially as it's now %-based recovery. Allows you to use Unstoppable in an emergency or run Shattering Impacts for that much longer.&lt;br /&gt;
* ''Battle Shout:'' 0 or 1/5. Doesn't scale as well as you might hope, and the bonus runs on raw talent level so you can't boost it with mastery-granting equipment.&lt;br /&gt;
* ''Battle Cry:'' 0. You... really don't need more effective accuracy. You're going to hit, barring stealth/invis.&lt;br /&gt;
&lt;br /&gt;
Everything else is basically in the realm of &amp;quot;gimmick choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generics===&lt;br /&gt;
'''Combat Training:'''&lt;br /&gt;
5 Thick Skin as soon as possible, X in Armor Training (if you're going AM, 1-3 points is valid; if you're not, 5 is probably best), 2-5 in Accuracy (your accuracy will be bananas lategame even with 1 point, but to get that far, you probably want at least 2, if not 3, points here), 5* Weapon Mastery (unless you're planning on Legacy of the Naloren, then just grab 2 or 3), no Dagger Mastery.&lt;br /&gt;
&lt;br /&gt;
'''Conditioning:'''&lt;br /&gt;
As much as you feel like in Vitality (5, probably, for non-AM; AM can't afford it, drop only one here), 1 in Daunting Presence (the bonuses don't scale well enough), 4 in Unflinching Resolve (Talent level 5 comes at 4/5, since the category is at 1.3. The fifth point is a matter of taste, but I don't find it necessary as you cover the five statuses at L4), and 1 in Adrenaline Surge for emergency situations.&lt;br /&gt;
&lt;br /&gt;
'''Cunning/Survival:'''&lt;br /&gt;
Your call, entirely. Charms Mastery is a good pickup for AMs, especially if you can get levels off Thieves. Normal Berserkers won't care much about any of this.&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
* '''Flexible Combat''' is great for an additional free hit or hits with a lot of your attacks, and potentially could get nasty with Shattering Impacts? Not sure.&lt;br /&gt;
* '''Legacy of the Naloren''' (get 5 free levels of Exotic Weapon Mastery, plus a very damn good artifact Trident if you keep Slasul alive after grabbing the prodigy)&lt;br /&gt;
* '''Superpower''' (Especially for AM; +30% of your Wil as added damage is excellent, and AMs love the mindpower boost)&lt;br /&gt;
* '''Draconic Body''' (Great for countering surprise attacks or lots of mages/archers/damage all at once)&lt;br /&gt;
* '''Draconic Will''' (Good if you see the status coming - spotted an enemy Necromancer unique, e.g.)&lt;br /&gt;
* '''Unbreakable Will''' (Pre-emptive mental status blocking's pretty solid if you need it.)&lt;br /&gt;
* '''Garkul's Revenge''' (If you have both parts, this is incredibly good - 20% added damage to all humanoids basically means all the Prides -and- High Peak.)&lt;br /&gt;
* '''Hidden Resources''' (Decent enough, and Unstoppable will qualify you for this.)&lt;br /&gt;
* '''Spell Feedback''' (Awesome AM choice - gives a passive way to lock down boss mages!)&lt;br /&gt;
* '''Never Stop Running:''' Great for dodging anything projectile-y, and you have the Stamina regen for it. (Thanks to Wahl Hara for pointing this out.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gimmick Options'''&lt;br /&gt;
* ''Unsetting Sun'' is great if you can meet the damage requirements! Good luck doing so, though. (There are good Fire-element weapons endgame for non-AM Berserkers, which helps a ton.)&lt;br /&gt;
* ''Corrupted Shell'' requires siding with the Grand Corruptor, which probably means having picked up Celestial/Light or, more attractively, Stone Alchemy (since it doesn't require Magic to use the skills, you can swap Mag+ equips on to learn them and then take them back off).&lt;br /&gt;
* ''Arcane Might'' (Even more damage than Superpower... -if- you've been running tons of Magic. Not likely, though.)&lt;br /&gt;
* ''Mental Tyranny'' (AMs might want this if they meet the requirements - getting a way around phys resistance is excellent. But since mind element damage has the flaw of getting a Mental Save check, this isn't a good idea for those without mindpower.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Racial choice===&lt;br /&gt;
(2.5/5 is &amp;quot;Average class/race combo&amp;quot;, for reference.)&lt;br /&gt;
* '''Cornac: 3.5/5'''. Gives easy access to Warcries/Superiority/AM Fungus without a fuss, and the EXP Modifier's definitely notable nowadays. Good AM choice due to it providing a sink for generic points and leveling up fast.&lt;br /&gt;
* '''Higher: 3.5/5'''. The regen skill's really neat for AM Berserkers and the final skill is great for everyone. Still levels up fast, gets a better HP mod than Cornacs.&lt;br /&gt;
* '''Shalore: 4.5/5'''. Weak start docks the 0.5 here, for me, but once it gets going... 5/5 the crit boost skill and Timeless for an insane Unstoppable-abusing monstrosity. Can't go AM/get stuff like Mobility from Zigur sacrifices (EDIT: Without hardcore chicanery), but doesn't care much.&lt;br /&gt;
* '''Thalore: 4.5/5'''. Excellent choice - the third Thalore racial now gives, in conjunction with Thick Skin, 25% all res. This makes Berserkers - especially AM Berserkers who can really use the first skill - excellent choices. The EXP mod is the -0.5 dock here - while Shalore don't much care, Thalore Berserkers will find themselves walking into the final fight at L47 or so and possibly sweating bullets as a result.&lt;br /&gt;
* '''Dwarf: 4.5/5'''. Great HP, you can likely get enough equipment to not get stressed by the randart merchant prices (due to keeping up Power is Money), and having a racial escape helps a ton. It's not really a dominant choice but it's a pretty effective one.&lt;br /&gt;
* '''Yeek: 2/5'''. Well, your HP's average now! ... and the third racial lets you counteract Precise Strikes' disadvantage! ... and I guess it's a decent AM option due to being able to mind control+autokill people? It's still got that horrific start and the low durability melee guy syndrome, though.&lt;br /&gt;
* '''Skeleton: 3.5/5'''. The EXP mod hurts a lot and losing wild infusions is a major blow, even with Conditioning and Resilient Bones. Spell status will hand you your ass more often that you'd like. This being said, highly durable, great healing+regen setup, Str+Dex is a great racial boost... If you can deal with status, this is an excellent option.&lt;br /&gt;
* '''Ghoul: 2/5'''. That speed drop is painful, and it makes Precise Strikes even harsher to run. On the upside, you have enough HP to mock Atamathon's damage... until he doubleacts you. Doable but painful; the changes to Bloodbath make it a worse combo (pre-b38, Bloodbath also gave a heal mod% bonus, which could be abused p. easily and made this a more workable option).&lt;br /&gt;
&lt;br /&gt;
===Sample Build===&lt;br /&gt;
A quick every-5-level skill point suggestion (presuming non-Cornac but also not factoring in racial trees, so Generics could look much different):&lt;br /&gt;
&lt;br /&gt;
Stats: Strength, plus your choice of secondary. For the sake of this, presuming Con until Unflinching Resolve 4 is obtained, then switching to Dex. AM will want to go Str/Wil/Dex for most the game and use equipment to get their Con.&lt;br /&gt;
&lt;br /&gt;
* '''L1:''' Stunning Blow 2, Rush 1 / Weapons Mastery 1&lt;br /&gt;
* '''L5:''' Stunning Blow 4, Rush 1, Quick Recovery 1, Berserker 2 / Weapon Mastery 2, Accuracy 2, Armor Training 2&lt;br /&gt;
* '''L10:''' Unlock Bloodthirst. Rush 3, Berserker 5, War Shout 1 / (Do the Arena for two extra generics) Weapon Mastery 3, Accuracy 3, Armor Training 3, Vitality 1, Daunting Presence 1, Unflinching Resolve 1&lt;br /&gt;
* '''L15:''' Bloodbath 1, Mortal Terror 2, Rush 4, War Shout 2, Death Blow 1 / Weapon Mastery 4, Unflinching Resolve 4&lt;br /&gt;
* '''L20:''' Unlock whatever you want (infusion/rune point, Superiority, War Shout), Mortal Terror 5, War Shout 5 / Weapon Mastery 5, Thick Skin X, racials/Vitality/Adrenaline Surge/AM from here generics-wise.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Don't use the actual &amp;quot;Berserker&amp;quot; skill until you're higher level. You don't need the accuracy bonus early, and the -10 armor/defense (mostly the armor) can really hurt you more than is necessary. Stuns and pins suck, but that's what a physical wild infusion is for. Instead, use Precise Strikes and never turn it off ever.&lt;br /&gt;
&lt;br /&gt;
* Stunning blow actually scales really well with additional points - at 5/5 the stun is longer than the cooldown, which can really trivialise some enemies, including bosses.&lt;br /&gt;
&lt;br /&gt;
* Don't put more than one point in each of your attacking skills early (Sunder Armor, etc). In fact, a lot of the Berserker skills are best off at 1-2 points, including a couple of really important ones like Perfect Strike and Unending Frenzy.&lt;br /&gt;
&lt;br /&gt;
* The Bloodthirst tree is fucking amazing. Pick it up at level 10 with a Category point, Max Bloodbath and Mortal Terror early.&lt;br /&gt;
&lt;br /&gt;
* Warshout can and will save your neck constantly.&lt;br /&gt;
&lt;br /&gt;
* Don't ignore your defenses. Points in Thick Skin, Vitality and Armor Training with generics, and Spell Shield with extra class points.&lt;br /&gt;
&lt;br /&gt;
* This is just good knowledge for everyone, but don't be afraid to kite things; just because you're melee doesn't mean you can't bail out of a shitty situation with a teleport rune or phase door. Always have a potential escape route.&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=221#post424137031&lt;br /&gt;
&lt;br /&gt;
 In the early game you want to max Rush and Fast Metabolism ASAP, prioritizing the latter. The health regen is incredible early on and while it doesn't scale, it still at least does something later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Early game, try to get a physical/mental wild infusion, but if you can't find one, use a mental. You have Berserker for stuns already so you want something to break confusion. Ransack the shops for shielding runes, and if you can't find good ones get the best regeneration runes you can find. If you get some nice healing mod gear, healing runes are ok too. If you don't find a good shielding rune on your first shop you might have a bit of trouble, but if you do everything pre-dreadfell should be a wall in the park. Later in the game when you have unflinching resolve maxed you can drop your wild infusion and just go all out with the healing/shielding/regen.&lt;br /&gt;
&lt;br /&gt;
For generics, you don't need many points in accuracy because you'll be getting it from the Berserker sustain, which is probably the 3rd or 4th thing you want to max, competing with Stunning Blow. You also get accuracy from Precise Strikes, so yeah, you don't need it at all. I maxed it late in the game because I ran out of stuff to put points into.&lt;br /&gt;
&lt;br /&gt;
Max out Weapon and Armor training after Vitality and take Thick Skin every time you possibly can, and depending on your race you might want to put points into your racials too. Unflinching Resolve is extremely good, but you should be running a wild infusion during the early game and you'll have Berserker, which combined with gear can easily give you complete stun immunity. In fact, you should itemize for complete stun immunity as soon as you possibly can. Max out unflinching resolve once you've maxed out everything else that's important.&lt;br /&gt;
&lt;br /&gt;
Stunning Blow is an 8 turn stun which resists based off physical power, meaning it doesn't get resisted often early game. It gets resisted a lot later in the game, but early on landing this ability is &amp;quot;free boss kill,&amp;quot; so this is why I suggest maxing it so soon.&lt;br /&gt;
&lt;br /&gt;
Death Dance, Warshout, Sunder Arms and Sunder Armor are all worth one point early, probably before you start maxing other stuff. As soon as you can spare the points, you want to max Death Dance and Warshout (Warshout is an aoe confusion that seems to always hit, it's very good.) Maxed Death Dance is the most fun I've had in Tome, once you get stacked crit you pretty much just walk up and 1 shot bosses/packs of enemies. Crits for over 2000 around level 25 are common. As you run out of things to put points into, throw them into your other damage moves.&lt;br /&gt;
&lt;br /&gt;
Use your first category point on an extra infusion slot. Use your second on unlocking Bloodthirst. By this time your crit rate should be pretty high with Precise Strikes likely maxed out and you'll be able to keep Bloodbath stacked up nicely, which will fix any stamina problems and give you even more hp/regen. Mortal Terror has a nice effect and is another bunch of free crit. At this point, even without any crit gear, you'll have 37% just from talents and sustains which is pretty nice.&lt;br /&gt;
&lt;br /&gt;
At level 30 take Steamroller for your prodigy. At this point it doesn't even matter what you do, you are literally god. Rush an enemy, kill it, rush another enemy, kill it, just repeat forever. You are invincible and you do ridiculous damage and teleport everywhere. The far east is easier than the west, and the west was pretty damn easy.&lt;br /&gt;
&lt;br /&gt;
As far as gearing goes, I itemized for healing mod, health regen, resistances (both status and elemental), crit chance, and % physical damage. Healing mod is incredible especially early game, if you get a few nice early healing mod items it's like you have a regen infusion up permanently. But your #1 priority should be getting 100% stun resistance. I suggest avoiding elemental damage mods unless you can't get anything better, you're all about critting for huge damage and 1 shotting everything, and I found that stacking physical damage mods and getting the weapon with the highest raw damage on it was the best for this.&lt;br /&gt;
&lt;br /&gt;
One thing I learned from my winner that Death Blow is pretty awful, the level 4 effect sounds like it's meant to make it hit for 274% weapon damage which would be incredible, but it actually does noticeably less damage than Death Dance. Avoid it.&lt;br /&gt;
&lt;br /&gt;
As for Antimagic, I find runes far too valuable for Berserker to go antimagic - you do such incredible damage and post-level 30 you have limitless mobility, so the the buffer 2 shielding runes provides is more valuable than fungus/AM for the way I played. I don't need more regen, I need shields to keep me alive for the 2-3 turns it takes me to kill everything.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Berserker_Guide_1.1.5&amp;diff=6636</id>
		<title>Goon Berserker Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Berserker_Guide_1.1.5&amp;diff=6636"/>
				<updated>2014-01-25T06:36:28Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Racial choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
&lt;br /&gt;
* Don't use the actual &amp;quot;Berserker&amp;quot; skill until you're higher level. You don't need the accuracy bonus early, and the -10 armor/defense (mostly the armor) can really hurt you more than is necessary. Stuns and pins suck, but that's what a physical wild infusion is for. Instead, use Precise Strikes and never turn it off ever.&lt;br /&gt;
&lt;br /&gt;
* Stunning blow actually scales really well with additional points - at 5/5 the stun is longer than the cooldown, which can really trivialise some enemies, including bosses.&lt;br /&gt;
&lt;br /&gt;
* Don't put more than one point in each of your attacking skills early (Sunder Armor, etc). In fact, a lot of the Berserker skills are best off at 1-2 points, including a couple of really important ones like Perfect Strike and Unending Frenzy.&lt;br /&gt;
&lt;br /&gt;
* The Bloodthirst tree is fucking amazing. Pick it up at level 10 with a Category point, Max Bloodbath and Mortal Terror early.&lt;br /&gt;
&lt;br /&gt;
* Warshout can and will save your neck constantly.&lt;br /&gt;
&lt;br /&gt;
* Don't ignore your defenses. Points in Thick Skin, Vitality and Armor Training with generics, and Spell Shield with extra class points.&lt;br /&gt;
&lt;br /&gt;
* This is just good knowledge for everyone, but don't be afraid to kite things; just because you're melee doesn't mean you can't bail out of a shitty situation with a teleport rune or phase door. Always have a potential escape route.&lt;br /&gt;
&lt;br /&gt;
==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=112#post411083900&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Two-handed Weapons'''&lt;br /&gt;
* ''Death Dance:'' The damage doesn't significantly increase with points invested. An excellent 1/5 for crowd clears, but not worth putting points in unless you have little else to do with them.&lt;br /&gt;
* ''Berserker:'' As the links above note, using Berserker early is risky - the drop in defense and armor is a blow to an entirely melee class. However, after L15 or so, flip it on and try it out - the stun resistance and damage boost will be very helpful if you keep up your healing/invest some in Armor training. Skill scales well with levels - this should hit 5 before Dreadfel, most likely.&lt;br /&gt;
* ''Warshout:'' One of your few crowd controls, and it's pretty effective! 3/5 this early for a good cone area, and 5/5 it later as the crowds ramp up.&lt;br /&gt;
* ''Death Blow:'' Put a point into it; it turns into a massive Stamina drain at L4, which Berserkers don't deal with well, but having an assured critical hit for the Bloodthirst tree is great.&lt;br /&gt;
&lt;br /&gt;
'''Two-handed Maiming'''&lt;br /&gt;
* ''Stunning Blow:'' This skill is your bread and butter, your problem solver. Cheap, quick cooldown, powerful stun, and runs off Phys Power - which is the Berserker's primary stat! I recommend 4/5 in this quickly, so the stun lasts longer than it takes for the skill to go off cooldown. Against rares, uniques and bosses, this skill is hard to beat.&lt;br /&gt;
* ''Sunder Armour:'' Not as impressive as you'll want it to be. Berserkers do one large hit, not multiple small ones; if you're needing to get past Armour, your best bet is to find an elemental weapon or one with damage conversion. 1/5 if you have to have it; I didn't invest any further in this tree on my clear.&lt;br /&gt;
* ''Sunder Arms:'' You're not a dodging class. Accuracy reduction doesn't help. 1/5 if you have to have it, otherwise pass.&lt;br /&gt;
* ''Blood Frenzy:'' Stamina drain is pretty damaging, and honestly? You don't have need of more Phys. Power. You have Berserker lategame, and earlygame this isn't really convenient to use. 0/5, don't even bother.&lt;br /&gt;
&lt;br /&gt;
'''Combat Techniques'''&lt;br /&gt;
* ''Rush:'' You are in possession of Rush with a base level of 1.3. This... basically means that lategame, you can get enough cooldown modifiers to get Rush to 0 cooldown. This, plus base Berserker damage? You'll be killing grunt mages very fast, which drastically improves your survivability. 1/5 early, get this to 5/5 over time (preferably by Halfling Ruins or Dreadfel).&lt;br /&gt;
* ''Precise Strikes:'' The -10% attack speed hurts, but the +crit% and accuracy are insanely helpful. (A note: AM Berserkers want to hold off on this skill, most likely. They will probably raise Str/Wil first and then Dex, so it'll be a while before the bonuses are worth the -10% attack speed). Another eventual 5/5 - it synergises insanely well with the Bloodthirst tree.&lt;br /&gt;
* ''Perfect Strikes:'' Didn't get the Withered Orbs from the Withering Thing, or the Spectral Blade? You'll want a point or two in this by Dreadfel to help deal with Dreads and Dreadmasters. It's... not very necessary past that point, though. 1/5, more if you like the accuracy buff. (Remember both Berserker and Precise Strikes boost Accuracy! You may not need this that often as a result.)&lt;br /&gt;
* ''Blinding Speed:'' A great lategame way to bust down harder opponents, and pretty effective early as well. 5/5 when you can.&lt;br /&gt;
&lt;br /&gt;
'''Combat Veteran'''&lt;br /&gt;
* ''Quick Recovery:'' Vital to a Berserker's resource pool management. 1/5 early for the initial boost, 5/5 eventually.&lt;br /&gt;
* ''Fast Metabolism:'' Useful, as a Berserker likes stacking healing and heal-mod items to keep health constantly accelerating, but... not a major priority. As much as you want/5.&lt;br /&gt;
* ''Spell Shield:'' Good for walling magical status, if you don't have the infusions or equips to help out there. I did 0/5, but this is also entirely to taste.&lt;br /&gt;
* ''Unending Frenzy:'' It... could be worse? But you kill things slower lategame which means the stamina payback isn't as helpful when you've expended relatively more. I also did 0/5 here. Maybe a build focused on Shattering Blows would see more use out of it.&lt;br /&gt;
&lt;br /&gt;
'''Bloodthirst'''&lt;br /&gt;
* ''Bloodbath:'' A great early 1/5 while your critical chance is still not great. Later on, when you have 50% or better chance, pumping this up to 5/5 is a great idea for the stamina regen and max HP buff alone.&lt;br /&gt;
* ''Mortal Terror:'' This is basically one of the few immediate 5/5s I recommend, as soon as you can. +crit% and free dazes on big hits? Yeah. This is an excellent skill for any and all Berserkers.&lt;br /&gt;
* ''Bloodrage:'' 1/5. Better than Blood Frenzy, but not by terribly much? After a point, any more Strength on a Berserker's overkill.&lt;br /&gt;
* ''Unstoppable:'' 5/5 this. It can take a little bit, but... 5/5 this. This is the single greatest survival tool in the game. Being able to take seven turns without dying, and getting a fullheal if you managed to kill some support around you? Yeah. Abuse this in the Prides and anywhere else there's a group of enemies trying to hand you your ass.&lt;br /&gt;
&lt;br /&gt;
===Optional trees===&lt;br /&gt;
(technically, Bloodthirst is optional, but...)&lt;br /&gt;
&lt;br /&gt;
'''Superiority'''&lt;br /&gt;
* ''Juggernaut:'' Expensive, but a great way for a Bulwark to handle melee threats, in theory. In practice, how much you need it depends on equipment luck. X/5.&lt;br /&gt;
* ''Onslaught:'' 1/5 and move on. Competent for letting you weasel your way out of a really bad position if you're AM, I guess?&lt;br /&gt;
* ''Battle Call:'' Either 1/5 if you're running for Shattering Strikes alone, or 5/5 if you wanna abuse this. Getting mages/archers right in your face for a Death Dance is an incredibly valid idea, but I prefer Rush.&lt;br /&gt;
* ''Shattering Impact:'' If you're using this, 5/5. It isn't immediately obvious, but this skill does hit that target you landed the blow on with that damage, as well. Now, imagine Death Dance with this. Yeah. 5/5 to drop the stamina drain to something sane and to buff the damage some.&lt;br /&gt;
&lt;br /&gt;
'''Warcries'''&lt;br /&gt;
* ''Shattering Shout:'' 7 cooldown and a reasonable Stamina cost makes this the closest any melee dude will get to being a mage. If you're in this tree, I'd say 5/5 this eventually. Good crowd clear that amplifies well with Strength and with any/all physical damage boosters you pick up.&lt;br /&gt;
* ''Second Wind:'' X/5. Great skill, especially as it's now %-based recovery. Allows you to use Unstoppable in an emergency or run Shattering Impacts for that much longer.&lt;br /&gt;
* ''Battle Shout:'' 0 or 1/5. Doesn't scale as well as you might hope, and the bonus runs on raw talent level so you can't boost it with mastery-granting equipment.&lt;br /&gt;
* ''Battle Cry:'' 0. You... really don't need more effective accuracy. You're going to hit, barring stealth/invis.&lt;br /&gt;
&lt;br /&gt;
Everything else is basically in the realm of &amp;quot;gimmick choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generics===&lt;br /&gt;
'''Combat Training:'''&lt;br /&gt;
5 Thick Skin as soon as possible, X in Armor Training (if you're going AM, 1-3 points is valid; if you're not, 5 is probably best), 2-5 in Accuracy (your accuracy will be bananas lategame even with 1 point, but to get that far, you probably want at least 2, if not 3, points here), 5* Weapon Mastery (unless you're planning on Legacy of the Naloren, then just grab 2 or 3), no Dagger Mastery.&lt;br /&gt;
&lt;br /&gt;
'''Conditioning:'''&lt;br /&gt;
As much as you feel like in Vitality (5, probably, for non-AM; AM can't afford it, drop only one here), 1 in Daunting Presence (the bonuses don't scale well enough), 4 in Unflinching Resolve (Talent level 5 comes at 4/5, since the category is at 1.3. The fifth point is a matter of taste, but I don't find it necessary as you cover the five statuses at L4), and 1 in Adrenaline Surge for emergency situations.&lt;br /&gt;
&lt;br /&gt;
'''Cunning/Survival:'''&lt;br /&gt;
Your call, entirely. Charms Mastery is a good pickup for AMs, especially if you can get levels off Thieves. Normal Berserkers won't care much about any of this.&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
* '''Flexible Combat''' is great for an additional free hit or hits with a lot of your attacks, and potentially could get nasty with Shattering Impacts? Not sure.&lt;br /&gt;
* '''Legacy of the Naloren''' (get 5 free levels of Exotic Weapon Mastery, plus a very damn good artifact Trident if you keep Slasul alive after grabbing the prodigy)&lt;br /&gt;
* '''Superpower''' (Especially for AM; +30% of your Wil as added damage is excellent, and AMs love the mindpower boost)&lt;br /&gt;
* '''Draconic Body''' (Great for countering surprise attacks or lots of mages/archers/damage all at once)&lt;br /&gt;
* '''Draconic Will''' (Good if you see the status coming - spotted an enemy Necromancer unique, e.g.)&lt;br /&gt;
* '''Unbreakable Will''' (Pre-emptive mental status blocking's pretty solid if you need it.)&lt;br /&gt;
* '''Garkul's Revenge''' (If you have both parts, this is incredibly good - 20% added damage to all humanoids basically means all the Prides -and- High Peak.)&lt;br /&gt;
* '''Hidden Resources''' (Decent enough, and Unstoppable will qualify you for this.)&lt;br /&gt;
* '''Spell Feedback''' (Awesome AM choice - gives a passive way to lock down boss mages!)&lt;br /&gt;
* '''Never Stop Running:''' Great for dodging anything projectile-y, and you have the Stamina regen for it. (Thanks to Wahl Hara for pointing this out.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gimmick Options'''&lt;br /&gt;
* ''Unsetting Sun'' is great if you can meet the damage requirements! Good luck doing so, though. (There are good Fire-element weapons endgame for non-AM Berserkers, which helps a ton.)&lt;br /&gt;
* ''Corrupted Shell'' requires siding with the Grand Corruptor, which probably means having picked up Celestial/Light or, more attractively, Stone Alchemy (since it doesn't require Magic to use the skills, you can swap Mag+ equips on to learn them and then take them back off).&lt;br /&gt;
* ''Arcane Might'' (Even more damage than Superpower... -if- you've been running tons of Magic. Not likely, though.)&lt;br /&gt;
* ''Mental Tyranny'' (AMs might want this if they meet the requirements - getting a way around phys resistance is excellent. But since mind element damage has the flaw of getting a Mental Save check, this isn't a good idea for those without mindpower.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Racial choice===&lt;br /&gt;
(2.5/5 is &amp;quot;Average class/race combo&amp;quot;, for reference.)&lt;br /&gt;
* '''Cornac: 3.5/5'''. Gives easy access to Warcries/Superiority/AM Fungus without a fuss, and the EXP Modifier's definitely notable nowadays. Good AM choice due to it providing a sink for generic points and leveling up fast.&lt;br /&gt;
* '''Higher: 3.5/5'''. The regen skill's really neat for AM Berserkers and the final skill is great for everyone. Still levels up fast, gets a better HP mod than Cornacs.&lt;br /&gt;
* '''Shalore: 4.5/5'''. Weak start docks the 0.5 here, for me, but once it gets going... 5/5 the crit boost skill and Timeless for an insane Unstoppable-abusing monstrosity. Can't go AM/get stuff like Mobility from Zigur sacrifices (EDIT: Without hardcore chicanery), but doesn't care much.&lt;br /&gt;
* '''Thalore: 4.5/5'''. Excellent choice - the third Thalore racial now gives, in conjunction with Thick Skin, 25% all res. This makes Berserkers - especially AM Berserkers who can really use the first skill - excellent choices. The EXP mod is the -0.5 dock here - while Shalore don't much care, Thalore Berserkers will find themselves walking into the final fight at L47 or so and possibly sweating bullets as a result.&lt;br /&gt;
* '''Dwarf: 4.5/5'''. Great HP, you can likely get enough equipment to not get stressed by the randart merchant prices (due to keeping up Power is Money), and having a racial escape helps a ton. It's not really a dominant choice but it's a pretty effective one.&lt;br /&gt;
* '''Yeek: 2/5'''. Well, your HP's average now! ... and the third racial lets you counteract Precise Strikes' disadvantage! ... and I guess it's a decent AM option due to being able to mind control+autokill people? It's still got that horrific start and the low durability melee guy syndrome, though.&lt;br /&gt;
* '''Skeleton: 3.5/5'''. The EXP mod hurts a lot and losing wild infusions is a major blow, even with Conditioning and Resilient Bones. Spell status will hand you your ass more often that you'd like. This being said, highly durable, great healing+regen setup, Str+Dex is a great racial boost... If you can deal with status, this is an excellent option.&lt;br /&gt;
* '''Ghoul: 2/5'''. That speed drop is painful, and it makes Precise Strikes even harsher to run. On the upside, you have enough HP to mock Atamathon's damage... until he doubleacts you. Doable but painful; the changes to Bloodbath make it a worse combo (pre-b38, Bloodbath also gave a heal mod% bonus, which could be abused p. easily and made this a more workable option).&lt;br /&gt;
&lt;br /&gt;
===Sample Build===&lt;br /&gt;
A quick every-5-level skill point suggestion (presuming non-Cornac but also not factoring in racial trees, so Generics could look much different):&lt;br /&gt;
&lt;br /&gt;
Stats: Strength, plus your choice of secondary. For the sake of this, presuming Con until Unflinching Resolve 4 is obtained, then switching to Dex. AM will want to go Str/Wil/Dex for most the game and use equipment to get their Con.&lt;br /&gt;
&lt;br /&gt;
* '''L1:''' Stunning Blow 2, Rush 1 / Weapons Mastery 1&lt;br /&gt;
* '''L5:''' Stunning Blow 4, Rush 1, Quick Recovery 1, Berserker 2 / Weapon Mastery 2, Accuracy 2, Armor Training 2&lt;br /&gt;
* '''L10:''' Unlock Bloodthirst. Rush 3, Berserker 5, War Shout 1 / (Do the Arena for two extra generics) Weapon Mastery 3, Accuracy 3, Armor Training 3, Vitality 1, Daunting Presence 1, Unflinching Resolve 1&lt;br /&gt;
* '''L15:''' Bloodbath 1, Mortal Terror 2, Rush 4, War Shout 2, Death Blow 1 / Weapon Mastery 4, Unflinching Resolve 4&lt;br /&gt;
* '''L20:''' Unlock whatever you want (infusion/rune point, Superiority, War Shout), Mortal Terror 5, War Shout 5 / Weapon Mastery 5, Thick Skin X, racials/Vitality/Adrenaline Surge/AM from here generics-wise.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Berserker_Guide_1.1.5&amp;diff=6635</id>
		<title>Goon Berserker Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Berserker_Guide_1.1.5&amp;diff=6635"/>
				<updated>2014-01-25T06:36:00Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Tips==  * Don't use the actual &amp;quot;Berserker&amp;quot; skill until you're higher level. You don't need the accuracy bonus early, and the -10 armor/defense (mostly the armor) can really ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
&lt;br /&gt;
* Don't use the actual &amp;quot;Berserker&amp;quot; skill until you're higher level. You don't need the accuracy bonus early, and the -10 armor/defense (mostly the armor) can really hurt you more than is necessary. Stuns and pins suck, but that's what a physical wild infusion is for. Instead, use Precise Strikes and never turn it off ever.&lt;br /&gt;
&lt;br /&gt;
* Stunning blow actually scales really well with additional points - at 5/5 the stun is longer than the cooldown, which can really trivialise some enemies, including bosses.&lt;br /&gt;
&lt;br /&gt;
* Don't put more than one point in each of your attacking skills early (Sunder Armor, etc). In fact, a lot of the Berserker skills are best off at 1-2 points, including a couple of really important ones like Perfect Strike and Unending Frenzy.&lt;br /&gt;
&lt;br /&gt;
* The Bloodthirst tree is fucking amazing. Pick it up at level 10 with a Category point, Max Bloodbath and Mortal Terror early.&lt;br /&gt;
&lt;br /&gt;
* Warshout can and will save your neck constantly.&lt;br /&gt;
&lt;br /&gt;
* Don't ignore your defenses. Points in Thick Skin, Vitality and Armor Training with generics, and Spell Shield with extra class points.&lt;br /&gt;
&lt;br /&gt;
* This is just good knowledge for everyone, but don't be afraid to kite things; just because you're melee doesn't mean you can't bail out of a shitty situation with a teleport rune or phase door. Always have a potential escape route.&lt;br /&gt;
&lt;br /&gt;
==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=112#post411083900&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Two-handed Weapons'''&lt;br /&gt;
* ''Death Dance:'' The damage doesn't significantly increase with points invested. An excellent 1/5 for crowd clears, but not worth putting points in unless you have little else to do with them.&lt;br /&gt;
* ''Berserker:'' As the links above note, using Berserker early is risky - the drop in defense and armor is a blow to an entirely melee class. However, after L15 or so, flip it on and try it out - the stun resistance and damage boost will be very helpful if you keep up your healing/invest some in Armor training. Skill scales well with levels - this should hit 5 before Dreadfel, most likely.&lt;br /&gt;
* ''Warshout:'' One of your few crowd controls, and it's pretty effective! 3/5 this early for a good cone area, and 5/5 it later as the crowds ramp up.&lt;br /&gt;
* ''Death Blow:'' Put a point into it; it turns into a massive Stamina drain at L4, which Berserkers don't deal with well, but having an assured critical hit for the Bloodthirst tree is great.&lt;br /&gt;
&lt;br /&gt;
'''Two-handed Maiming'''&lt;br /&gt;
* ''Stunning Blow:'' This skill is your bread and butter, your problem solver. Cheap, quick cooldown, powerful stun, and runs off Phys Power - which is the Berserker's primary stat! I recommend 4/5 in this quickly, so the stun lasts longer than it takes for the skill to go off cooldown. Against rares, uniques and bosses, this skill is hard to beat.&lt;br /&gt;
* ''Sunder Armour:'' Not as impressive as you'll want it to be. Berserkers do one large hit, not multiple small ones; if you're needing to get past Armour, your best bet is to find an elemental weapon or one with damage conversion. 1/5 if you have to have it; I didn't invest any further in this tree on my clear.&lt;br /&gt;
* ''Sunder Arms:'' You're not a dodging class. Accuracy reduction doesn't help. 1/5 if you have to have it, otherwise pass.&lt;br /&gt;
* ''Blood Frenzy:'' Stamina drain is pretty damaging, and honestly? You don't have need of more Phys. Power. You have Berserker lategame, and earlygame this isn't really convenient to use. 0/5, don't even bother.&lt;br /&gt;
&lt;br /&gt;
'''Combat Techniques'''&lt;br /&gt;
* ''Rush:'' You are in possession of Rush with a base level of 1.3. This... basically means that lategame, you can get enough cooldown modifiers to get Rush to 0 cooldown. This, plus base Berserker damage? You'll be killing grunt mages very fast, which drastically improves your survivability. 1/5 early, get this to 5/5 over time (preferably by Halfling Ruins or Dreadfel).&lt;br /&gt;
* ''Precise Strikes:'' The -10% attack speed hurts, but the +crit% and accuracy are insanely helpful. (A note: AM Berserkers want to hold off on this skill, most likely. They will probably raise Str/Wil first and then Dex, so it'll be a while before the bonuses are worth the -10% attack speed). Another eventual 5/5 - it synergises insanely well with the Bloodthirst tree.&lt;br /&gt;
* ''Perfect Strikes:'' Didn't get the Withered Orbs from the Withering Thing, or the Spectral Blade? You'll want a point or two in this by Dreadfel to help deal with Dreads and Dreadmasters. It's... not very necessary past that point, though. 1/5, more if you like the accuracy buff. (Remember both Berserker and Precise Strikes boost Accuracy! You may not need this that often as a result.)&lt;br /&gt;
* ''Blinding Speed:'' A great lategame way to bust down harder opponents, and pretty effective early as well. 5/5 when you can.&lt;br /&gt;
&lt;br /&gt;
'''Combat Veteran'''&lt;br /&gt;
* ''Quick Recovery:'' Vital to a Berserker's resource pool management. 1/5 early for the initial boost, 5/5 eventually.&lt;br /&gt;
* ''Fast Metabolism:'' Useful, as a Berserker likes stacking healing and heal-mod items to keep health constantly accelerating, but... not a major priority. As much as you want/5.&lt;br /&gt;
* ''Spell Shield:'' Good for walling magical status, if you don't have the infusions or equips to help out there. I did 0/5, but this is also entirely to taste.&lt;br /&gt;
* ''Unending Frenzy:'' It... could be worse? But you kill things slower lategame which means the stamina payback isn't as helpful when you've expended relatively more. I also did 0/5 here. Maybe a build focused on Shattering Blows would see more use out of it.&lt;br /&gt;
&lt;br /&gt;
'''Bloodthirst'''&lt;br /&gt;
* ''Bloodbath:'' A great early 1/5 while your critical chance is still not great. Later on, when you have 50% or better chance, pumping this up to 5/5 is a great idea for the stamina regen and max HP buff alone.&lt;br /&gt;
* ''Mortal Terror:'' This is basically one of the few immediate 5/5s I recommend, as soon as you can. +crit% and free dazes on big hits? Yeah. This is an excellent skill for any and all Berserkers.&lt;br /&gt;
* ''Bloodrage:'' 1/5. Better than Blood Frenzy, but not by terribly much? After a point, any more Strength on a Berserker's overkill.&lt;br /&gt;
* ''Unstoppable:'' 5/5 this. It can take a little bit, but... 5/5 this. This is the single greatest survival tool in the game. Being able to take seven turns without dying, and getting a fullheal if you managed to kill some support around you? Yeah. Abuse this in the Prides and anywhere else there's a group of enemies trying to hand you your ass.&lt;br /&gt;
&lt;br /&gt;
===Optional trees===&lt;br /&gt;
(technically, Bloodthirst is optional, but...)&lt;br /&gt;
&lt;br /&gt;
'''Superiority'''&lt;br /&gt;
* ''Juggernaut:'' Expensive, but a great way for a Bulwark to handle melee threats, in theory. In practice, how much you need it depends on equipment luck. X/5.&lt;br /&gt;
* ''Onslaught:'' 1/5 and move on. Competent for letting you weasel your way out of a really bad position if you're AM, I guess?&lt;br /&gt;
* ''Battle Call:'' Either 1/5 if you're running for Shattering Strikes alone, or 5/5 if you wanna abuse this. Getting mages/archers right in your face for a Death Dance is an incredibly valid idea, but I prefer Rush.&lt;br /&gt;
* ''Shattering Impact:'' If you're using this, 5/5. It isn't immediately obvious, but this skill does hit that target you landed the blow on with that damage, as well. Now, imagine Death Dance with this. Yeah. 5/5 to drop the stamina drain to something sane and to buff the damage some.&lt;br /&gt;
&lt;br /&gt;
'''Warcries'''&lt;br /&gt;
* ''Shattering Shout:'' 7 cooldown and a reasonable Stamina cost makes this the closest any melee dude will get to being a mage. If you're in this tree, I'd say 5/5 this eventually. Good crowd clear that amplifies well with Strength and with any/all physical damage boosters you pick up.&lt;br /&gt;
* ''Second Wind:'' X/5. Great skill, especially as it's now %-based recovery. Allows you to use Unstoppable in an emergency or run Shattering Impacts for that much longer.&lt;br /&gt;
* ''Battle Shout:'' 0 or 1/5. Doesn't scale as well as you might hope, and the bonus runs on raw talent level so you can't boost it with mastery-granting equipment.&lt;br /&gt;
* ''Battle Cry:'' 0. You... really don't need more effective accuracy. You're going to hit, barring stealth/invis.&lt;br /&gt;
&lt;br /&gt;
Everything else is basically in the realm of &amp;quot;gimmick choice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generics===&lt;br /&gt;
'''Combat Training:'''&lt;br /&gt;
5 Thick Skin as soon as possible, X in Armor Training (if you're going AM, 1-3 points is valid; if you're not, 5 is probably best), 2-5 in Accuracy (your accuracy will be bananas lategame even with 1 point, but to get that far, you probably want at least 2, if not 3, points here), 5* Weapon Mastery (unless you're planning on Legacy of the Naloren, then just grab 2 or 3), no Dagger Mastery.&lt;br /&gt;
&lt;br /&gt;
'''Conditioning:'''&lt;br /&gt;
As much as you feel like in Vitality (5, probably, for non-AM; AM can't afford it, drop only one here), 1 in Daunting Presence (the bonuses don't scale well enough), 4 in Unflinching Resolve (Talent level 5 comes at 4/5, since the category is at 1.3. The fifth point is a matter of taste, but I don't find it necessary as you cover the five statuses at L4), and 1 in Adrenaline Surge for emergency situations.&lt;br /&gt;
&lt;br /&gt;
'''Cunning/Survival:'''&lt;br /&gt;
Your call, entirely. Charms Mastery is a good pickup for AMs, especially if you can get levels off Thieves. Normal Berserkers won't care much about any of this.&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
* '''Flexible Combat''' is great for an additional free hit or hits with a lot of your attacks, and potentially could get nasty with Shattering Impacts? Not sure.&lt;br /&gt;
* '''Legacy of the Naloren''' (get 5 free levels of Exotic Weapon Mastery, plus a very damn good artifact Trident if you keep Slasul alive after grabbing the prodigy)&lt;br /&gt;
* '''Superpower''' (Especially for AM; +30% of your Wil as added damage is excellent, and AMs love the mindpower boost)&lt;br /&gt;
* '''Draconic Body''' (Great for countering surprise attacks or lots of mages/archers/damage all at once)&lt;br /&gt;
* '''Draconic Will''' (Good if you see the status coming - spotted an enemy Necromancer unique, e.g.)&lt;br /&gt;
* '''Unbreakable Will''' (Pre-emptive mental status blocking's pretty solid if you need it.)&lt;br /&gt;
* '''Garkul's Revenge''' (If you have both parts, this is incredibly good - 20% added damage to all humanoids basically means all the Prides -and- High Peak.)&lt;br /&gt;
* '''Hidden Resources''' (Decent enough, and Unstoppable will qualify you for this.)&lt;br /&gt;
* '''Spell Feedback''' (Awesome AM choice - gives a passive way to lock down boss mages!)&lt;br /&gt;
* '''Never Stop Running:''' Great for dodging anything projectile-y, and you have the Stamina regen for it. (Thanks to Wahl Hara for pointing this out.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gimmick Options'''&lt;br /&gt;
* ''Unsetting Sun'' is great if you can meet the damage requirements! Good luck doing so, though. (There are good Fire-element weapons endgame for non-AM Berserkers, which helps a ton.)&lt;br /&gt;
* ''Corrupted Shell'' requires siding with the Grand Corruptor, which probably means having picked up Celestial/Light or, more attractively, Stone Alchemy (since it doesn't require Magic to use the skills, you can swap Mag+ equips on to learn them and then take them back off).&lt;br /&gt;
* ''Arcane Might'' (Even more damage than Superpower... -if- you've been running tons of Magic. Not likely, though.)&lt;br /&gt;
* ''Mental Tyranny'' (AMs might want this if they meet the requirements - getting a way around phys resistance is excellent. But since mind element damage has the flaw of getting a Mental Save check, this isn't a good idea for those without mindpower.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Racial choice===&lt;br /&gt;
(2.5/5 is &amp;quot;Average class/race combo&amp;quot;, for reference.)&lt;br /&gt;
* '''Cornac: 3.5/5'''. Gives easy access to Warcries/Superiority/AM Fungus without a fuss, and the EXP Modifier's definitely notable nowadays. Good AM choice due to it providing a sink for generic points and leveling up fast.&lt;br /&gt;
Higher: 3.5/5. The regen skill's really neat for AM Berserkers and the final skill is great for everyone. Still levels up fast, gets a better HP mod than Cornacs.&lt;br /&gt;
* '''Shalore: 4.5/5'''. Weak start docks the 0.5 here, for me, but once it gets going... 5/5 the crit boost skill and Timeless for an insane Unstoppable-abusing monstrosity. Can't go AM/get stuff like Mobility from Zigur sacrifices (EDIT: Without hardcore chicanery), but doesn't care much.&lt;br /&gt;
* '''Thalore: 4.5/5'''. Excellent choice - the third Thalore racial now gives, in conjunction with Thick Skin, 25% all res. This makes Berserkers - especially AM Berserkers who can really use the first skill - excellent choices. The EXP mod is the -0.5 dock here - while Shalore don't much care, Thalore Berserkers will find themselves walking into the final fight at L47 or so and possibly sweating bullets as a result.&lt;br /&gt;
* '''Dwarf: 4.5/5'''. Great HP, you can likely get enough equipment to not get stressed by the randart merchant prices (due to keeping up Power is Money), and having a racial escape helps a ton. It's not really a dominant choice but it's a pretty effective one.&lt;br /&gt;
* '''Yeek: 2/5'''. Well, your HP's average now! ... and the third racial lets you counteract Precise Strikes' disadvantage! ... and I guess it's a decent AM option due to being able to mind control+autokill people? It's still got that horrific start and the low durability melee guy syndrome, though.&lt;br /&gt;
* '''Skeleton: 3.5/5'''. The EXP mod hurts a lot and losing wild infusions is a major blow, even with Conditioning and Resilient Bones. Spell status will hand you your ass more often that you'd like. This being said, highly durable, great healing+regen setup, Str+Dex is a great racial boost... If you can deal with status, this is an excellent option.&lt;br /&gt;
* '''Ghoul: 2/5'''. That speed drop is painful, and it makes Precise Strikes even harsher to run. On the upside, you have enough HP to mock Atamathon's damage... until he doubleacts you. Doable but painful; the changes to Bloodbath make it a worse combo (pre-b38, Bloodbath also gave a heal mod% bonus, which could be abused p. easily and made this a more workable option).&lt;br /&gt;
&lt;br /&gt;
===Sample Build===&lt;br /&gt;
A quick every-5-level skill point suggestion (presuming non-Cornac but also not factoring in racial trees, so Generics could look much different):&lt;br /&gt;
&lt;br /&gt;
Stats: Strength, plus your choice of secondary. For the sake of this, presuming Con until Unflinching Resolve 4 is obtained, then switching to Dex. AM will want to go Str/Wil/Dex for most the game and use equipment to get their Con.&lt;br /&gt;
&lt;br /&gt;
* '''L1:''' Stunning Blow 2, Rush 1 / Weapons Mastery 1&lt;br /&gt;
* '''L5:''' Stunning Blow 4, Rush 1, Quick Recovery 1, Berserker 2 / Weapon Mastery 2, Accuracy 2, Armor Training 2&lt;br /&gt;
* '''L10:''' Unlock Bloodthirst. Rush 3, Berserker 5, War Shout 1 / (Do the Arena for two extra generics) Weapon Mastery 3, Accuracy 3, Armor Training 3, Vitality 1, Daunting Presence 1, Unflinching Resolve 1&lt;br /&gt;
* '''L15:''' Bloodbath 1, Mortal Terror 2, Rush 4, War Shout 2, Death Blow 1 / Weapon Mastery 4, Unflinching Resolve 4&lt;br /&gt;
* '''L20:''' Unlock whatever you want (infusion/rune point, Superiority, War Shout), Mortal Terror 5, War Shout 5 / Weapon Mastery 5, Thick Skin X, racials/Vitality/Adrenaline Surge/AM from here generics-wise.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Archer_Guide_1.1.5&amp;diff=6634</id>
		<title>Goon Archer Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Archer_Guide_1.1.5&amp;diff=6634"/>
				<updated>2014-01-25T06:23:24Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Other Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=110#post411049754&lt;br /&gt;
&lt;br /&gt;
===Bow vs Sling===&lt;br /&gt;
Bows have better talents and do more damage. The benefit of Slings is that they're one-handed and can be used with a shield, or more importantly, a dagger in the offhand. You wouldn't actually attack with the dagger, it's just a stat stick. Ultimately bows are the better choice, but slings are also viable if you want to veer from the cookie cutter.&lt;br /&gt;
&lt;br /&gt;
===Stat Distribution===&lt;br /&gt;
Bows scale with Dex and Str, slings scale with Dex and Cun.&lt;br /&gt;
I always put 1 in to Con every level on pretty much every character. My other two points go in to Dex, or Str (Cun for slings) when Dex is capped. Archers are pretty good at avoiding damage (especially if you're a Skeleton) but Con is a fundamental stat, it provides not only health, but also physical save and access to Thick Skin (A +%resist all passive)&lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
Cornac is my favorite race in general and you can always put your extra cat point in Archery Training for better Aim/Steady Shot. I really like the idea of a Yeek Sling archer who would just be incredibly quick and nimble but I've never been able to get one off the ground. I try to avoid classes with high exp penalties because I think it's a pretty big handicap, especially for a new player, but Skeleton is a great Archer race. A passive str/dex racial, a racial shield, a racial resurrect. Don't play a Skeleton if you want to go Antimagic though.&lt;br /&gt;
&lt;br /&gt;
===Gearing===&lt;br /&gt;
Archers are pretty easy to gear.&lt;br /&gt;
&lt;br /&gt;
Attack speed isn't a priority because you hit so incredibly hard, you want to amplify that as much as possible so you can one-shot things and 2/3-shot bosses. Critical Strike is only marginally useful, by late-game Aim will be giving you massive amounts of crit and you're only going to need 10-20% from gear to have 100% crit chance.&lt;br /&gt;
&lt;br /&gt;
Raw damage is what you're looking for. Armor penetration, physical resistance penetration, raw dex/str. You also want defenses (crowd control immunities, elemental/phys resists, Con, Defense, etc.), but that's true on any character.&lt;br /&gt;
I'm not really sure what the optimal ammo setup is because the last time I played archers seriously was immediately after the ammo revamp. Early on you want high capacity ammo, but as you get Bow or Sling mastery up to 5/5, you're reloading 4 shots per reload and low capacity becomes less crippling. Go with the highest damage ammo that you feel comfortable with.&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
I don't know enough about sling talents to give advice there, but for a bow archer:&lt;br /&gt;
&lt;br /&gt;
'''Technique / Archery - Bows'''&lt;br /&gt;
All four talents in this tree are great. Bow Mastery is mandatory, Piercing Shot is a powerful beam, Dual Shot costs no stamina and does elevated Shot damage to two targets. Volley of Arrows is your only AoE. I forget what the scaling is like on Piercing Shot and Dual Shot so consider that before putting more than one point in to these talents.&lt;br /&gt;
&lt;br /&gt;
'''Technique / Archery Training'''&lt;br /&gt;
Steady Shot is mandatory 5/5, as is Aim. These two talents are an archer's bread and butter and should be maxed first. Rapid Shot is useless and Relaxed Shot can be useful if you're ever having stamina problems (you will in extended fights, unless you teleport away to rest).&lt;br /&gt;
&lt;br /&gt;
'''Technique / Archery Prowess'''&lt;br /&gt;
I've never been a big fan of Flare, it's marginally useful (it's a light source, useful for checking areas for enemies) but you will have better sight options pretty early. Cripping Shot is useful to fire off when you cancel Aim to move away from a single target, but I wouldn't take it past 1/5. Pinning Shot is excellent but should be maxed after the important talents in the above two trees. Scatter Shot is an AoE stun and is also mandatory.&lt;br /&gt;
&lt;br /&gt;
'''Technique / Combat Veteran'''&lt;br /&gt;
Worry about your offenses and CCs first, but Spell Shield isn't a bad use of your points, and stamina regen might be useful to you at some point.&lt;br /&gt;
&lt;br /&gt;
'''Technique / Field Control'''&lt;br /&gt;
I try to keep Heave and Disengage at the same level. You definitely want both of these talents, beyond Phase Door rune they're your only way to distance yourself from a target without breaking Aim. Slow Motion is a great sustain against any projectile-using enemy but keep in mind that you will need to break Aim in order to dodge anything.&lt;br /&gt;
&lt;br /&gt;
'''Technique / Combat Graining'''&lt;br /&gt;
Max Thick Skin and Armour Training. You don't need Combat Accuracy because Aim adds a billion accuracy. Honestly if you completely run out of things to spend Generics on you can put some points in Weapon/Dagger mastery for the Phys Power increase.&lt;br /&gt;
&lt;br /&gt;
'''Cunning / Survival'''&lt;br /&gt;
Because of the great range that archers have, you definitely want at least one point in Piercing Sight. Charm Mastery is great. You probably won't have enough cunning for Charm Mastery or anything else in the tree though. If you're playing Slings then Charm Mastery and Evasion are great.&lt;br /&gt;
&lt;br /&gt;
'''Unlockable trees'''&lt;br /&gt;
Antimagic is a good way to deal with casters, but you can usually explode casters in 1-2 turns if you have line of sight to them. You will have generics to spare so you can pick up something like curses if you want to get some extra strength at the cost of restricting your gearing options and making shops a gamble.&lt;br /&gt;
&lt;br /&gt;
1.1.5 introduced '''Technique / Archery Excellence''', which has talents that allow you to shoot down enemy projectiles, including spells like Soul Rot or Fireflash. This is absolutely incredible, and goes a long way to making Archers more viable than they have been in previous versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
Aim from as far away as possible and hit the enemy with repeated incredibly strong attacks. It's pretty straightforward. Try to never stand next to an enemy, you have Disengage and Heave to give yourself some breathing room, and you can Pinning Shot an enemy after you get away from them. You definitely want a movement infusion because you need to be able to break Aim and dip out at a moment's notice. If you can constantly reposition yourself you will be much safer. Scatter Shot will stun you if you're in the radius so don't do that. I'm pretty sure that Volley of Arrows does not damage you but it at least used to damage escorts.&lt;br /&gt;
&lt;br /&gt;
The early levels are a little rough, but Archer really starts to take off when Aim and Steady Shot are maxed.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=36449 (sling archer, version 1.0.5 guide)&lt;br /&gt;
&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=36914 (bow archer, version 1.0.5 guide with recent updates later in the thread)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Archer_Guide_1.1.5&amp;diff=6633</id>
		<title>Goon Archer Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Archer_Guide_1.1.5&amp;diff=6633"/>
				<updated>2014-01-25T06:21:49Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Guide== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=110#post411049754  ===Bow vs Sling=== Bows have better talents ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=110#post411049754&lt;br /&gt;
&lt;br /&gt;
===Bow vs Sling===&lt;br /&gt;
Bows have better talents and do more damage. The benefit of Slings is that they're one-handed and can be used with a shield, or more importantly, a dagger in the offhand. You wouldn't actually attack with the dagger, it's just a stat stick. Ultimately bows are the better choice, but slings are also viable if you want to veer from the cookie cutter.&lt;br /&gt;
&lt;br /&gt;
===Stat Distribution===&lt;br /&gt;
Bows scale with Dex and Str, slings scale with Dex and Cun.&lt;br /&gt;
I always put 1 in to Con every level on pretty much every character. My other two points go in to Dex, or Str (Cun for slings) when Dex is capped. Archers are pretty good at avoiding damage (especially if you're a Skeleton) but Con is a fundamental stat, it provides not only health, but also physical save and access to Thick Skin (A +%resist all passive)&lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
Cornac is my favorite race in general and you can always put your extra cat point in Archery Training for better Aim/Steady Shot. I really like the idea of a Yeek Sling archer who would just be incredibly quick and nimble but I've never been able to get one off the ground. I try to avoid classes with high exp penalties because I think it's a pretty big handicap, especially for a new player, but Skeleton is a great Archer race. A passive str/dex racial, a racial shield, a racial resurrect. Don't play a Skeleton if you want to go Antimagic though.&lt;br /&gt;
&lt;br /&gt;
===Gearing===&lt;br /&gt;
Archers are pretty easy to gear.&lt;br /&gt;
&lt;br /&gt;
Attack speed isn't a priority because you hit so incredibly hard, you want to amplify that as much as possible so you can one-shot things and 2/3-shot bosses. Critical Strike is only marginally useful, by late-game Aim will be giving you massive amounts of crit and you're only going to need 10-20% from gear to have 100% crit chance.&lt;br /&gt;
&lt;br /&gt;
Raw damage is what you're looking for. Armor penetration, physical resistance penetration, raw dex/str. You also want defenses (crowd control immunities, elemental/phys resists, Con, Defense, etc.), but that's true on any character.&lt;br /&gt;
I'm not really sure what the optimal ammo setup is because the last time I played archers seriously was immediately after the ammo revamp. Early on you want high capacity ammo, but as you get Bow or Sling mastery up to 5/5, you're reloading 4 shots per reload and low capacity becomes less crippling. Go with the highest damage ammo that you feel comfortable with.&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
I don't know enough about sling talents to give advice there, but for a bow archer:&lt;br /&gt;
&lt;br /&gt;
'''Technique / Archery - Bows'''&lt;br /&gt;
All four talents in this tree are great. Bow Mastery is mandatory, Piercing Shot is a powerful beam, Dual Shot costs no stamina and does elevated Shot damage to two targets. Volley of Arrows is your only AoE. I forget what the scaling is like on Piercing Shot and Dual Shot so consider that before putting more than one point in to these talents.&lt;br /&gt;
&lt;br /&gt;
'''Technique / Archery Training'''&lt;br /&gt;
Steady Shot is mandatory 5/5, as is Aim. These two talents are an archer's bread and butter and should be maxed first. Rapid Shot is useless and Relaxed Shot can be useful if you're ever having stamina problems (you will in extended fights, unless you teleport away to rest).&lt;br /&gt;
&lt;br /&gt;
'''Technique / Archery Prowess'''&lt;br /&gt;
I've never been a big fan of Flare, it's marginally useful (it's a light source, useful for checking areas for enemies) but you will have better sight options pretty early. Cripping Shot is useful to fire off when you cancel Aim to move away from a single target, but I wouldn't take it past 1/5. Pinning Shot is excellent but should be maxed after the important talents in the above two trees. Scatter Shot is an AoE stun and is also mandatory.&lt;br /&gt;
&lt;br /&gt;
'''Technique / Combat Veteran'''&lt;br /&gt;
Worry about your offenses and CCs first, but Spell Shield isn't a bad use of your points, and stamina regen might be useful to you at some point.&lt;br /&gt;
&lt;br /&gt;
'''Technique / Field Control'''&lt;br /&gt;
I try to keep Heave and Disengage at the same level. You definitely want both of these talents, beyond Phase Door rune they're your only way to distance yourself from a target without breaking Aim. Slow Motion is a great sustain against any projectile-using enemy but keep in mind that you will need to break Aim in order to dodge anything.&lt;br /&gt;
&lt;br /&gt;
'''Technique / Combat Graining'''&lt;br /&gt;
Max Thick Skin and Armour Training. You don't need Combat Accuracy because Aim adds a billion accuracy. Honestly if you completely run out of things to spend Generics on you can put some points in Weapon/Dagger mastery for the Phys Power increase.&lt;br /&gt;
&lt;br /&gt;
'''Cunning / Survival'''&lt;br /&gt;
Because of the great range that archers have, you definitely want at least one point in Piercing Sight. Charm Mastery is great. You probably won't have enough cunning for Charm Mastery or anything else in the tree though. If you're playing Slings then Charm Mastery and Evasion are great.&lt;br /&gt;
&lt;br /&gt;
'''Unlockable trees'''&lt;br /&gt;
Antimagic is a good way to deal with casters, but you can usually explode casters in 1-2 turns if you have line of sight to them. You will have generics to spare so you can pick up something like curses if you want to get some extra strength at the cost of restricting your gearing options and making shops a gamble.&lt;br /&gt;
&lt;br /&gt;
1.1.5 introduced '''Technique / Archery Excellence''', which has talents that allow you to shoot down enemy projectiles, including spells like Soul Rot or Fireflash. This is absolutely incredible, and goes a long way to making Archers more viable than they have been in previous versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
Aim from as far away as possible and hit the enemy with repeated incredibly strong attacks. It's pretty straightforward. Try to never stand next to an enemy, you have Disengage and Heave to give yourself some breathing room, and you can Pinning Shot an enemy after you get away from them. You definitely want a movement infusion because you need to be able to break Aim and dip out at a moment's notice. If you can constantly reposition yourself you will be much safer. Scatter Shot will stun you if you're in the radius so don't do that. I'm pretty sure that Volley of Arrows does not damage you but it at least used to damage escorts.&lt;br /&gt;
&lt;br /&gt;
The early levels are a little rough, but Archer really starts to take off when Aim and Steady Shot are maxed.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=36449 (sling archer, version 1.0.5 guide)&lt;br /&gt;
&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=36914 (bow archer, version 1.0.5 guide)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Arcane_Blade_Guide_1.3.3&amp;diff=6632</id>
		<title>Goon Arcane Blade Guide 1.3.3</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Arcane_Blade_Guide_1.3.3&amp;diff=6632"/>
				<updated>2014-01-25T06:12:26Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=119#post411348463&lt;br /&gt;
&lt;br /&gt;
This is mostly off the top of my head but since it took me several ''fucking'' days to finally win with one most of this should be right.&lt;br /&gt;
&lt;br /&gt;
'''1-5''': (Trollmire through Prox, pretty much): Took out point from Dirty Fighting becuase I'd never remember to use it, class pts into Arcane Combat/Flame evenly, pick up Heal ASAP, then get Armor Training by level 2 and Weapon Mastery by 3. When you kill Prox assuming you're cornac you'll be able to max Flame which is a pretty important point. You can fight Bill right away but if you find no +defense gear it'll be RNG. On runs where I had a shield by this level I put my cat point into shield defense and picked up shield bash, otherwise I waited.&lt;br /&gt;
&lt;br /&gt;
'''6-10''': (more starter dungeons): Max Arcane Combat. That pretty much goes without saying! A courtesy point in Rush helps because you never know when that'll come in handy. At 8 you can pick up Arcane Feed which is pretty important, not worth maxing immediately but a couple points in it right away is good because crit chance is always welcome. By 10 you should probably have Heal at rank 3 or so with everything else put into combat training, I tend to skip phase door for now because nothing should be dangerous enough to merit it. When you hit 10, spend the category point if you find any nice shield runes (or at worst, heal infusions I guess).&lt;br /&gt;
&lt;br /&gt;
'''11-15''': (finishing t1s, Ben, Assassin Lord, SWL/Maze shenanigans): If you're a shield build which is what I'm mostly speaking in terms of, 12 is the best level in the world because it means you get Assault. Hopefully you've been prioritizing strength! Afterwards you want to immediately get Arcane Destruction because they kinda go hand in hand. Destruction doesn't need to be maxed ASAP even if it does give a good chunk of physical power, as the damage from it doesn't go up per leveling. Similarly, Assault only scales so-so so there's no rush there either but the second point into it isn't terrible or anything. An extra point or 2 into Shield Bash isn't a terrible idea, nor is working on Riposte since ABs need it at 5 to get the extra counterattack as opposed to Bulwarks who only need it at 4. Welcome to having too many goddamn things that need points. Pray for t4/t5 weapon drops from chests in SWL and Maze.&lt;br /&gt;
&lt;br /&gt;
'''16-20''': (Old Forest, Ruined Dungeon, Slaver Compound if you decide to do it, Daikara): If you haven't picked up Teleport yet this is probably the time! Things are mostly in full swing at this point for you, and you can probably afford to run Shielding or Arcane Shield from the Aegis tree. On any rare that looks scary (mostly a ruined dungeon problem, or if you're doing something crazy like checking graves in old forest/daikara) don't hesitate to stand back and spam Flame because it's pretty decent damage! For Weirdling Beast, go in with Arcane Combat/Arcane Feed turned off and then turn them back on after he devours Fiery Hands because you can probably just gib him outright with those up due to Assault's overwhelming damage combined with Arcane Destruction.&lt;br /&gt;
&lt;br /&gt;
'''21-26''': With your 20 cat point grab the Step Up tree and then proceed to max it out while ignoring everything else because if you don't do this I will become an angry ghost and haunt you because Step Up is amazing. At 24 if your Blight resist is shitty and you're not confident don't even go into dark crypt. I did it once with basically 0% blight resist but I had Wrap of Stone for emergency stone tombing that saved my life but I seriously would not recommend it even though it can drop amazing shit. Urkis won't be terribly scary for you but keep in mind a phys/magical wild is pretty handy because Hurricane sucks shit, as he's pretty prone to being stunned (if you want to be a bigger dick and took the starting point out of Dirty Fighting, put it back in for this.)&lt;br /&gt;
&lt;br /&gt;
Past that the order of things doesn't really matter as much, but past 20 is a good point to start grabbing Inner Power as well as putting more points into Rush. I usually don't start dipping heavy into Cunning until level 30+ so I leave Arcane Cunning at 1/5 freeing up some class points. Generics are pretty self-explanatory, I was afraid of picking up escort trees (and also got fucked over on anorithils) so I opted to max most of Aegis and pick up controlled phase door/teleport, but for the longest time I only had 1 or 2 points at most in both shielding and arcane shielding, and only 1 in the Aegis talent itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=119#post411348941&lt;br /&gt;
&lt;br /&gt;
Yeah strength is really the big thing early on since Arcane Destruction is great and if you're shield build then Assault is a huge deal. After you've gotten those you can at least slow it down a bit to focus on your other stats. Lucking into equipment early on is really nice, too. With the change that lets you skip floors 1-2 of t1 dungeons after completing 3 of them, as an AB I tend to go back and do them anyway while hoping to thin the artifact pool or otherwise luck into some good rares. It's a little boring but it can be a big help! Also I kinda forgot to mention this but raise Combat Accuracy as needed, if you don't find gloves with amazing +acc you'll probably need 3 points in it in by your early-mid teens.&lt;br /&gt;
&lt;br /&gt;
I still want to win with a dual-wielding AB but jesus christ throwing dexterty into their stat spread is awful.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=38775 (version 1.0.5 guide)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Arcane_Blade_Guide_1.3.3&amp;diff=6631</id>
		<title>Goon Arcane Blade Guide 1.3.3</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Arcane_Blade_Guide_1.3.3&amp;diff=6631"/>
				<updated>2014-01-25T06:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Tips== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=119#post411348463  This is mostly off the top of my head but sin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=119#post411348463&lt;br /&gt;
&lt;br /&gt;
This is mostly off the top of my head but since it took me several ''fucking'' days to finally win with one most of this should be right.&lt;br /&gt;
&lt;br /&gt;
'''1-5''': (Trollmire through Prox, pretty much): Took out point from Dirty Fighting becuase I'd never remember to use it, class pts into Arcane Combat/Flame evenly, pick up Heal ASAP, then get Armor Training by level 2 and Weapon Mastery by 3. When you kill Prox assuming you're cornac you'll be able to max Flame which is a pretty important point. You can fight Bill right away but if you find no +defense gear it'll be RNG. On runs where I had a shield by this level I put my cat point into shield defense and picked up shield bash, otherwise I waited.&lt;br /&gt;
&lt;br /&gt;
'''6-10''': (more starter dungeons): Max Arcane Combat. That pretty much goes without saying! A courtesy point in Rush helps because you never know when that'll come in handy. At 8 you can pick up Arcane Feed which is pretty important, not worth maxing immediately but a couple points in it right away is good because crit chance is always welcome. By 10 you should probably have Heal at rank 3 or so with everything else put into combat training, I tend to skip phase door for now because nothing should be dangerous enough to merit it. When you hit 10, spend the category point if you find any nice shield runes (or at worst, heal infusions I guess).&lt;br /&gt;
&lt;br /&gt;
'''11-15''': (finishing t1s, Ben, Assassin Lord, SWL/Maze shenanigans): If you're a shield build which is what I'm mostly speaking in terms of, 12 is the best level in the world because it means you get Assault. Hopefully you've been prioritizing strength! Afterwards you want to immediately get Arcane Destruction because they kinda go hand in hand. Destruction doesn't need to be maxed ASAP even if it does give a good chunk of physical power, as the damage from it doesn't go up per leveling. Similarly, Assault only scales so-so so there's no rush there either but the second point into it isn't terrible or anything. An extra point or 2 into Shield Bash isn't a terrible idea, nor is working on Riposte since ABs need it at 5 to get the extra counterattack as opposed to Bulwarks who only need it at 4. Welcome to having too many goddamn things that need points. Pray for t4/t5 weapon drops from chests in SWL and Maze.&lt;br /&gt;
&lt;br /&gt;
'''16-20''': (Old Forest, Ruined Dungeon, Slaver Compound if you decide to do it, Daikara): If you haven't picked up Teleport yet this is probably the time! Things are mostly in full swing at this point for you, and you can probably afford to run Shielding or Arcane Shield from the Aegis tree. On any rare that looks scary (mostly a ruined dungeon problem, or if you're doing something crazy like checking graves in old forest/daikara) don't hesitate to stand back and spam Flame because it's pretty decent damage! For Weirdling Beast, go in with Arcane Combat/Arcane Feed turned off and then turn them back on after he devours Fiery Hands because you can probably just gib him outright with those up due to Assault's overwhelming damage combined with Arcane Destruction.&lt;br /&gt;
&lt;br /&gt;
'''21-26''': With your 20 cat point grab the Step Up tree and then proceed to max it out while ignoring everything else because if you don't do this I will become an angry ghost and haunt you because Step Up is amazing. At 24 if your Blight resist is shitty and you're not confident don't even go into dark crypt. I did it once with basically 0% blight resist but I had Wrap of Stone for emergency stone tombing that saved my life but I seriously would not recommend it even though it can drop amazing shit. Urkis won't be terribly scary for you but keep in mind a phys/magical wild is pretty handy because Hurricane sucks shit, as he's pretty prone to being stunned (if you want to be a bigger dick and took the starting point out of Dirty Fighting, put it back in for this.)&lt;br /&gt;
&lt;br /&gt;
Past that the order of things doesn't really matter as much, but past 20 is a good point to start grabbing Inner Power as well as putting more points into Rush. I usually don't start dipping heavy into Cunning until level 30+ so I leave Arcane Cunning at 1/5 freeing up some class points. Generics are pretty self-explanatory, I was afraid of picking up escort trees (and also got fucked over on anorithils) so I opted to max most of Aegis and pick up controlled phase door/teleport, but for the longest time I only had 1 or 2 points at most in both shielding and arcane shielding, and only 1 in the Aegis talent itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=119#post411348941&lt;br /&gt;
&lt;br /&gt;
 Yeah strength is really the big thing early on since Arcane Destruction is great and if you're shield build then Assault is a huge deal. After you've gotten those you can at least slow it down a bit to focus on your other stats. Lucking into equipment early on is really nice, too. With the change that lets you skip floors 1-2 of t1 dungeons after completing 3 of them, as an AB I tend to go back and do them anyway while hoping to thin the artifact pool or otherwise luck into some good rares. It's a little boring but it can be a big help! Also I kinda forgot to mention this but raise Combat Accuracy as needed, if you don't find gloves with amazing +acc you'll probably need 3 points in it in by your early-mid teens.&lt;br /&gt;
&lt;br /&gt;
I still want to win with a dual-wielding AB but jesus christ throwing dexterty into their stat spread is awful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=38775 (version 1.0.5 guide)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6630</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6630"/>
				<updated>2014-01-25T06:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Wilder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Arcane Blade Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Berserker Guide 1.1.5]]&lt;br /&gt;
* [[Goon Bulwark Guide 1.1.5]]&lt;br /&gt;
* [[Goon Brawler Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Wilder===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Oozemancer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Stone Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Summoner Guide 1.1.5]]&lt;br /&gt;
* [[Goon Wyrmic Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6629</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6629"/>
				<updated>2014-01-25T06:02:47Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Arcane Blade Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Berserker Guide 1.1.5]]&lt;br /&gt;
* [[Goon Bulwark Guide 1.1.5]]&lt;br /&gt;
* [[Goon Brawler Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Wilder===&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6628</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6628"/>
				<updated>2014-01-25T06:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Arcane Blade Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archer Guide 1.1.5]&lt;br /&gt;
* [[Goon Berserker Guide 1.1.5]]&lt;br /&gt;
* [[Goon Bulwark Guide 1.1.5]]&lt;br /&gt;
* [[Goon Brawler Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Wilder===&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6627</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6627"/>
				<updated>2014-01-25T06:01:17Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Class Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
&lt;br /&gt;
===Wilder===&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Shadowblade_Guide_1.1.5&amp;diff=6626</id>
		<title>Goon Shadowblade Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Shadowblade_Guide_1.1.5&amp;diff=6626"/>
				<updated>2014-01-25T06:00:29Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=217#post424030747 and http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=218#post424041223&lt;br /&gt;
&lt;br /&gt;
Shadowblades are pretty rad. I won with one a few days ago (this character then killed Atamathon while offline and then got murdered by Linaniil).&lt;br /&gt;
http://te4.org/characters/104961/tome/d5e2402d-0f64-443c-b263-4f432df5e9d0&lt;br /&gt;
&lt;br /&gt;
You're the glassest of glass cannons, especially as you need Dex, Magic and Cunning, so you don't have a lot of points for Con. Extended fights with multiple targets are bad for you. Shadowstep is what really makes the class work. For class points, I liked getting Dirty Fighting up early for the massive stun duration on any big threats, grab a point in Deadly Strikes early if only because it's another instant spike of damage, grab Shadowstep as soon as possible, Flurry is as broken as ever, Cripple is insanely good as almost nothing actually resists it, Illuminate is a nice AoE coverage and blind is always great. Cat point Temporal at 10 and grab Time Shield, an instant shield is really really helpful in making you less papery, and eventually you'll want Essence of Speed - of note here is that mana is almost never an issue for the Shadowblade, but I found myself low on stamina in a lot of prolonged fights.&lt;br /&gt;
&lt;br /&gt;
For generics, 5/5 Phase Door as soon as possible, get Celestial/Light off an escort if at all possible, and go with your racials - I don't recommend Cornac, a racial tree is more useful for Shadowblades than the extra cat point. Combat Training: 5/5 Thick Skin, Accuracy, and Daggers, and 1/5 in Armor Training for gloves/boots/etc. You're not going to be using heavy armor.&lt;br /&gt;
&lt;br /&gt;
Prodigies are Cauterize first and then either Arcane Might or Windblade (or Giant Leap but you really have plenty of mobility); I took Windblade and it was insanely helpful later, so personal bias goes that way.&lt;br /&gt;
&lt;br /&gt;
I died a lot early by playing stupidly but I had a blast with this.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
I spent almost the entire game going 1 dex/1 mag/1 cun for stats, only pumping Con when I started capping them, and occasionally switching a bit if I needed to hit prereqs, like Shadowstep. This did mean that I didn't get Thick Skin until late, and you may want to switch things around a bit - Magic in particular you can probably afford to neglect a bit. Early I'd raise Dirty Fighting and Illuminate for some control, get a point in Deadly Strikes, Shadow Feed, and Rush, and then work towards Shadowstep, Cripple, and Flurry maxed out. Cat point Temporal at 10 and get at least one point in Time Shield with the two points from the level, it's worth it. You may want to grab an infusion slot at 20 if you didn't get Light from an escort. Of note is that once you have Shadow Feed, especially with more than one point, you can probably ditch your manasurge rune; the only reason to keep it around is if you're worried about getting Mana Clashed - I did run with mine all the way, but it was probably a waste.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=53&amp;amp;t=39081 (version 1.0.4 Higher Shadowblade guide)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Shadowblade_Guide_1.1.5&amp;diff=6625</id>
		<title>Goon Shadowblade Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Shadowblade_Guide_1.1.5&amp;diff=6625"/>
				<updated>2014-01-25T05:59:34Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Tips==  Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=217#post424030747 and http://forums.somethingawful.com/showthre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=217#post424030747 and http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=218#post424041223&lt;br /&gt;
&lt;br /&gt;
Shadowblades are pretty rad. I won with one a few days ago (this character then killed Atamathon while offline and then got murdered by Linaniil).&lt;br /&gt;
&lt;br /&gt;
You're the glassest of glass cannons, especially as you need Dex, Magic and Cunning, so you don't have a lot of points for Con. Extended fights with multiple targets are bad for you. Shadowstep is what really makes the class work. For class points, I liked getting Dirty Fighting up early for the massive stun duration on any big threats, grab a point in Deadly Strikes early if only because it's another instant spike of damage, grab Shadowstep as soon as possible, Flurry is as broken as ever, Cripple is insanely good as almost nothing actually resists it, Illuminate is a nice AoE coverage and blind is always great. Cat point Temporal at 10 and grab Time Shield, an instant shield is really really helpful in making you less papery, and eventually you'll want Essence of Speed - of note here is that mana is almost never an issue for the Shadowblade, but I found myself low on stamina in a lot of prolonged fights.&lt;br /&gt;
&lt;br /&gt;
For generics, 5/5 Phase Door as soon as possible, get Celestial/Light off an escort if at all possible, and go with your racials - I don't recommend Cornac, a racial tree is more useful for Shadowblades than the extra cat point. Combat Training: 5/5 Thick Skin, Accuracy, and Daggers, and 1/5 in Armor Training for gloves/boots/etc. You're not going to be using heavy armor.&lt;br /&gt;
&lt;br /&gt;
Prodigies are Cauterize first and then either Arcane Might or Windblade (or Giant Leap but you really have plenty of mobility); I took Windblade and it was insanely helpful later, so personal bias goes that way.&lt;br /&gt;
&lt;br /&gt;
I died a lot early by playing stupidly but I had a blast with this.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
I spent almost the entire game going 1 dex/1 mag/1 cun for stats, only pumping Con when I started capping them, and occasionally switching a bit if I needed to hit prereqs, like Shadowstep. This did mean that I didn't get Thick Skin until late, and you may want to switch things around a bit - Magic in particular you can probably afford to neglect a bit. Early I'd raise Dirty Fighting and Illuminate for some control, get a point in Deadly Strikes, Shadow Feed, and Rush, and then work towards Shadowstep, Cripple, and Flurry maxed out. Cat point Temporal at 10 and get at least one point in Time Shield with the two points from the level, it's worth it. You may want to grab an infusion slot at 20 if you didn't get Light from an escort. Of note is that once you have Shadow Feed, especially with more than one point, you can probably ditch your manasurge rune; the only reason to keep it around is if you're worried about getting Mana Clashed - I did run with mine all the way, but it was probably a waste.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=53&amp;amp;t=39081 (version 1.0.4 Higher Shadowblade guide)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Rogue_Guide_1.1.5&amp;diff=6624</id>
		<title>Goon Rogue Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Rogue_Guide_1.1.5&amp;diff=6624"/>
				<updated>2014-01-25T05:47:13Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Tips==  Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=203#post423628227  Stat points: everything into con unless you ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=203#post423628227&lt;br /&gt;
&lt;br /&gt;
Stat points: everything into con unless you need it to unlock skills.&lt;br /&gt;
&lt;br /&gt;
===Class points===&lt;br /&gt;
* 1) Max traps, use traps a lot.&lt;br /&gt;
* 2) Get 1 point in pretty much everything else (off weapon offense and defense, dual strike, flurry, whirlwind, lethality, deadly strikes, dirty fighting) as soon as it becomes available/possible. None of these need more than 1 point until much later.&lt;br /&gt;
* 3) Get 22 dexterity and the dagger mastery generic skills to at least level 2 by at least level 10&lt;br /&gt;
* 4) Get 5/1/1/4 in the trap skill tree as soon as possible&lt;br /&gt;
* 5) Get 5/1/1/5 in stealth eventually, put stealth on auto use.&lt;br /&gt;
* 6) Use the level 20 category point for the stamina giving tree, go 3/1/5/2 in it or some variation so you have no more stamina problems.&lt;br /&gt;
* 7) Save all items that give +magic, get the prodigy that gives gravity trap. (it was completely broken and darkgod granted my request to get the damage nerfed, but it should still be more than worthwhile. It's probably still overpowerd, just not absurdly so anymore)&lt;br /&gt;
* 8) Use leftover class points to get snap and upgrade some of these 1 point wonder skills.&lt;br /&gt;
&lt;br /&gt;
Note: your melee damage output will still be absurd while in stealth even with very little class points investments outside of stealth/trapping. Use traps, but you can still spike anything that comes close easily.&lt;br /&gt;
&lt;br /&gt;
===Generic points===&lt;br /&gt;
* 1) Should be straightforward.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=53&amp;amp;t=39269 (1.0.5 Rogue guide)&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Marauder_Guide_1.1.5&amp;diff=6623</id>
		<title>Goon Marauder Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Marauder_Guide_1.1.5&amp;diff=6623"/>
				<updated>2014-01-25T05:30:24Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Guide 1== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=250#post424860449  Marauders get a ton of different junk from...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=250#post424860449&lt;br /&gt;
&lt;br /&gt;
Marauders get a ton of different junk from a ton of different classes. They have berserker's Bloodthirst but no 2h techniques, rogue's dual-wield/dirty combat but no Lethality, brawler's mobility but no punching, and arcane blade's weaponfocus/flurry without the spells. The only thing they do better than anyone else is whack people over the head. But really, they get a lot of tools so they play differently depending on which you want to focus on. They're good at getting in melee range fast, killing things fast, and getting out of trouble fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
Usually the big thing a marauder needs to decide early is defense vs armor. With access to Mobile Defense and Cunning/Tactical, they can get brawler-like amounts of defense going, but it takes a lot of stat points in cunning as well as valuable generics. An armor-based marauder can feel free to level str/dex/con the whole game with only a few cunning points or pieces of +cun equipment. That means they can dish out heavier damage earlier, don't have to rely on +def artifact drops, and use the really good late game heavy armors, like a berserker who just happens to headbutt people. But then you don't get to stab the mooks that miss you. And that's half the fun.&lt;br /&gt;
&lt;br /&gt;
It also makes a difference for Total Thuggery and the stamina regen skills. Armored marauders won't invest in the locked Cunning/Techniques, so they have points to spare for stamina regen from Combat Veteran, then use Total Thuggery without the drain getting too bad. Defense ones probably can't afford the points, but stamina isn't an issue if you're not running Thuggery and have some points in Mobility.&lt;br /&gt;
&lt;br /&gt;
Antimagic vs magic isn't so hard a choice. A good amount of the midgame daggers are arcane-based, (although surprisingly not the ludicrous projectile-destroying lua-erroring +20 dexterity one). Marauders won't be investing much in willpower, so the Antimagic tree is wasted. Fungus is still one of the best healing trees in the game though, so it's not a total loss. Just be prepared to cry when you have no generic points left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents Overview===&lt;br /&gt;
&lt;br /&gt;
Marauders are constantly in need of talent points, generic and class, because they have so much stuff to work with. Even at L50 there's still going to be stuff that could stand to be pumped, so keep it in mind when dishing out mid-game class talent points.&lt;br /&gt;
&lt;br /&gt;
'''Combat Techniques:''' Rush is a must, so if you want some range on it, add a few points. The two accuracy-boosting talents are largely unnecessary and not worth their cost in stamina, attack speed, and talent points. The speed boost at the end of the tree is excellent mid to late game, but before then it's probably not worth spending the 7 points to get there and pump it.&lt;br /&gt;
&lt;br /&gt;
'''Combat Veteran:''' Ignore it completely if you're not going to run Total Thuggery. Maybe put a point or two in +HP +stamina regen early on, but you shouldn't generally be running out of stamina until later, and that's when the first and fourth stamina regen talents are handy. Still, it's a lot of point investment just for resource management.&lt;br /&gt;
&lt;br /&gt;
'''Dual Weapons:''' Increasing your off-hand damage is always helpful, and +apr is useful for dagger-wielding flurriers especially because the armor reduction is a fixed amount off every valuable stab. The off-hand deflection on the second talent (Dual Weapon Defense) is so miserable it might as well be non-existent, so don't bother. And unless you like draining off all your stamina, Momentum probably isn't a good idea.&lt;br /&gt;
&lt;br /&gt;
'''Dual Techniques:''' Everything here is useful, especially the early-game stun. The rule of thumb with Dual Techniques is that everything is worth a single point, but not worth dumping a whole lot on, especially when you're stretched so thin. Dual Strike might be worth it just to increase the stun duration, but everything else is just +damage, which you should have a ton of already.&lt;br /&gt;
&lt;br /&gt;
'''Dirty Fighting:''' A stun! Or a free attack! Abuse it the whole game. Backstab is useful early on, but when late-game enemies and bosses have 100% stun resistance, it buys nothing, so pump it early or not at all. Cripple, however, is golden, because nothing resists it and it'll act like a high-damage 50% slow. 5/5 as soon as you have the cunning for it.&lt;br /&gt;
&lt;br /&gt;
'''Poisons:''' It'll take a lot of points to make poisons useful, and some stat investment too because they run off cunning. It'd seem like a high cunning defense marauder would get some leverage out of this but... there's enough fun things to spend talent points on.&lt;br /&gt;
&lt;br /&gt;
'''Bloodthirst:''' Amazing. Unlock it early and get 5/5 in at least the first two talents, Bloodbath because it solves all non-Thuggery stamina problems, and Mortal Terror for the crits. Bloodrage is questionable but maybe useful if you have infusions etc that scale on strength (and skullcracker scales on strength... hm). Unstoppable is a lifesaver, so it's worth at least a point, more if you want to be cautious.&lt;br /&gt;
&lt;br /&gt;
'''Tactical:''' It's the brawler tree! Garbage unless you're running a defense-oriented build, but with 3-5 points in the first two talents (Counter Attack/Tactical Expert), you'll be murdering small monsters simply by standing next to them and getting some nifty free attacks on larger bosses as well. Defense marauders are just weirdly more effective when surrounded, what with all the rogue-y sweeps and bonus +50 defense and counterattacks. Set Up is dumb because you'll already have a ludicrous crit rate. And why even consider Exploit Weakness when Total Thuggery is available.&lt;br /&gt;
&lt;br /&gt;
'''Battle Tactics:''' Greater weapon focus is awesome, especially when a marauder with 100 dex can expect a 60% activation rate on this talent late game. It's worth 5/5 eventually. Step Up is a good mobility option and you can basically choose between 5 points in it or the Steamroller prodigy. Hopefully you'll be killing things too quickly for Bleeding Edge to pay off, and not dying fast enough for True Grit to kick in.&lt;br /&gt;
&lt;br /&gt;
===Generic Talents===&lt;br /&gt;
&lt;br /&gt;
'''Field Control:''' Ignore it. Maybe a single point in Disengage at level 1, but seriously, you have so many ways to run away from things that this shouldn't be necessary. Track is worth picking up from an escort though.&lt;br /&gt;
&lt;br /&gt;
'''Combat Training:''' Dagger mastery is an obvious choice along with Thick Skin. Max Armor Training if running an armor-based build. Maxing accuracy is generally not necessary with high-dexterity classes, but a point there once in a while.&lt;br /&gt;
&lt;br /&gt;
'''Mobility:''' Keep the starting point in Hack-n-Back as a simple escape early game. Defense marauders will want to max Mobile Defense. Light of Foot is not at all helpful because it's eclipsed by the Combat Veteran stamina regeneration, and you won't be spending much of your combat time walking around. Strider can be useful just for a low rush cooldown, but is totally not worth the investment if you go with Steamroller as a prodigy.&lt;br /&gt;
&lt;br /&gt;
'''Thuggery:''' The only unique tree a marauder gets, but man is it good. Skullcracker will always be helpful, but unless you find Garkul's helmet or something else with a ridiculous multiplier, it actually might be worth spending points elsewhere first, like on Riot-born and Vicious Strikes, because stun resist and +crit is super useful. Total Thuggery is a big choice, and very good if you have the stamina and stamina regen for it. If you're using it, it needs 5/5 or else a single flurry will knock you 60+ stamina at high fatigue. It also requires some investment in passive stamina regen talents and Bloodbath. It's totally possible to win without it, even if it is worth at least +25% damage on late-game bosses. If you find some good artifacts with +phys penetration mid to late game, it's probably worth skipping.&lt;br /&gt;
&lt;br /&gt;
'''Conditioning:''' This is what you're pumping Constitution for. Vitality and Unflinching Resolve will take care of status conditions. Daunting Presence could be helpful if you're getting surrounded, but it's not such a great investment. At least 1 point in Adrenaline Surge can save your life if you run out of stamina in a pinch. Pop it, pop Unstoppable, flip the table on whatever was after you and murder everything.&lt;br /&gt;
&lt;br /&gt;
'''Survival:''' Pick up what you need from escorts and save your generics for the better stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Leveling/Strategy===&lt;br /&gt;
&lt;br /&gt;
Race notes: Cornacs are a good choice because marauders are always wanting for generics and an extra inscription slot early can carry you through the T1 dungeons. Thalore and Shalore both play out well late game (+resist all, or plus duration on Blinding Speed and GWF, both great but costly in talent points). Both undead make decent marauders with their +stat skills, even if generics will be thin and ghouls are sloooow. Highers and Yeeks don't get much synergy. In general, because marauders have so many places to spend points in, the faster leveling races are better early on.&lt;br /&gt;
&lt;br /&gt;
An escape inscription is top priority. Disengage/Hack-n-Back are worthless against the real threats (mages will toast you from range, solipsists will brainfry you from range, etc). Movement infusions are on par with even a controlled phase door because you will be doing nothing from distance except closing that distance or running away as fast as possible. That means you should search Zigur/Angolwen/Last Hope and save up for one! Later on, a shield rune will probably be a good addition unless you'd prefer to ramp up HP regen (and maybe fungus) instead, meaning you'd rather regen/heal than prevent smaller amounts of damage.&lt;br /&gt;
&lt;br /&gt;
You'll be playing like different classes at different points in the game. At the start, your damage will be meager but your defense will carry you, so kite things, stab things, and generally play rogue-y with opportunistic stuns and headbeatings. Concentrate on dexterity, spread points around pretty much all of the unlocked trees but Combat Veteran and Field Control. Unlock Bloodbath at level 10 and now you're a berserker. Rush things down, kill them, kill their friends. At this point the stuns and confusion and dagger on-hit effects will be locking down single targets pretty effectively, and your survivability goes way up once you pump constitution and grab the Conditioning talents. At level 20, you could either 1) grab an infusion slot and spend points on stamina regen and Total Thuggery, 2) grab battle tactics for GWF and 12-hit flurry things to death, or 3) grab poison/tactics and sink points into it. Defense marauders want cunning at this point, armored ones want strength. Once you have your first prodigy and enough points to get Cunning/Tactics or Total Thuggery running, the rest of the game is pretty variable and depends on def/armor build, but you'll be slaughtering stuff like a true marauder either way.&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
Marauders have a lot of good prodigies. Steamroller is a good choice because you'll be headsmacking things to death fast and it saves you from having to invest in Strider. That said, 4-5 points in Strider plus the Glory of the Pride artifact ring means a 6-7 turn Rush cooldown anyway. I Can Carry The World is always good. Giant Leap is actually a really fun mobility option, because it's an escape plus a big hit. The defensive ones aren't very helpful because Vitality, Unflinching Resolve and Riot-born should be keeping you safe already. One the dex side, WINDBLAAADE will kill everything in a ten mile radius and potentially hit (and crit) 4 times with GWF. Eye of the Tiger solves not-enough-buttons problems, but the other cunning talents aren't as useful.&lt;br /&gt;
&lt;br /&gt;
So yeah, big post but marauders are great. Happy headbashing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ghoul Marauder Guide==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=203#post423628227&lt;br /&gt;
&lt;br /&gt;
Marauder: (I played as a ghoul, getting out of the starting dungeon on nightmare is hell and ridiculously difficult but once you do that it becomes a great class/race combo)&lt;br /&gt;
&lt;br /&gt;
Stat points: con/dex spread with enough str to get armor.&lt;br /&gt;
&lt;br /&gt;
Class points:&lt;br /&gt;
* 1) Get 1 point in pretty much everything (off weapon offense and defense, dual strike, rush, flurry, whirlwind, dirty fighting) as soon as it becomes available/possible. None of these need more than 1 point until much later.&lt;br /&gt;
* 2) Max the health regen skill in the combat veteran tree&lt;br /&gt;
* 3) Unlock bloodbath tree and go 5/5/1/5 in it.&lt;br /&gt;
* 4) Rest of class points don't really matter, just do your best to keep your health regen extremely high at all times&lt;br /&gt;
&lt;br /&gt;
Generic points&lt;br /&gt;
* 1) Max Retch, abuse it&lt;br /&gt;
* 2) Max riot born (not sure of name, the one that gives stun/confusion resist) by level 20 or so.&lt;br /&gt;
* 3) You want to have 5/1/5/1 in the conditioning tree eventually.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Solipsist_Guide_1.1.5&amp;diff=6622</id>
		<title>Goon Solipsist Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Solipsist_Guide_1.1.5&amp;diff=6622"/>
				<updated>2014-01-25T03:49:23Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=135#post411836903&lt;br /&gt;
&lt;br /&gt;
The common advice is to &amp;quot;pick two trees and Solipsism&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Distortion''' takes some time to get rolling, but ends up as a AOE monster with Maelstrom and the bolt. It has the advantage of being longer ranged than any of your other options.&lt;br /&gt;
&lt;br /&gt;
'''Psychic Assault''' is straight damage. Mind Sear is a good thing regardless of your chosen trees, but the last skill in the tree is also useful to reduce mind saves if you're relying heavily on status effects.&lt;br /&gt;
&lt;br /&gt;
'''Feedback''' I'm not particularly familiar with; I vaguely recall it as mainly a passive everything-around-me-gradually-dies thing that lets you spend a lot of actions on defense.&lt;br /&gt;
&lt;br /&gt;
The default forge tree ('''Dream Smith''') is just damage with a few status effects, again, but is mostly melee range.&lt;br /&gt;
&lt;br /&gt;
The locked '''Dream Forge''' tree is super defensive: Forge Armor and Forge Shield will cut a lot of damage, Forge Bellows gives some breathing room and almost always breaks LOS, Forge Echoes is more passive damage and can also fuck up spellcasters.&lt;br /&gt;
&lt;br /&gt;
'''Nightmare''' is a powerful status tree. Inner Demons is disgusting even after being nerfed.&lt;br /&gt;
&lt;br /&gt;
'''Slumber''' buffs your sleeps considerably, and so synergizes well with Nightmare.&lt;br /&gt;
&lt;br /&gt;
'''Thought-Forms''' is a pet tree, and while your pets start kind of meh later on they can be either a good source of damage or a durable distraction.&lt;br /&gt;
&lt;br /&gt;
'''Solipsism''' is really powerful. The first skill shouldn't be maxed to start, and probably not ever, otherwise when you most need to escape you will also have a big speed penalty and no Psi.&lt;br /&gt;
&lt;br /&gt;
There is a lot of internal synergy in most of the trees, so specialization is usually better than spreading yourself out.&lt;br /&gt;
&lt;br /&gt;
==Other Tips==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=60&amp;amp;t=38190&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Solipsist_Guide_1.1.5&amp;diff=6621</id>
		<title>Goon Solipsist Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Solipsist_Guide_1.1.5&amp;diff=6621"/>
				<updated>2014-01-25T03:48:50Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Guide 1== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=135#post411836903  The common advice is to &amp;quot;pick two trees an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=135#post411836903&lt;br /&gt;
&lt;br /&gt;
The common advice is to &amp;quot;pick two trees and Solipsism&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Distortion''' takes some time to get rolling, but ends up as a AOE monster with Maelstrom and the bolt. It has the advantage of being longer ranged than any of your other options.&lt;br /&gt;
&lt;br /&gt;
'''Psychic Assault''' is straight damage. Mind Sear is a good thing regardless of your chosen trees, but the last skill in the tree is also useful to reduce mind saves if you're relying heavily on status effects.&lt;br /&gt;
&lt;br /&gt;
'''Feedback''' I'm not particularly familiar with; I vaguely recall it as mainly a passive everything-around-me-gradually-dies thing that lets you spend a lot of actions on defense.&lt;br /&gt;
&lt;br /&gt;
The default forge tree ('''Dream Smith''') is just damage with a few status effects, again, but is mostly melee range.&lt;br /&gt;
&lt;br /&gt;
The locked '''Dream Forge''' tree is super defensive: Forge Armor and Forge Shield will cut a lot of damage, Forge Bellows gives some breathing room and almost always breaks LOS, Forge Echoes is more passive damage and can also fuck up spellcasters.&lt;br /&gt;
&lt;br /&gt;
'''Nightmare''' is a powerful status tree. Inner Demons is disgusting even after being nerfed.&lt;br /&gt;
&lt;br /&gt;
'''Slumber''' buffs your sleeps considerably, and so synergizes well with Nightmare.&lt;br /&gt;
&lt;br /&gt;
'''Thought-Forms''' is a pet tree, and while your pets start kind of meh later on they can be either a good source of damage or a durable distraction.&lt;br /&gt;
&lt;br /&gt;
'''Solipsism''' is really powerful. The first skill shouldn't be maxed to start, and probably not ever, otherwise when you most need to escape you will also have a big speed penalty and no Psi.&lt;br /&gt;
&lt;br /&gt;
There is a lot of internal synergy in most of the trees, so specialization is usually better than spreading yourself out.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Mindslayer_Guide_1.1.5&amp;diff=6620</id>
		<title>Goon Mindslayer Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Mindslayer_Guide_1.1.5&amp;diff=6620"/>
				<updated>2014-01-25T03:44:32Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Class Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Melee Mindslayer Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=162#post417174287&lt;br /&gt;
&lt;br /&gt;
Mine was something like:&lt;br /&gt;
&lt;br /&gt;
At the start:&lt;br /&gt;
* Hit Wil and Cun hard at the start, primarily the former.&lt;br /&gt;
* Start with Kinetic Shield 1, Kinetic Aura 1, Telekinetic Smash 1. Get Mindlash to 5 asap for a ranged option and for survivability early on.&lt;br /&gt;
* Get Augmentation to 5. If you've been pumping Willpower this should give you enough STR along the way to get Armor Training. Keep getting Armor Training as it becomes available, because you want to be a walking steel blob if possible.&lt;br /&gt;
* Meanwhile, put points into accuracy and damage masteries, but only ever 3 at once and remove them each level before you spend points you actually want to spend. They'll be useless once you get mindstars.&lt;br /&gt;
* Once you complete Norgos, you should have just about enough money for an infusion, so check the towns for a beefy wil or cun regeneration infusion. If you don't get one, restart.&lt;br /&gt;
* Clear out the T1s. You should be over level 10 with a decent stack of money. Take it to Zigur, get mindstar training, get a T3 mind mindstar if possible. Get a second when you can for kicks, but having one of them is important because that'll affect your mindlash cooldown and important mindslayer abilities. Immediately take all those generics you've been saving up and dump them into 5ing anime mind blades. Keep saving the rest, you'll need them.&lt;br /&gt;
* Once Augmentation's at 5, get all three shields at 1 and Shield Mastery. Get two auras at 1 and Conduit them.&lt;br /&gt;
* When you hit 20, get Mindslayer / Finer Energy Projection. Take all those points you've been spending and 5 Reshape Weapon and 5 Reshape Armor as soon as possible. Once you've got these, lay off the Cunning and switch to getting your Constitution up to par. Meanwhile, reshape all your heavy armor and mindstars to seriously beef yourself out.&lt;br /&gt;
&lt;br /&gt;
General mid-late game:&lt;br /&gt;
* Ideally you want to end up wielding three reshaped mind-damage mindstars, and be collecting all the +mind% gear you can get... but mindstar tiers are much more important than weapon tiers, so you might have to deal with Nature stars for a while. Check Zigur and Last Hope for a nice purple massive T3 armor.&lt;br /&gt;
* Class skills generally focus on getting my shields maxed out, then beefing up my conduit auras. Mindblades do enough damage that I generally find you can leave the auras and sort out your defences first. After I've got 3 shields and 2 auras up to par I'll generally hit up Focused Channeling for kicks.&lt;br /&gt;
* Generic skills max out Thick Skin and Armor and a critical race talent or two, then save for Fungus. You're probably not going to have enough points for Fungus and AM, but Fungus helps keep you in top shape while you're waiting for shields to come back up.&lt;br /&gt;
* If you've not had good loot luck - or even you have - consider running a couple of farportals to get to level 30 before Dreadfell. It'll make Dreadfell harder, but Superpower will push your damage through the roof and bumping the Master for 1k is very big and clever. (I think the maths work out better than Mental Tyranny at this point, especially on mindstars.)&lt;br /&gt;
* Level 36 and Wrym Bile went towards Fungus and a movement infusion.&lt;br /&gt;
&lt;br /&gt;
Beamed is probably correct, you should probably get shields earlier than I do, but the T1s will get you to about level 12 so it's not too much of a big deal if you can kite things with mindlash and careful play or tank them with a beefy regeneration infusion or a T3 heavy armor until then. I had a hard time around level 25, but once you bull through to 30 Superpower will mince things so hard it's untrue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Mindslayer Guide 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=222#post424143081&lt;br /&gt;
&lt;br /&gt;
Here's a guide to melee mindslayers, since people have been requesting guides lately.&lt;br /&gt;
&lt;br /&gt;
Rather than focusing on aura spikes and making your mindlash as ridiculous as possible, which is probably the strongest mindslayer build, melee mindslayers are all about bump attacking. The mindstar mastery tree (which must be bought from Zigur) is essential to making this work. Regular melee weapons don't have the mind stats, and non-psiblade mindstars do no damage. Antimagic is also highly recommended; with the fungus tree and antimagic shield you go from squishy to nearly invulnerable. Here's some details on how I built mine:&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Start off by getting cun and will as necessary to unlock your various talents. At that point transition to an even mix of will/cun/con. Once those are maxed out put the remaining points in strength.&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
Your class talents actually aren't that interesting. I ended up dumping a lot of points into thing because I wasn't sure where to put them. You'll definitely want to spend a cat point to unlock mobility, unlocking grip is up to you, but if you don't unlock it you might struggle to find a way to actually use all your points.&lt;br /&gt;
&lt;br /&gt;
'''Absorption'''&lt;br /&gt;
5/5/5/5, no question. Mindslayers have a pretty heavy negative HP modifier, and these go a long way towards keeping you from dying. You want 5 in the first three shields for maximum damage reduction, and 5 in the last talent so you can cover every type of damage. You'll normally roll with 2 of these active (you can't have all three active) to suit whichever area you're in. If you ever find yourself in danger, say you're below 50% hp or you're in LoS of a ton of high damage enemies, you immediately spike all three shields, then use absorption mastery and turn back on your appropriate shields. This takes no game time and will give you a huge damage buffer while you kill the threat or run away.&lt;br /&gt;
&lt;br /&gt;
'''Projection'''&lt;br /&gt;
I recommend going 5/5/0/0, but giving this tree a fairly low priority after the first two points. Spiking these is a good source of damage before level 15 or so, after which you'll just be using them with the conduit ability to buff your mind weapon. There's no point in putting any in the mastery, since cooldowns are not relevant when you're using them with conduit.&lt;br /&gt;
&lt;br /&gt;
'''Psi-Fighting'''&lt;br /&gt;
I don't have any strong point guidelines for this one. Telekinetic Smash is a nice damage spike at 1 point, but adding more doesn't increase its damage all that much. Augmentation will make you a bit stronger with every point you put in it, dump points in here when you're unsure what else to do with them. Conduit will buff the damage your telekineticly wielded weapon does at the cost of disabling your auras. Put 1 point in this ASAP but max it late. Frenzied psifighting looked gimmiky so i avoided it, but that could have been a mistake for all I know.&lt;br /&gt;
&lt;br /&gt;
'''Augmented Mobility'''&lt;br /&gt;
1/1/5/5. You need mobility as a melee character and this is the main way to get it. Mindhook is handy but not really necessary. You can add more points if you like. I never found much of a use for quick as thought, it's like a crappy movement infusion that costs a ton of psi. You won't need it on top of your other mobility. Telekinetic leap is great, hop over enemies with a decent range and low cooldown. Shattering charge is your burst damage skill. Great for 1 shotting mages (who don't have bone shield). Note that you need to have your physical shield spiked or available to be spiked or this move will be unusable.&lt;br /&gt;
&lt;br /&gt;
'''Grip'''&lt;br /&gt;
If you take it, at least get 1/1/5/5. Deflection makes you tankier, but by the time you can start pumping points into it the main ranged threats will be beams and AoEs which it doesn't help against. Bind is useful in edge cases, but it's not worth spending points to increase the duration. All it does is keep your target from non-magically moving. Implode is a large slow and decent DoT. Combine with your other slows to really lock down bosses. Grasp makes your telekineticly wielded weapon stronger, you should eventually have 5 points in it.&lt;br /&gt;
&lt;br /&gt;
'''Focus'''&lt;br /&gt;
0/0/0/0. Far and away the worst tree in the game. Do not touch.&lt;br /&gt;
&lt;br /&gt;
===Generic Talents===&lt;br /&gt;
Since you're adding fungus, mindstar and AM here, your points are actually pretty sparse. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
'''Survival'''&lt;br /&gt;
0/0/0/0. Not worth the your precious generic points. Piercing sight and heightened senses can be picked up from thief escorts, though.&lt;br /&gt;
&lt;br /&gt;
'''Combat Training'''&lt;br /&gt;
Before you get psiblades you'll need some combat accuracy to actually hit stuff, but be sure to keep the points in it re-assignable because it will be useless once you translate to mindstars. 5 thick skin because it's thick skin. Eventually you should have 3 armor mastery because the best mindslayer armor in the game is plate. That said, before you find those tier 5 artifacts you should just prioritize life, heal mod, cun, will and mindpower on your body armor.&lt;br /&gt;
&lt;br /&gt;
'''Voracity'''&lt;br /&gt;
1/1/1/0&lt;br /&gt;
1 point wonders that can restore your psi in a pinch. The one that slows is good for stacking slow on bosses. The one that freezes is actually pretty strong CC. It might be worth putting more points in if you can scrounge them up. You don't need insatiable, I never had trouble managing my psi without it.&lt;br /&gt;
&lt;br /&gt;
'''Mental Discipline'''&lt;br /&gt;
1/1+/4/0&lt;br /&gt;
1 point in aura discipline to unlock the others, you won't be using it. As many points as you can fit in shield discipline, but it's pretty low priority. 4 points in Iron Will for stun resist, the 5th point has severely diminished returns. Highly Trained Mind isn't good enough to justify using your generics on it.&lt;br /&gt;
&lt;br /&gt;
'''Fungus'''&lt;br /&gt;
5/1/5/1&lt;br /&gt;
It's one third of the equation that makes you nearly invulnerable. It's also your main form of equilibrium reduction.&lt;br /&gt;
&lt;br /&gt;
'''Antimagic'''&lt;br /&gt;
1/1/5/0&lt;br /&gt;
You need the damage reduction from antimagic shield. Resolve and silence are still strong at 1 point each. Give mana clash a pass.&lt;br /&gt;
&lt;br /&gt;
'''Mindstar Mastery'''&lt;br /&gt;
5/1+/1+/0&lt;br /&gt;
Buy this at Zigur as soon as you can scrounge up 500 gold. Then upgrade it there as soon as your can scrounge up 750 gold. Getting psiblades to 5 is essential for your damage output. Thorn grab and leaves tide are good at one point. They're even better with more points but are low priority. Thorn grab is a dot and a slow that is instant usage. Use it on threatening enemies. Leaves Tide is a strong AoE dot AND evasion booster. It's good both for clearing groups and tough fights. Nature's equilibrium might be worth 1 point just for the damage, but the weird heal made me avoid it since you don't have anything to heal with it.&lt;br /&gt;
&lt;br /&gt;
'''Racial Tree'''&lt;br /&gt;
You want a race with 1 point wonder skills. I went Higher, mainly because they're the master race, and got some good use out of highborn's bloom. Highborn's bloom&amp;gt;spike every shield&amp;gt;reset shields&amp;gt;shattering charge can all be done in a single turn, and it's nice to still be at full psi at the end of it. Honestly, any race other than cornac or undead would probably be fine. I'd only go cornac if you want both the grip tree and 5 infusions. Undead require a lot of generic points, have a bitch of a time learning mindstar mastery and can't learn antimagic/fungus so they're not really an option.&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
Superpower and Mental Tyranny (in that order, if you can manage 50 str at level 30) are so good it's hard to justify any other prodigies. They're big boosts to your damage output, and by the time I hit 50 I had a mindpower of 105 thanks to superpower. The prodigy that buffs your antimagic shield might be worth taking over mental tyranny at 42, but if you can't take superpower at 30, then you should definitely take mental tyranny.&lt;br /&gt;
&lt;br /&gt;
===Infusions===&lt;br /&gt;
Get the two biggest regen infusions you can find and have one of them on all the time. Right click them and set them to use when available once you've put 5/1/5/1 in fungus. Unless you can max stun immunity you'll want a physical wild infusion, otherwise it's your choice. Keep in mind there are plenty of annoying and potentially deadly physical afflictions that aren't stun. Your fourth slot should be a movement infusion. If you can fit a fifth, get heroism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mindslayers are extremely reliant on sustains. By the the time you get rolling you should have, at any given time, 2 psi shields, antimagic shield, beyond the flesh, augmentation, conduit channeling 2 auras, mental tyranny if you took it, and wild growth active. This gives you strong bump attacks and makes you incredibly tanky. Your telekineticly wielded weapon should be the biggest, gnarliest 2 hander you can find. Only replace it with a mindstar if you find 3 extremely strong mindstars and have already taken superpower.&lt;br /&gt;
&lt;br /&gt;
A note about your tankiness: Your one vulnerability is single, huge hits. If you take 100 damage 30 times in a turn your shields will eat all of it and any that gets through will be healed by your regen infusions. If you take a single hit of 1500 damage your shields will mitigate 200 of it and then you'll be 1 shot because mindslayers don't have much HP. The main threats you have to watch for are anything with You Shall be my Weapon, and berserker/corrupter/archer boss/vault enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=111702&amp;amp;perpage=40&amp;amp;pagenumber=2#post411104882&lt;br /&gt;
&lt;br /&gt;
For Mindslayer, max Willpower, put your other stat points into cunning and constitution. If you're going extremely melee, you can put some strength in there somewhere.&lt;br /&gt;
&lt;br /&gt;
Get a point or two in Kinetic Aura to start, then max Kinetic Shield and Augmentation. You also want at least one point in each of the shields as soon as you can. Your shields are instant speed, so you can toggle them all on and off instantly to spike them for damage shields in case of emergency or dangerous enemy. 5/5 Absorption Mastery will let them collectively cover every damage type in the game, but you can only have two up at once so tailor your shields to common enemies in the area. For example, Rhaloren Camp has a bunch of melee enemies (physical), elven mages (physical and lightning) and elven tempests (lightning), so you want to run around with Kinetic and Charged shield.&lt;br /&gt;
&lt;br /&gt;
Mindlash starts out mediocre, but once you pick up a tier-2 or better mindstar gets significantly better. Even one point in Reach will up the range on your leeches, so you want that early, but it's otherwise bad until you get a good mindstar/gem.&lt;br /&gt;
&lt;br /&gt;
Mindslayers generally start off as a melee class with a few nukes and transition into a nuker role as the game progresses, but you can hew closely to one or the other if you want. Focus is the nuke tree,&lt;br /&gt;
&lt;br /&gt;
For generic points, Kinetic Leech is amazing, Shield Discipline is really good, Voracity is helpful if you're trying to go primarily nukey, fatigue will kick your ass so don't wear heavy armor unless you have Finer Energy Manipulations.&lt;br /&gt;
&lt;br /&gt;
Speaking of FEM, you have three locked trees: Finer Energy Manipulations, Grip, and Mobility. All the talents in Mobility are terrible but they are literally your only non-inscription source of mobility stuff so if you are primarily melee you will want to take it. Finer Energy Manipulations will make all your equipment better and can alleviate psi problems. Grip has Implode, which is godly, Deflect Projectiles, which is nice against projectile enemies, and Greater Telekinetic Grip which will improve your psionic focus's melee damage. Focus tree is another option for where to put your category points - Mindlash scales linearly with talent level, rather than logarithmically, so it's actually a pretty big damage boost.&lt;br /&gt;
&lt;br /&gt;
Antimagic mindslayers can be tanky as hell between antimagic shields, fungus tree, and psi shields, but that puts you in a critical shortage of generic and category points, and is best done with a cornac.&lt;br /&gt;
&lt;br /&gt;
One funny strategy I've heard of is beelining the Derth alchemist's elixirs to get the Lifebinding Emerald from him. This can get you a really early tier 5 gem and makes Mindlash really good even fairly early. Getting a nice mindstar from a chest will have the same effect.&lt;br /&gt;
&lt;br /&gt;
==Other Tips==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=60&amp;amp;t=37004&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Mindslayer_Guide_1.1.5&amp;diff=6619</id>
		<title>Goon Mindslayer Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Mindslayer_Guide_1.1.5&amp;diff=6619"/>
				<updated>2014-01-25T03:44:02Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Tips 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Melee Mindslayer Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=162#post417174287&lt;br /&gt;
&lt;br /&gt;
Mine was something like:&lt;br /&gt;
&lt;br /&gt;
At the start:&lt;br /&gt;
* Hit Wil and Cun hard at the start, primarily the former.&lt;br /&gt;
* Start with Kinetic Shield 1, Kinetic Aura 1, Telekinetic Smash 1. Get Mindlash to 5 asap for a ranged option and for survivability early on.&lt;br /&gt;
* Get Augmentation to 5. If you've been pumping Willpower this should give you enough STR along the way to get Armor Training. Keep getting Armor Training as it becomes available, because you want to be a walking steel blob if possible.&lt;br /&gt;
* Meanwhile, put points into accuracy and damage masteries, but only ever 3 at once and remove them each level before you spend points you actually want to spend. They'll be useless once you get mindstars.&lt;br /&gt;
* Once you complete Norgos, you should have just about enough money for an infusion, so check the towns for a beefy wil or cun regeneration infusion. If you don't get one, restart.&lt;br /&gt;
* Clear out the T1s. You should be over level 10 with a decent stack of money. Take it to Zigur, get mindstar training, get a T3 mind mindstar if possible. Get a second when you can for kicks, but having one of them is important because that'll affect your mindlash cooldown and important mindslayer abilities. Immediately take all those generics you've been saving up and dump them into 5ing anime mind blades. Keep saving the rest, you'll need them.&lt;br /&gt;
* Once Augmentation's at 5, get all three shields at 1 and Shield Mastery. Get two auras at 1 and Conduit them.&lt;br /&gt;
* When you hit 20, get Mindslayer / Finer Energy Projection. Take all those points you've been spending and 5 Reshape Weapon and 5 Reshape Armor as soon as possible. Once you've got these, lay off the Cunning and switch to getting your Constitution up to par. Meanwhile, reshape all your heavy armor and mindstars to seriously beef yourself out.&lt;br /&gt;
&lt;br /&gt;
General mid-late game:&lt;br /&gt;
* Ideally you want to end up wielding three reshaped mind-damage mindstars, and be collecting all the +mind% gear you can get... but mindstar tiers are much more important than weapon tiers, so you might have to deal with Nature stars for a while. Check Zigur and Last Hope for a nice purple massive T3 armor.&lt;br /&gt;
* Class skills generally focus on getting my shields maxed out, then beefing up my conduit auras. Mindblades do enough damage that I generally find you can leave the auras and sort out your defences first. After I've got 3 shields and 2 auras up to par I'll generally hit up Focused Channeling for kicks.&lt;br /&gt;
* Generic skills max out Thick Skin and Armor and a critical race talent or two, then save for Fungus. You're probably not going to have enough points for Fungus and AM, but Fungus helps keep you in top shape while you're waiting for shields to come back up.&lt;br /&gt;
* If you've not had good loot luck - or even you have - consider running a couple of farportals to get to level 30 before Dreadfell. It'll make Dreadfell harder, but Superpower will push your damage through the roof and bumping the Master for 1k is very big and clever. (I think the maths work out better than Mental Tyranny at this point, especially on mindstars.)&lt;br /&gt;
* Level 36 and Wrym Bile went towards Fungus and a movement infusion.&lt;br /&gt;
&lt;br /&gt;
Beamed is probably correct, you should probably get shields earlier than I do, but the T1s will get you to about level 12 so it's not too much of a big deal if you can kite things with mindlash and careful play or tank them with a beefy regeneration infusion or a T3 heavy armor until then. I had a hard time around level 25, but once you bull through to 30 Superpower will mince things so hard it's untrue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Mindslayer Guide 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=222#post424143081&lt;br /&gt;
&lt;br /&gt;
Here's a guide to melee mindslayers, since people have been requesting guides lately.&lt;br /&gt;
&lt;br /&gt;
Rather than focusing on aura spikes and making your mindlash as ridiculous as possible, which is probably the strongest mindslayer build, melee mindslayers are all about bump attacking. The mindstar mastery tree (which must be bought from Zigur) is essential to making this work. Regular melee weapons don't have the mind stats, and non-psiblade mindstars do no damage. Antimagic is also highly recommended; with the fungus tree and antimagic shield you go from squishy to nearly invulnerable. Here's some details on how I built mine:&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Start off by getting cun and will as necessary to unlock your various talents. At that point transition to an even mix of will/cun/con. Once those are maxed out put the remaining points in strength.&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
Your class talents actually aren't that interesting. I ended up dumping a lot of points into thing because I wasn't sure where to put them. You'll definitely want to spend a cat point to unlock mobility, unlocking grip is up to you, but if you don't unlock it you might struggle to find a way to actually use all your points.&lt;br /&gt;
&lt;br /&gt;
'''Absorption'''&lt;br /&gt;
5/5/5/5, no question. Mindslayers have a pretty heavy negative HP modifier, and these go a long way towards keeping you from dying. You want 5 in the first three shields for maximum damage reduction, and 5 in the last talent so you can cover every type of damage. You'll normally roll with 2 of these active (you can't have all three active) to suit whichever area you're in. If you ever find yourself in danger, say you're below 50% hp or you're in LoS of a ton of high damage enemies, you immediately spike all three shields, then use absorption mastery and turn back on your appropriate shields. This takes no game time and will give you a huge damage buffer while you kill the threat or run away.&lt;br /&gt;
&lt;br /&gt;
'''Projection'''&lt;br /&gt;
I recommend going 5/5/0/0, but giving this tree a fairly low priority after the first two points. Spiking these is a good source of damage before level 15 or so, after which you'll just be using them with the conduit ability to buff your mind weapon. There's no point in putting any in the mastery, since cooldowns are not relevant when you're using them with conduit.&lt;br /&gt;
&lt;br /&gt;
'''Psi-Fighting'''&lt;br /&gt;
I don't have any strong point guidelines for this one. Telekinetic Smash is a nice damage spike at 1 point, but adding more doesn't increase its damage all that much. Augmentation will make you a bit stronger with every point you put in it, dump points in here when you're unsure what else to do with them. Conduit will buff the damage your telekineticly wielded weapon does at the cost of disabling your auras. Put 1 point in this ASAP but max it late. Frenzied psifighting looked gimmiky so i avoided it, but that could have been a mistake for all I know.&lt;br /&gt;
&lt;br /&gt;
'''Augmented Mobility'''&lt;br /&gt;
1/1/5/5. You need mobility as a melee character and this is the main way to get it. Mindhook is handy but not really necessary. You can add more points if you like. I never found much of a use for quick as thought, it's like a crappy movement infusion that costs a ton of psi. You won't need it on top of your other mobility. Telekinetic leap is great, hop over enemies with a decent range and low cooldown. Shattering charge is your burst damage skill. Great for 1 shotting mages (who don't have bone shield). Note that you need to have your physical shield spiked or available to be spiked or this move will be unusable.&lt;br /&gt;
&lt;br /&gt;
'''Grip'''&lt;br /&gt;
If you take it, at least get 1/1/5/5. Deflection makes you tankier, but by the time you can start pumping points into it the main ranged threats will be beams and AoEs which it doesn't help against. Bind is useful in edge cases, but it's not worth spending points to increase the duration. All it does is keep your target from non-magically moving. Implode is a large slow and decent DoT. Combine with your other slows to really lock down bosses. Grasp makes your telekineticly wielded weapon stronger, you should eventually have 5 points in it.&lt;br /&gt;
&lt;br /&gt;
'''Focus'''&lt;br /&gt;
0/0/0/0. Far and away the worst tree in the game. Do not touch.&lt;br /&gt;
&lt;br /&gt;
'''Generic Talents'''&lt;br /&gt;
Since you're adding fungus, mindstar and AM here, your points are actually pretty sparse. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
'''Survival'''&lt;br /&gt;
0/0/0/0. Not worth the your precious generic points. Piercing sight and heightened senses can be picked up from thief escorts, though.&lt;br /&gt;
&lt;br /&gt;
'''Combat Training'''&lt;br /&gt;
Before you get psiblades you'll need some combat accuracy to actually hit stuff, but be sure to keep the points in it re-assignable because it will be useless once you translate to mindstars. 5 thick skin because it's thick skin. Eventually you should have 3 armor mastery because the best mindslayer armor in the game is plate. That said, before you find those tier 5 artifacts you should just prioritize life, heal mod, cun, will and mindpower on your body armor.&lt;br /&gt;
&lt;br /&gt;
'''Voracity'''&lt;br /&gt;
1/1/1/0&lt;br /&gt;
1 point wonders that can restore your psi in a pinch. The one that slows is good for stacking slow on bosses. The one that freezes is actually pretty strong CC. It might be worth putting more points in if you can scrounge them up. You don't need insatiable, I never had trouble managing my psi without it.&lt;br /&gt;
&lt;br /&gt;
'''Mental Discipline'''&lt;br /&gt;
1/1+/4/0&lt;br /&gt;
1 point in aura discipline to unlock the others, you won't be using it. As many points as you can fit in shield discipline, but it's pretty low priority. 4 points in Iron Will for stun resist, the 5th point has severely diminished returns. Highly Trained Mind isn't good enough to justify using your generics on it.&lt;br /&gt;
&lt;br /&gt;
'''Fungus'''&lt;br /&gt;
5/1/5/1&lt;br /&gt;
It's one third of the equation that makes you nearly invulnerable. It's also your main form of equilibrium reduction.&lt;br /&gt;
&lt;br /&gt;
'''Antimagic'''&lt;br /&gt;
1/1/5/0&lt;br /&gt;
You need the damage reduction from antimagic shield. Resolve and silence are still strong at 1 point each. Give mana clash a pass.&lt;br /&gt;
&lt;br /&gt;
'''Mindstar Mastery'''&lt;br /&gt;
5/1+/1+/0&lt;br /&gt;
Buy this at Zigur as soon as you can scrounge up 500 gold. Then upgrade it there as soon as your can scrounge up 750 gold. Getting psiblades to 5 is essential for your damage output. Thorn grab and leaves tide are good at one point. They're even better with more points but are low priority. Thorn grab is a dot and a slow that is instant usage. Use it on threatening enemies. Leaves Tide is a strong AoE dot AND evasion booster. It's good both for clearing groups and tough fights. Nature's equilibrium might be worth 1 point just for the damage, but the weird heal made me avoid it since you don't have anything to heal with it.&lt;br /&gt;
&lt;br /&gt;
'''Racial Tree'''&lt;br /&gt;
You want a race with 1 point wonder skills. I went Higher, mainly because they're the master race, and got some good use out of highborn's bloom. Highborn's bloom&amp;gt;spike every shield&amp;gt;reset shields&amp;gt;shattering charge can all be done in a single turn, and it's nice to still be at full psi at the end of it. Honestly, any race other than cornac or undead would probably be fine. I'd only go cornac if you want both the grip tree and 5 infusions. Undead require a lot of generic points, have a bitch of a time learning mindstar mastery and can't learn antimagic/fungus so they're not really an option.&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
Superpower and Mental Tyranny (in that order, if you can manage 50 str at level 30) are so good it's hard to justify any other prodigies. They're big boosts to your damage output, and by the time I hit 50 I had a mindpower of 105 thanks to superpower. The prodigy that buffs your antimagic shield might be worth taking over mental tyranny at 42, but if you can't take superpower at 30, then you should definitely take mental tyranny.&lt;br /&gt;
&lt;br /&gt;
===Infusions===&lt;br /&gt;
Get the two biggest regen infusions you can find and have one of them on all the time. Right click them and set them to use when available once you've put 5/1/5/1 in fungus. Unless you can max stun immunity you'll want a physical wild infusion, otherwise it's your choice. Keep in mind there are plenty of annoying and potentially deadly physical afflictions that aren't stun. Your fourth slot should be a movement infusion. If you can fit a fifth, get heroism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mindslayers are extremely reliant on sustains. By the the time you get rolling you should have, at any given time, 2 psi shields, antimagic shield, beyond the flesh, augmentation, conduit channeling 2 auras, mental tyranny if you took it, and wild growth active. This gives you strong bump attacks and makes you incredibly tanky. Your telekineticly wielded weapon should be the biggest, gnarliest 2 hander you can find. Only replace it with a mindstar if you find 3 extremely strong mindstars and have already taken superpower.&lt;br /&gt;
&lt;br /&gt;
A note about your tankiness: Your one vulnerability is single, huge hits. If you take 100 damage 30 times in a turn your shields will eat all of it and any that gets through will be healed by your regen infusions. If you take a single hit of 1500 damage your shields will mitigate 200 of it and then you'll be 1 shot because mindslayers don't have much HP. The main threats you have to watch for are anything with You Shall be my Weapon, and berserker/corrupter/archer boss/vault enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=111702&amp;amp;perpage=40&amp;amp;pagenumber=2#post411104882&lt;br /&gt;
&lt;br /&gt;
For Mindslayer, max Willpower, put your other stat points into cunning and constitution. If you're going extremely melee, you can put some strength in there somewhere.&lt;br /&gt;
&lt;br /&gt;
Get a point or two in Kinetic Aura to start, then max Kinetic Shield and Augmentation. You also want at least one point in each of the shields as soon as you can. Your shields are instant speed, so you can toggle them all on and off instantly to spike them for damage shields in case of emergency or dangerous enemy. 5/5 Absorption Mastery will let them collectively cover every damage type in the game, but you can only have two up at once so tailor your shields to common enemies in the area. For example, Rhaloren Camp has a bunch of melee enemies (physical), elven mages (physical and lightning) and elven tempests (lightning), so you want to run around with Kinetic and Charged shield.&lt;br /&gt;
&lt;br /&gt;
Mindlash starts out mediocre, but once you pick up a tier-2 or better mindstar gets significantly better. Even one point in Reach will up the range on your leeches, so you want that early, but it's otherwise bad until you get a good mindstar/gem.&lt;br /&gt;
&lt;br /&gt;
Mindslayers generally start off as a melee class with a few nukes and transition into a nuker role as the game progresses, but you can hew closely to one or the other if you want. Focus is the nuke tree,&lt;br /&gt;
&lt;br /&gt;
For generic points, Kinetic Leech is amazing, Shield Discipline is really good, Voracity is helpful if you're trying to go primarily nukey, fatigue will kick your ass so don't wear heavy armor unless you have Finer Energy Manipulations.&lt;br /&gt;
&lt;br /&gt;
Speaking of FEM, you have three locked trees: Finer Energy Manipulations, Grip, and Mobility. All the talents in Mobility are terrible but they are literally your only non-inscription source of mobility stuff so if you are primarily melee you will want to take it. Finer Energy Manipulations will make all your equipment better and can alleviate psi problems. Grip has Implode, which is godly, Deflect Projectiles, which is nice against projectile enemies, and Greater Telekinetic Grip which will improve your psionic focus's melee damage. Focus tree is another option for where to put your category points - Mindlash scales linearly with talent level, rather than logarithmically, so it's actually a pretty big damage boost.&lt;br /&gt;
&lt;br /&gt;
Antimagic mindslayers can be tanky as hell between antimagic shields, fungus tree, and psi shields, but that puts you in a critical shortage of generic and category points, and is best done with a cornac.&lt;br /&gt;
&lt;br /&gt;
One funny strategy I've heard of is beelining the Derth alchemist's elixirs to get the Lifebinding Emerald from him. This can get you a really early tier 5 gem and makes Mindlash really good even fairly early. Getting a nice mindstar from a chest will have the same effect.&lt;br /&gt;
&lt;br /&gt;
==Other Tips==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=60&amp;amp;t=37004&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Mindslayer_Guide_1.1.5&amp;diff=6618</id>
		<title>Goon Mindslayer Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Mindslayer_Guide_1.1.5&amp;diff=6618"/>
				<updated>2014-01-25T03:42:55Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Melee Mindslayer Guide 1== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=162#post417174287  Mine was something like: ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Melee Mindslayer Guide 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=162#post417174287&lt;br /&gt;
&lt;br /&gt;
Mine was something like:&lt;br /&gt;
&lt;br /&gt;
At the start:&lt;br /&gt;
* Hit Wil and Cun hard at the start, primarily the former.&lt;br /&gt;
* Start with Kinetic Shield 1, Kinetic Aura 1, Telekinetic Smash 1. Get Mindlash to 5 asap for a ranged option and for survivability early on.&lt;br /&gt;
* Get Augmentation to 5. If you've been pumping Willpower this should give you enough STR along the way to get Armor Training. Keep getting Armor Training as it becomes available, because you want to be a walking steel blob if possible.&lt;br /&gt;
* Meanwhile, put points into accuracy and damage masteries, but only ever 3 at once and remove them each level before you spend points you actually want to spend. They'll be useless once you get mindstars.&lt;br /&gt;
* Once you complete Norgos, you should have just about enough money for an infusion, so check the towns for a beefy wil or cun regeneration infusion. If you don't get one, restart.&lt;br /&gt;
* Clear out the T1s. You should be over level 10 with a decent stack of money. Take it to Zigur, get mindstar training, get a T3 mind mindstar if possible. Get a second when you can for kicks, but having one of them is important because that'll affect your mindlash cooldown and important mindslayer abilities. Immediately take all those generics you've been saving up and dump them into 5ing anime mind blades. Keep saving the rest, you'll need them.&lt;br /&gt;
* Once Augmentation's at 5, get all three shields at 1 and Shield Mastery. Get two auras at 1 and Conduit them.&lt;br /&gt;
* When you hit 20, get Mindslayer / Finer Energy Projection. Take all those points you've been spending and 5 Reshape Weapon and 5 Reshape Armor as soon as possible. Once you've got these, lay off the Cunning and switch to getting your Constitution up to par. Meanwhile, reshape all your heavy armor and mindstars to seriously beef yourself out.&lt;br /&gt;
&lt;br /&gt;
General mid-late game:&lt;br /&gt;
* Ideally you want to end up wielding three reshaped mind-damage mindstars, and be collecting all the +mind% gear you can get... but mindstar tiers are much more important than weapon tiers, so you might have to deal with Nature stars for a while. Check Zigur and Last Hope for a nice purple massive T3 armor.&lt;br /&gt;
* Class skills generally focus on getting my shields maxed out, then beefing up my conduit auras. Mindblades do enough damage that I generally find you can leave the auras and sort out your defences first. After I've got 3 shields and 2 auras up to par I'll generally hit up Focused Channeling for kicks.&lt;br /&gt;
* Generic skills max out Thick Skin and Armor and a critical race talent or two, then save for Fungus. You're probably not going to have enough points for Fungus and AM, but Fungus helps keep you in top shape while you're waiting for shields to come back up.&lt;br /&gt;
* If you've not had good loot luck - or even you have - consider running a couple of farportals to get to level 30 before Dreadfell. It'll make Dreadfell harder, but Superpower will push your damage through the roof and bumping the Master for 1k is very big and clever. (I think the maths work out better than Mental Tyranny at this point, especially on mindstars.)&lt;br /&gt;
* Level 36 and Wrym Bile went towards Fungus and a movement infusion.&lt;br /&gt;
&lt;br /&gt;
Beamed is probably correct, you should probably get shields earlier than I do, but the T1s will get you to about level 12 so it's not too much of a big deal if you can kite things with mindlash and careful play or tank them with a beefy regeneration infusion or a T3 heavy armor until then. I had a hard time around level 25, but once you bull through to 30 Superpower will mince things so hard it's untrue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Mindslayer Guide 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=222#post424143081&lt;br /&gt;
&lt;br /&gt;
Here's a guide to melee mindslayers, since people have been requesting guides lately.&lt;br /&gt;
&lt;br /&gt;
Rather than focusing on aura spikes and making your mindlash as ridiculous as possible, which is probably the strongest mindslayer build, melee mindslayers are all about bump attacking. The mindstar mastery tree (which must be bought from Zigur) is essential to making this work. Regular melee weapons don't have the mind stats, and non-psiblade mindstars do no damage. Antimagic is also highly recommended; with the fungus tree and antimagic shield you go from squishy to nearly invulnerable. Here's some details on how I built mine:&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Start off by getting cun and will as necessary to unlock your various talents. At that point transition to an even mix of will/cun/con. Once those are maxed out put the remaining points in strength.&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
Your class talents actually aren't that interesting. I ended up dumping a lot of points into thing because I wasn't sure where to put them. You'll definitely want to spend a cat point to unlock mobility, unlocking grip is up to you, but if you don't unlock it you might struggle to find a way to actually use all your points.&lt;br /&gt;
&lt;br /&gt;
'''Absorption'''&lt;br /&gt;
5/5/5/5, no question. Mindslayers have a pretty heavy negative HP modifier, and these go a long way towards keeping you from dying. You want 5 in the first three shields for maximum damage reduction, and 5 in the last talent so you can cover every type of damage. You'll normally roll with 2 of these active (you can't have all three active) to suit whichever area you're in. If you ever find yourself in danger, say you're below 50% hp or you're in LoS of a ton of high damage enemies, you immediately spike all three shields, then use absorption mastery and turn back on your appropriate shields. This takes no game time and will give you a huge damage buffer while you kill the threat or run away.&lt;br /&gt;
&lt;br /&gt;
'''Projection'''&lt;br /&gt;
I recommend going 5/5/0/0, but giving this tree a fairly low priority after the first two points. Spiking these is a good source of damage before level 15 or so, after which you'll just be using them with the conduit ability to buff your mind weapon. There's no point in putting any in the mastery, since cooldowns are not relevant when you're using them with conduit.&lt;br /&gt;
&lt;br /&gt;
'''Psi-Fighting'''&lt;br /&gt;
I don't have any strong point guidelines for this one. Telekinetic Smash is a nice damage spike at 1 point, but adding more doesn't increase its damage all that much. Augmentation will make you a bit stronger with every point you put in it, dump points in here when you're unsure what else to do with them. Conduit will buff the damage your telekineticly wielded weapon does at the cost of disabling your auras. Put 1 point in this ASAP but max it late. Frenzied psifighting looked gimmiky so i avoided it, but that could have been a mistake for all I know.&lt;br /&gt;
&lt;br /&gt;
'''Augmented Mobility'''&lt;br /&gt;
1/1/5/5. You need mobility as a melee character and this is the main way to get it. Mindhook is handy but not really necessary. You can add more points if you like. I never found much of a use for quick as thought, it's like a crappy movement infusion that costs a ton of psi. You won't need it on top of your other mobility. Telekinetic leap is great, hop over enemies with a decent range and low cooldown. Shattering charge is your burst damage skill. Great for 1 shotting mages (who don't have bone shield). Note that you need to have your physical shield spiked or available to be spiked or this move will be unusable.&lt;br /&gt;
&lt;br /&gt;
'''Grip'''&lt;br /&gt;
If you take it, at least get 1/1/5/5. Deflection makes you tankier, but by the time you can start pumping points into it the main ranged threats will be beams and AoEs which it doesn't help against. Bind is useful in edge cases, but it's not worth spending points to increase the duration. All it does is keep your target from non-magically moving. Implode is a large slow and decent DoT. Combine with your other slows to really lock down bosses. Grasp makes your telekineticly wielded weapon stronger, you should eventually have 5 points in it.&lt;br /&gt;
&lt;br /&gt;
'''Focus'''&lt;br /&gt;
0/0/0/0. Far and away the worst tree in the game. Do not touch.&lt;br /&gt;
&lt;br /&gt;
'''Generic Talents'''&lt;br /&gt;
Since you're adding fungus, mindstar and AM here, your points are actually pretty sparse. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
'''Survival'''&lt;br /&gt;
0/0/0/0. Not worth the your precious generic points. Piercing sight and heightened senses can be picked up from thief escorts, though.&lt;br /&gt;
&lt;br /&gt;
'''Combat Training'''&lt;br /&gt;
Before you get psiblades you'll need some combat accuracy to actually hit stuff, but be sure to keep the points in it re-assignable because it will be useless once you translate to mindstars. 5 thick skin because it's thick skin. Eventually you should have 3 armor mastery because the best mindslayer armor in the game is plate. That said, before you find those tier 5 artifacts you should just prioritize life, heal mod, cun, will and mindpower on your body armor.&lt;br /&gt;
&lt;br /&gt;
'''Voracity'''&lt;br /&gt;
1/1/1/0&lt;br /&gt;
1 point wonders that can restore your psi in a pinch. The one that slows is good for stacking slow on bosses. The one that freezes is actually pretty strong CC. It might be worth putting more points in if you can scrounge them up. You don't need insatiable, I never had trouble managing my psi without it.&lt;br /&gt;
&lt;br /&gt;
'''Mental Discipline'''&lt;br /&gt;
1/1+/4/0&lt;br /&gt;
1 point in aura discipline to unlock the others, you won't be using it. As many points as you can fit in shield discipline, but it's pretty low priority. 4 points in Iron Will for stun resist, the 5th point has severely diminished returns. Highly Trained Mind isn't good enough to justify using your generics on it.&lt;br /&gt;
&lt;br /&gt;
'''Fungus'''&lt;br /&gt;
5/1/5/1&lt;br /&gt;
It's one third of the equation that makes you nearly invulnerable. It's also your main form of equilibrium reduction.&lt;br /&gt;
&lt;br /&gt;
'''Antimagic'''&lt;br /&gt;
1/1/5/0&lt;br /&gt;
You need the damage reduction from antimagic shield. Resolve and silence are still strong at 1 point each. Give mana clash a pass.&lt;br /&gt;
&lt;br /&gt;
'''Mindstar Mastery'''&lt;br /&gt;
5/1+/1+/0&lt;br /&gt;
Buy this at Zigur as soon as you can scrounge up 500 gold. Then upgrade it there as soon as your can scrounge up 750 gold. Getting psiblades to 5 is essential for your damage output. Thorn grab and leaves tide are good at one point. They're even better with more points but are low priority. Thorn grab is a dot and a slow that is instant usage. Use it on threatening enemies. Leaves Tide is a strong AoE dot AND evasion booster. It's good both for clearing groups and tough fights. Nature's equilibrium might be worth 1 point just for the damage, but the weird heal made me avoid it since you don't have anything to heal with it.&lt;br /&gt;
&lt;br /&gt;
'''Racial Tree'''&lt;br /&gt;
You want a race with 1 point wonder skills. I went Higher, mainly because they're the master race, and got some good use out of highborn's bloom. Highborn's bloom&amp;gt;spike every shield&amp;gt;reset shields&amp;gt;shattering charge can all be done in a single turn, and it's nice to still be at full psi at the end of it. Honestly, any race other than cornac or undead would probably be fine. I'd only go cornac if you want both the grip tree and 5 infusions. Undead require a lot of generic points, have a bitch of a time learning mindstar mastery and can't learn antimagic/fungus so they're not really an option.&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
Superpower and Mental Tyranny (in that order, if you can manage 50 str at level 30) are so good it's hard to justify any other prodigies. They're big boosts to your damage output, and by the time I hit 50 I had a mindpower of 105 thanks to superpower. The prodigy that buffs your antimagic shield might be worth taking over mental tyranny at 42, but if you can't take superpower at 30, then you should definitely take mental tyranny.&lt;br /&gt;
&lt;br /&gt;
===Infusions===&lt;br /&gt;
Get the two biggest regen infusions you can find and have one of them on all the time. Right click them and set them to use when available once you've put 5/1/5/1 in fungus. Unless you can max stun immunity you'll want a physical wild infusion, otherwise it's your choice. Keep in mind there are plenty of annoying and potentially deadly physical afflictions that aren't stun. Your fourth slot should be a movement infusion. If you can fit a fifth, get heroism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mindslayers are extremely reliant on sustains. By the the time you get rolling you should have, at any given time, 2 psi shields, antimagic shield, beyond the flesh, augmentation, conduit channeling 2 auras, mental tyranny if you took it, and wild growth active. This gives you strong bump attacks and makes you incredibly tanky. Your telekineticly wielded weapon should be the biggest, gnarliest 2 hander you can find. Only replace it with a mindstar if you find 3 extremely strong mindstars and have already taken superpower.&lt;br /&gt;
&lt;br /&gt;
A note about your tankiness: Your one vulnerability is single, huge hits. If you take 100 damage 30 times in a turn your shields will eat all of it and any that gets through will be healed by your regen infusions. If you take a single hit of 1500 damage your shields will mitigate 200 of it and then you'll be 1 shot because mindslayers don't have much HP. The main threats you have to watch for are anything with You Shall be my Weapon, and berserker/corrupter/archer boss/vault enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=111702&amp;amp;perpage=40&amp;amp;pagenumber=2#post411104882&lt;br /&gt;
&lt;br /&gt;
 For Mindslayer, max Willpower, put your other stat points into cunning and constitution. If you're going extremely melee, you can put some strength in there somewhere.&lt;br /&gt;
&lt;br /&gt;
Get a point or two in Kinetic Aura to start, then max Kinetic Shield and Augmentation. You also want at least one point in each of the shields as soon as you can. Your shields are instant speed, so you can toggle them all on and off instantly to spike them for damage shields in case of emergency or dangerous enemy. 5/5 Absorption Mastery will let them collectively cover every damage type in the game, but you can only have two up at once so tailor your shields to common enemies in the area. For example, Rhaloren Camp has a bunch of melee enemies (physical), elven mages (physical and lightning) and elven tempests (lightning), so you want to run around with Kinetic and Charged shield.&lt;br /&gt;
&lt;br /&gt;
Mindlash starts out mediocre, but once you pick up a tier-2 or better mindstar gets significantly better. Even one point in Reach will up the range on your leeches, so you want that early, but it's otherwise bad until you get a good mindstar/gem.&lt;br /&gt;
&lt;br /&gt;
Mindslayers generally start off as a melee class with a few nukes and transition into a nuker role as the game progresses, but you can hew closely to one or the other if you want. Focus is the nuke tree,&lt;br /&gt;
&lt;br /&gt;
For generic points, Kinetic Leech is amazing, Shield Discipline is really good, Voracity is helpful if you're trying to go primarily nukey, fatigue will kick your ass so don't wear heavy armor unless you have Finer Energy Manipulations.&lt;br /&gt;
&lt;br /&gt;
Speaking of FEM, you have three locked trees: Finer Energy Manipulations, Grip, and Mobility. All the talents in Mobility are terrible but they are literally your only non-inscription source of mobility stuff so if you are primarily melee you will want to take it. Finer Energy Manipulations will make all your equipment better and can alleviate psi problems. Grip has Implode, which is godly, Deflect Projectiles, which is nice against projectile enemies, and Greater Telekinetic Grip which will improve your psionic focus's melee damage. Focus tree is another option for where to put your category points - Mindlash scales linearly with talent level, rather than logarithmically, so it's actually a pretty big damage boost.&lt;br /&gt;
&lt;br /&gt;
Antimagic mindslayers can be tanky as hell between antimagic shields, fungus tree, and psi shields, but that puts you in a critical shortage of generic and category points, and is best done with a cornac.&lt;br /&gt;
&lt;br /&gt;
One funny strategy I've heard of is beelining the Derth alchemist's elixirs to get the Lifebinding Emerald from him. This can get you a really early tier 5 gem and makes Mindlash really good even fairly early. Getting a nice mindstar from a chest will have the same effect.&lt;br /&gt;
&lt;br /&gt;
==Other Tips==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=60&amp;amp;t=37004&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6617</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6617"/>
				<updated>2014-01-25T03:36:45Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Class Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Temporal_Warden_Guide_1.1.5&amp;diff=6616</id>
		<title>Goon Temporal Warden Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Temporal_Warden_Guide_1.1.5&amp;diff=6616"/>
				<updated>2014-01-25T03:31:09Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Tips== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=186#post422425012  Right, when it comes to TWs, you want to go e...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=186#post422425012&lt;br /&gt;
&lt;br /&gt;
Right, when it comes to TWs, you want to go exclusively bows with the strategy of going FAST AS FUCK and filling anything in your path with fuckloads of arrows. Shalore are a great race for this because of Grace of the Eternals and Timeless, which combined with Haste make you FASTER AS FUCK for longer.&lt;br /&gt;
&lt;br /&gt;
For stat distribution, I maxed out dexterity first, then magic, then remaining points into willpower. You should also be putting at least one point into con per level until you can 5/5 Thick Skin (with buffs)&lt;br /&gt;
&lt;br /&gt;
Early game, I focused on the Archery/Archery Prowess tree, branching into the Speed Control tree for Haste when my magic allowed it. After that, some skills you probably want to grab are Displace Damage and Damage Smearing for defense, Echoes from the Past for damage, Invigorate for cooldown reduction and stamina regen, and maybe Quantum Feed to make your Hastes more effective. I also found Slow pretty useful.&lt;br /&gt;
&lt;br /&gt;
One thing I would recommend doing is keeping a good staff in your offslot to boost your spellpower whenever you cast a spell. Since just one point in Celerity lets you switch between your main weapon and your offslot instantly, there is no downside at all to doing this.&lt;br /&gt;
&lt;br /&gt;
Here's my TW winner for reference: http://te4.org/characters/10865/tome/677d0f38-2f8b-482d-8b3d-6db3eb1109d4&lt;br /&gt;
&lt;br /&gt;
==Other Guides==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=59&amp;amp;t=36419&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Paradox_Mage_Guide_1.3.3&amp;diff=6615</id>
		<title>Goon Paradox Mage Guide 1.3.3</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Paradox_Mage_Guide_1.3.3&amp;diff=6615"/>
				<updated>2014-01-25T03:25:17Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Gravity Nuke Build Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412106457&lt;br /&gt;
&lt;br /&gt;
Raise your Willpower a bit to mitigate backfire effects and gamble on higher Paradox. The damage bonus from high Paradox is quite noticeable; on my Gravity guy I've had 80-90 damage spells go up to like 150-160 at dangerously high Paradox levels (we're talking 15% failure rate and up). I've heard of builds that somehow fart around with 6,000 Paradox, but for that you'll want a shitload of Willpower and a massive investment in the paradox mastery skill and the various paradox reducing talents.&lt;br /&gt;
&lt;br /&gt;
Paradox Mage is mostly just a giant bag of tricks, though. Remember that Dust to Dust is a beam that can hit multiple targets, and use your movement speed and variety of AoEs and status effects to blast groups and cripple strong opponents. You'll definitely want to pick a single tree to focus on for dealing damage, but it's okay to diversify a little for all the fun effects you get from other abilities.&lt;br /&gt;
&lt;br /&gt;
As far as your abilities interacting, there's nothing immediate and dramatic like Reaver disease spreading or Cursed damage multipliers (lol Cursed), but you can stack up a ton of insanely debilitating debuffs on one guy in a pretty short time, making it a lot easier to melt his face. You can also accidentally haste and heal him because of your Paradox&lt;br /&gt;
&lt;br /&gt;
==Tips 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412106540&lt;br /&gt;
&lt;br /&gt;
Paradox Mages are really neat and a lot of people really like them but they're hardly what I'd call a heavy hitting top tier class. The &amp;quot;gotta go fast&amp;quot; aspect of the class is really mostly intended for Temporal Wardens. It's there as an option for PMs but it's not really the focus because super fast movement speed doesn't have much utility for a stand-and-nuke caster with a perfect accuracy phase door like it does for a melee/ranged hybrid like TW. Haste is always good for getting more spells off but you will find yourself choked on Paradox in long fights if you're spamming hard with global speed increases. It's an inherent weakness of the resource mechanic, unfortunately.&lt;br /&gt;
&lt;br /&gt;
You have two real routes for damage; Gravity primary or Beamspam(Dust to Dust/Rethread). Gravity really demands a whole hog investment to be good but has a ton of inherent crowd control. Beamspam with Turn Back the Clock/Quantum Spike support is easier to manage. Neither of them are really outstanding killers; Paradox Mages suffer from comparatively really bad damage bases on their spells which means they get poor returns from % damage compared to any other pure caster, so the problem never really goes away. They have other problems too like a laughably terrible base HP growth(was the worst in the game before Solipsists came out!) that is only compensated so far by their powerful defensive generics.&lt;br /&gt;
&lt;br /&gt;
Paradox Mages are certainly not a weakling class. They have okay damage output, very powerful defensive generics, and a lot of funky ass gimmicks like the ability to literally cheat with See the Threads. If you're looking for a straight up blaster caster that does a ton of damage quickly and easily you want to run far away and go for an Archmage, Alchemist, or Corruptor. &lt;br /&gt;
&lt;br /&gt;
==Tips 3==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412110798&lt;br /&gt;
&lt;br /&gt;
The tree with stop/slow/haste is one of the best sets of abilities for anyone of any class. 1/5/5/5 it for sure. You're right that matter v. gravity is basically a choice without much synergy. Most of your spells have fairly low base damage, but that's not so bad because you never run 'out' of paradox, and all of your spells will get much stronger as your failure% starts to pick up.&lt;br /&gt;
&lt;br /&gt;
To keep a big room full of enemies mostly incapacitated, start off with Haste (instant cast) then Slow on them. You will now have something like three turns for each of theirs. Slow does enough damage, and lasts long enough, that most swarming chaff enemies will die before it wears off and before they can make it outside the spell area. If there's a heavy contingent of casters, throw a Stop at them. Max out your generic sustain that slows projectiles - if you see an incoming death ball, use your dimension step (also instant cast) to move aside by like one tile.&lt;br /&gt;
&lt;br /&gt;
If there is ever a singular big scary enemy, use the last two talens in the Matter tree. First haste yourself, then Destabilize them, then use your generic talent Redux (instant cast) followed by your final matter-disruption spell twice in a row. It's your hardest hitting spell, it hits for 150% before any crits against destabilized, and it automatically kills anything that you get below 20%. At 5 points, double-casting it with Redux can kill almost anything, and with Haste/slow you can do all that while they have the chance to go once.&lt;br /&gt;
&lt;br /&gt;
At that point, you've sucked down a big load of paradox and maybe not everything is dead. If you fear for your life, use Wormhole (only needs 1 point) to throw up a portal behind you and GTFO for spell cools down and healing. If you do not fear for your life, maybe blast away the leftovers with Dust-To-Dust and keep using a stop or slow whenever one of them is ready - alternate between them to keep someone incapacitated most of the time. Once all of your good spells have been used and are on cooldown is a good time to use your generic Energy Drain - probably one of them will come back to usable.&lt;br /&gt;
&lt;br /&gt;
Other fun talents - remove from timeline does a decent chunk of damage, and if there are two threatening targets (uniques, spellcasters) within range, you can basically call a time-out on one while you deal with the other - they are also destabilized when they come back, and disruption will get its damage bonus.&lt;br /&gt;
&lt;br /&gt;
The 'rethread' beam in its locked tree is excellent. It randomly throws on almost any status effect (including stuns, confusions, and silence), hits in a beam, and does okay damage, all on a very short cooldown. One point gets you the full status effect benefit. This is something you can use while waiting for your power spells to cool down.&lt;br /&gt;
&lt;br /&gt;
In the other locked tree (use your second cat point for it), the ability that gives you a % to resist backfailures is a huge effective boost in your usable px pool. The one that lets you pick out a target to remove from the timeline is great if there are multiple threats nearby, since you can just go all-out kamikaze on one guy and then get all your resources back. Summoning your paradox clone (&amp;quot;you from the future!&amp;quot;) is almost as good as it sounds and should be your first step in any difficult encounter. When he summons you back later, you can just run away and wait for it to time out.&lt;br /&gt;
&lt;br /&gt;
Ease of use suggestions - right click Static History and have it auto-cast when no enemies are nearby. This makes it much less tedious to wait and keep your px low out of combat. Right click Haste and do automatically use when enemies are visible, because it takes no time and will be the first thing you use in virtually any encounter.&lt;br /&gt;
&lt;br /&gt;
Good races to use - Halfling, for its good HP, and the fact that you can activate your Lucky Crits (instant cast) right before your destabilize-Redux-disruptx2 combo to get nigh-guaranteed crits from it and guarantee a kill even harder. Shalore, because you can double up on stacking instant-cast Haste abilities and then use your instant-cast Timeless thing a few rounds later to both get rid of any bad status and practically double your 2xHaste duration, plus the passive invisibility can save anyone's life. But get some extra con if you pick that guy, and save the passive crit bonus for last because, while nice, it won't save your life ever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gravity Nuke Build Guide==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412111887&lt;br /&gt;
&lt;br /&gt;
I am too lazy to do all the precognition and timeline splitting/peeking into the future crap, so I just build PM's like straightforward nukers.&lt;br /&gt;
&lt;br /&gt;
* 5/5 Dust to Dust, ignore the rest of that tree&lt;br /&gt;
* Max all the stuff in Gravity, max the first one first&lt;br /&gt;
* 5/5 in Stop, just use it as one of your leading nukes&lt;br /&gt;
* Rethread if you want, but it's damage type is not the one you want, it's damage is low, however it can pin which is big for your gravity spells&lt;br /&gt;
&lt;br /&gt;
Change your staff to physical damage, find physical damage % items, and just run around nuke stuff.&lt;br /&gt;
&lt;br /&gt;
Max Dimensional Step, use it to re-position without taking a turn, every 5 turns (once you are 5/1/1/5).&lt;br /&gt;
&lt;br /&gt;
I don't even get the Chronomancy tree.&lt;br /&gt;
&lt;br /&gt;
Works well enough for me, simplifies the class, makes it so you can play faster and don't have to do all this precognition crap and preparation for fights.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Paradox_Mage_Guide_1.3.3&amp;diff=6614</id>
		<title>Goon Paradox Mage Guide 1.3.3</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Paradox_Mage_Guide_1.3.3&amp;diff=6614"/>
				<updated>2014-01-25T03:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;==Tips 1== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412106457  Raise your Willpower a bit to mitigate back...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412106457&lt;br /&gt;
&lt;br /&gt;
Raise your Willpower a bit to mitigate backfire effects and gamble on higher Paradox. The damage bonus from high Paradox is quite noticeable; on my Gravity guy I've had 80-90 damage spells go up to like 150-160 at dangerously high Paradox levels (we're talking 15% failure rate and up). I've heard of builds that somehow fart around with 6,000 Paradox, but for that you'll want a shitload of Willpower and a massive investment in the paradox mastery skill and the various paradox reducing talents.&lt;br /&gt;
&lt;br /&gt;
Paradox Mage is mostly just a giant bag of tricks, though. Remember that Dust to Dust is a beam that can hit multiple targets, and use your movement speed and variety of AoEs and status effects to blast groups and cripple strong opponents. You'll definitely want to pick a single tree to focus on for dealing damage, but it's okay to diversify a little for all the fun effects you get from other abilities.&lt;br /&gt;
&lt;br /&gt;
As far as your abilities interacting, there's nothing immediate and dramatic like Reaver disease spreading or Cursed damage multipliers (lol Cursed), but you can stack up a ton of insanely debilitating debuffs on one guy in a pretty short time, making it a lot easier to melt his face. You can also accidentally haste and heal him because of your Paradox&lt;br /&gt;
&lt;br /&gt;
==Tips 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412106540&lt;br /&gt;
&lt;br /&gt;
Paradox Mages are really neat and a lot of people really like them but they're hardly what I'd call a heavy hitting top tier class. The &amp;quot;gotta go fast&amp;quot; aspect of the class is really mostly intended for Temporal Wardens. It's there as an option for PMs but it's not really the focus because super fast movement speed doesn't have much utility for a stand-and-nuke caster with a perfect accuracy phase door like it does for a melee/ranged hybrid like TW. Haste is always good for getting more spells off but you will find yourself choked on Paradox in long fights if you're spamming hard with global speed increases. It's an inherent weakness of the resource mechanic, unfortunately.&lt;br /&gt;
&lt;br /&gt;
You have two real routes for damage; Gravity primary or Beamspam(Dust to Dust/Rethread). Gravity really demands a whole hog investment to be good but has a ton of inherent crowd control. Beamspam with Turn Back the Clock/Quantum Spike support is easier to manage. Neither of them are really outstanding killers; Paradox Mages suffer from comparatively really bad damage bases on their spells which means they get poor returns from % damage compared to any other pure caster, so the problem never really goes away. They have other problems too like a laughably terrible base HP growth(was the worst in the game before Solipsists came out!) that is only compensated so far by their powerful defensive generics.&lt;br /&gt;
&lt;br /&gt;
Paradox Mages are certainly not a weakling class. They have okay damage output, very powerful defensive generics, and a lot of funky ass gimmicks like the ability to literally cheat with See the Threads. If you're looking for a straight up blaster caster that does a ton of damage quickly and easily you want to run far away and go for an Archmage, Alchemist, or Corruptor. &lt;br /&gt;
&lt;br /&gt;
==Tips 3==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412110798&lt;br /&gt;
&lt;br /&gt;
The tree with stop/slow/haste is one of the best sets of abilities for anyone of any class. 1/5/5/5 it for sure. You're right that matter v. gravity is basically a choice without much synergy. Most of your spells have fairly low base damage, but that's not so bad because you never run 'out' of paradox, and all of your spells will get much stronger as your failure% starts to pick up.&lt;br /&gt;
&lt;br /&gt;
To keep a big room full of enemies mostly incapacitated, start off with Haste (instant cast) then Slow on them. You will now have something like three turns for each of theirs. Slow does enough damage, and lasts long enough, that most swarming chaff enemies will die before it wears off and before they can make it outside the spell area. If there's a heavy contingent of casters, throw a Stop at them. Max out your generic sustain that slows projectiles - if you see an incoming death ball, use your dimension step (also instant cast) to move aside by like one tile.&lt;br /&gt;
&lt;br /&gt;
If there is ever a singular big scary enemy, use the last two talens in the Matter tree. First haste yourself, then Destabilize them, then use your generic talent Redux (instant cast) followed by your final matter-disruption spell twice in a row. It's your hardest hitting spell, it hits for 150% before any crits against destabilized, and it automatically kills anything that you get below 20%. At 5 points, double-casting it with Redux can kill almost anything, and with Haste/slow you can do all that while they have the chance to go once.&lt;br /&gt;
&lt;br /&gt;
At that point, you've sucked down a big load of paradox and maybe not everything is dead. If you fear for your life, use Wormhole (only needs 1 point) to throw up a portal behind you and GTFO for spell cools down and healing. If you do not fear for your life, maybe blast away the leftovers with Dust-To-Dust and keep using a stop or slow whenever one of them is ready - alternate between them to keep someone incapacitated most of the time. Once all of your good spells have been used and are on cooldown is a good time to use your generic Energy Drain - probably one of them will come back to usable.&lt;br /&gt;
&lt;br /&gt;
Other fun talents - remove from timeline does a decent chunk of damage, and if there are two threatening targets (uniques, spellcasters) within range, you can basically call a time-out on one while you deal with the other - they are also destabilized when they come back, and disruption will get its damage bonus.&lt;br /&gt;
&lt;br /&gt;
The 'rethread' beam in its locked tree is excellent. It randomly throws on almost any status effect (including stuns, confusions, and silence), hits in a beam, and does okay damage, all on a very short cooldown. One point gets you the full status effect benefit. This is something you can use while waiting for your power spells to cool down.&lt;br /&gt;
&lt;br /&gt;
In the other locked tree (use your second cat point for it), the ability that gives you a % to resist backfailures is a huge effective boost in your usable px pool. The one that lets you pick out a target to remove from the timeline is great if there are multiple threats nearby, since you can just go all-out kamikaze on one guy and then get all your resources back. Summoning your paradox clone (&amp;quot;you from the future!&amp;quot;) is almost as good as it sounds and should be your first step in any difficult encounter. When he summons you back later, you can just run away and wait for it to time out.&lt;br /&gt;
&lt;br /&gt;
Ease of use suggestions - right click Static History and have it auto-cast when no enemies are nearby. This makes it much less tedious to wait and keep your px low out of combat. Right click Haste and do automatically use when enemies are visible, because it takes no time and will be the first thing you use in virtually any encounter.&lt;br /&gt;
&lt;br /&gt;
Good races to use - Halfling, for its good HP, and the fact that you can activate your Lucky Crits (instant cast) right before your destabilize-Redux-disruptx2 combo to get nigh-guaranteed crits from it and guarantee a kill even harder. Shalore, because you can double up on stacking instant-cast Haste abilities and then use your instant-cast Timeless thing a few rounds later to both get rid of any bad status and practically double your 2xHaste duration, plus the passive invisibility can save anyone's life. But get some extra con if you pick that guy, and save the passive crit bonus for last because, while nice, it won't save your life ever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gravity Nuke Build Guide==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=143#post412111887&lt;br /&gt;
&lt;br /&gt;
I am too lazy to do all the precognition and timeline splitting/peeking into the future crap, so I just build PM's like straightforward nukers.&lt;br /&gt;
&lt;br /&gt;
- 5/5 Dust to Dust, ignore the rest of that tree&lt;br /&gt;
- Max all the stuff in Gravity, max the first one first&lt;br /&gt;
- 5/5 in Stop, just use it as one of your leading nukes&lt;br /&gt;
- Rethread if you want, but it's damage type is not the one you want, it's damage is low, however it can pin which is big for your gravity spells&lt;br /&gt;
&lt;br /&gt;
Change your staff to physical damage, find physical damage % items, and just run around nuke stuff.&lt;br /&gt;
&lt;br /&gt;
Max Dimensional Step, use it to re-position without taking a turn, every 5 turns (once you are 5/1/1/5).&lt;br /&gt;
&lt;br /&gt;
I don't even get the Chronomancy tree.&lt;br /&gt;
&lt;br /&gt;
Works well enough for me, simplifies the class, makes it so you can play faster and don't have to do all this precognition crap and preparation for fights.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Archmage_Guide_1.1.5&amp;diff=6613</id>
		<title>Goon Archmage Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Archmage_Guide_1.1.5&amp;diff=6613"/>
				<updated>2014-01-25T03:16:04Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot; ==Tips 1== Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=189#post422596827  2 Mag/1 Con for most of your levels, 1/1/1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tips 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=189#post422596827&lt;br /&gt;
&lt;br /&gt;
2 Mag/1 Con for most of your levels, 1/1/1 when Mag is maxed, and periodically replace the 1 Con with 1 Wil if you are starting to have mana problems. How often you'll have to do that is a bit dependent on item drops. If you find a few things with + Wil or max mana, you can get away with almost no points in Wil.&lt;br /&gt;
&lt;br /&gt;
There is no real right answer for which tree to focus on. The most basic build is the tri-beam archmage, which maxes lightining, manathrust, and flame. Manathrust and flame both start out as single target, but turn into beams at higher levels. This lets you constantly spam beam spells, which will get you through a surprising amount of the game. The rest of the build is just whatever gives you nice utility. Flameshock, disperse magic, the various shields, whatever fits best with your playstyle. This build has lower damage than more focused builds, but doesn't have to worry about immunities and doesn't need the advanced trees unlocked.&lt;br /&gt;
&lt;br /&gt;
If you want to focus on a particular element, you'll need the advanced tree for that element (aether for arcane, wildfire for fire, etc.) unlocked. I think aether might start unlocked? I can't really remember. Fire is considered the best; it has a lot of versatility within the fire spells, does good damage, and lots of items boost fire damage. Arcane is a close runner-up; it shits out damage like no other, but doesn't do much else. Lightning is probably 3rd best; it does well overall but loses a lot against stun-immune enemies. Cold and earth have seen some relatively recent changes that I'm not too familiar with, but I think they're still considered to be a bit bad to specialize in.&lt;br /&gt;
&lt;br /&gt;
==Tips 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=155#post415878652&lt;br /&gt;
&lt;br /&gt;
For race, well, I'm quite biased towards Skeletons (I love that innate shield + heal) but the elves are good too, or human if you want an extra rune slot. I wouldn't play Skeleton if you aren't comfortable dealing with being stunned/confused since those conditions are QUITE deadly, especially to a fragile mage who will die easily when unable to cast spells.&lt;br /&gt;
&lt;br /&gt;
It's been a while, but as a general tip Shield runes / shield spells in general are VERY important, the Aegis tree is pretty key. With the sustain that improves shield duration and 2 good shield runes you can set them both to autocast and always have shields up while exploring [Edit: may not be true anymore? sustain only gives +1 turn duration now]. First thing I focus on myself is mobility though, getting Phase Door and Teleport spells to rank 4/5 for the ability to conrolled phase / teleport, which are both incredibly powerful skills.&lt;br /&gt;
&lt;br /&gt;
Beyond that, you generally want to choose a damage type to focus on and choose the appropriate trees and look for appropriate +damage gear to match. Fire/Wildfire is the 'classic' power build, letting you carpet the floor in burning death, although Lightning is more viable than it used to be and the new Arcane tree is quite good also. Can't really give opinions on Water / Earth, other than Earth was super shitty (relatively speaking) last time I checked, due to a crippling lack of area-affect damage.&lt;br /&gt;
&lt;br /&gt;
Don't just blindly dump all your points in one tree though, particularly early you need to have some versatility. It's almost never a bad idea to pick up all 3 'beam' spells (Arcane, Fire, Lightning) that are on a 3-second cooldown so you can non-stop beam spam to kill hallways of enemies. Freeze is also a very solid utility spell, and I like the illuminate/blind spell also although sometimes finding the points to drop on it is hard.&lt;br /&gt;
&lt;br /&gt;
For general playstyle, generally you'll be a blinking turret - autoexplore until you find enemies, pop a shield, unload damage until the enemies vanish. Whenever you feel the slightest bit threatened, blink backwards towards safety. Try to never be in view of enemies unless you have shield up and spells ready. You are very fragile and INCREDIBLY vulnerable to disables, so methods of clearing physical/mental debuffs are key. If you can't cast spells you are as good as dead, so especially early game when +damage gear is rare and shitty you want to focus on stun/confuse resists.&lt;br /&gt;
&lt;br /&gt;
e: Oh and the 'Meta' tree is fairly strong for any build, and can be quite useful especially if you don't want to dedicate yourself to a tree straight off at level 10. The 1st spell can dispel buffs on enemies, which cannot be understated because there are a TON of powerful buffs / sustains that you can completely remove that will completely neuter certain enemies. Spell Shaping is amazing, completely nullifying enemy resists on enemies. Quicken spells gives you up to *30%* cooldown reduction on your spells, which is obviously incredible, especially lategame when you've got the mana to crank those spells out. The last one (Metaflow) straight up resets the cooldown on some of your spells (runes included), which can be great when you have the mana to use it much like Quicken. Overall an excellent tree if you can fit it into your build, but not mandatory. &lt;br /&gt;
&lt;br /&gt;
==Other Guides==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=54&amp;amp;t=37129&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Alchemist_Guide_1.1.5&amp;diff=6612</id>
		<title>Goon Alchemist Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Alchemist_Guide_1.1.5&amp;diff=6612"/>
				<updated>2014-01-25T03:09:22Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Class Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=205#post423673294&lt;br /&gt;
&lt;br /&gt;
==Alchemist guide for newbies==&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
Max the first three skills in your bombs tree ('''Explosive Admixtures''') asap, it is hilariously effective.&lt;br /&gt;
&lt;br /&gt;
Get at least 1 point in each of the '''Infusions''' talents so you can switch up the damage output of your bombs, cold or acid can go to 5 if you like stone touch.&lt;br /&gt;
&lt;br /&gt;
Put a point in the first two '''Golemancy''' tree skills.&lt;br /&gt;
&lt;br /&gt;
Get '''Advanced Golemancy''' at level 10, put 1 point in the first, 5 in the rest starting with the second, then the fourth, then the third, the third is an instant revive of your golem when it goes down that gives it massive regen and rage.&lt;br /&gt;
&lt;br /&gt;
Whatever you feel like past that, probably more of the golem tree, maybe some of the '''Fire Alchemy''' tree for the last skill, you have the spare mana.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Stats in this order: Magic -&amp;gt; Con -&amp;gt; Dex, there is a prodigy that is pretty useful for you because you can shove gems into your hats &lt;br /&gt;
and belts for more power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Generic Talents===&lt;br /&gt;
Max '''Stone Alchemy''', seriously, first and second are obvious, third is a powerful escape or movement tool, (this can be a 1 point wonder but I like to lower the cooldown to 10 turns) 4th is amazing, if something is not immune to it you get 6 turns of it being boned and if you can hammer it with an alchemy bomb for 30% hp it instantly dies, notably some of the more bullshit bosses are not immune to it.&lt;br /&gt;
&lt;br /&gt;
'''Staff Combat''' tree, get the first and second skills, these are your damage when your bombs are cooling down, third is a maybe, fourth is ehhhhh, you shouldn't be doing melee.&lt;br /&gt;
&lt;br /&gt;
'''Golem:''' Get it two shielding runes that use strength or magic, then get it 4 blasting runes, my preference is two lightning beam and two heat beam runes, golem starts with 3 slots and can get 3 more with the fourth advanced golem skill. remember you can put two gems into the eyes and should, I prefer resist all gems for the added durability, when leveling go wide with the skills, taunt is very good as it gets enemies on the golem and not you and is a ranged attack that gains aoe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
There is a Dex prodigy ('''Crafty Hands''') that lets you put more gems into things, pretty good; '''Blighted Summoning''' buffs your golem; '''Cauterize''' is a nice life saving tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
Early on turn anything metal you aren't using into gems manually, when you get your fortress link your chest then transmogrify the gems for a massive energy boost and the ability to auto-transmute if you get more money out of it, you will still need to manually transmute for working gems (bombs and gems to shove into things.)&lt;br /&gt;
&lt;br /&gt;
Late game: blow it all up as fast as you can, your golem acts as a blocker while you bomb stuff keep a stash of alchemist gems on hand (1 additional set over the one in your quiver) so you don't waste a turn converting a gem into them when in need. You are pretty much a one trick pony so max out that trick. Remember the golem can carry stuff for you as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Guides==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=54&amp;amp;t=36836&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Alchemist_Guide_1.1.5&amp;diff=6611</id>
		<title>Goon Alchemist Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Alchemist_Guide_1.1.5&amp;diff=6611"/>
				<updated>2014-01-25T03:08:57Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=205#post423673294  ==Alchemist guide for newbies==  ===Class Talents=== M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=205#post423673294&lt;br /&gt;
&lt;br /&gt;
==Alchemist guide for newbies==&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
Max the first three skills in your bombs tree ('''Explosive Admixtures''') asap, it is hilariously effective.&lt;br /&gt;
&lt;br /&gt;
Get at least 1 point in each of the '''Infusions''' talents so you can switch up the damage output of your bombs, cold or acid can go to 5 if you like stone touch.&lt;br /&gt;
&lt;br /&gt;
Put a point in the first two '''Golemancy''' tree skills.&lt;br /&gt;
&lt;br /&gt;
Get '''Advanced Golemancy'' at level 10, put 1 point in the first, 5 in the rest starting with the second, then the fourth, then the third, the third is an instant revive of your golem when it goes down that gives it massive regen and rage.&lt;br /&gt;
&lt;br /&gt;
Whatever you feel like past that, probably more of the golem tree, maybe some of the '''Fire Alchemy''' tree for the last skill, you have the spare mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Stats in this order: Magic -&amp;gt; Con -&amp;gt; Dex, there is a prodigy that is pretty useful for you because you can shove gems into your hats &lt;br /&gt;
and belts for more power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Generic Talents===&lt;br /&gt;
Max '''Stone Alchemy''', seriously, first and second are obvious, third is a powerful escape or movement tool, (this can be a 1 point wonder but I like to lower the cooldown to 10 turns) 4th is amazing, if something is not immune to it you get 6 turns of it being boned and if you can hammer it with an alchemy bomb for 30% hp it instantly dies, notably some of the more bullshit bosses are not immune to it.&lt;br /&gt;
&lt;br /&gt;
'''Staff Combat''' tree, get the first and second skills, these are your damage when your bombs are cooling down, third is a maybe, fourth is ehhhhh, you shouldn't be doing melee.&lt;br /&gt;
&lt;br /&gt;
'''Golem:''' Get it two shielding runes that use strength or magic, then get it 4 blasting runes, my preference is two lightning beam and two heat beam runes, golem starts with 3 slots and can get 3 more with the fourth advanced golem skill. remember you can put two gems into the eyes and should, I prefer resist all gems for the added durability, when leveling go wide with the skills, taunt is very good as it gets enemies on the golem and not you and is a ranged attack that gains aoe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
There is a Dex prodigy ('''Crafty Hands''') that lets you put more gems into things, pretty good; '''Blighted Summoning''' buffs your golem; '''Cauterize''' is a nice life saving tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
Early on turn anything metal you aren't using into gems manually, when you get your fortress link your chest then transmogrify the gems for a massive energy boost and the ability to auto-transmute if you get more money out of it, you will still need to manually transmute for working gems (bombs and gems to shove into things.)&lt;br /&gt;
&lt;br /&gt;
Late game: blow it all up as fast as you can, your golem acts as a blocker while you bomb stuff keep a stash of alchemist gems on hand (1 additional set over the one in your quiver) so you don't waste a turn converting a gem into them when in need. You are pretty much a one trick pony so max out that trick. Remember the golem can carry stuff for you as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Guides==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=54&amp;amp;t=36836&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6610</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6610"/>
				<updated>2014-01-25T02:54:46Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Class Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Reaver_Guide_1.1.5&amp;diff=6609</id>
		<title>Goon Reaver Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Reaver_Guide_1.1.5&amp;diff=6609"/>
				<updated>2014-01-25T02:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=123#post411508173  Reaver is pretty simple, but getting one going can be ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=123#post411508173&lt;br /&gt;
&lt;br /&gt;
Reaver is pretty simple, but getting one going can be tough, mostly because of their stat requirements. Early game as most classes I like to put some points into Con at least but as a Reaver you can't really do that unless you find a ton of +Str/Mag items. My Reaver was a dwarf, which I felt was a good choice, but truthfully any race would work, I think. You might not have that much to spend the cat point on as a Cornac though.&lt;br /&gt;
&lt;br /&gt;
Early game, like everyone says, you can usually just play a knockoff Corruptor. Have one point in Drain and Soul Rot and use them to nuke stuff from afar. Doing so in melee is way more damaging so if something's not dangerous to you, or you need it to die right now, you can fight it in melee in the same way. If any abilities are off cooldown, don't ever bump attack though, especially because even your melee special attacks trigger Corrupted Strength, which is why reavers do so much damage. The issue mainly is that your only defense is your spectacular offense -- you get pretty much no innate resistances (except one which I'll explain shortly), little mobility, and only one powerful if finicky defensive skill. So if you see a spellcaster you need to either have Bone Grab ready, use your movement infusion to get in its face, or teleport away.&lt;br /&gt;
&lt;br /&gt;
Skillwise, it's best early game to pick up as many different abilities that you'll need later at 1 point, especially since each new attack ability is another turn you can get a Corrupted Strength proc on. You obviously want to max Corrupted Strength as soon as you can afford to because it's pretty much all of your damage. The Bone tree is good, but I'd only put one point in each of them, and try to max Bone Shield when you can. Bone Shield can be really powerful but it also has a special weakness for Reavers: each instance of retaliatory damage counts as a separate &amp;quot;hit&amp;quot;, so if you use Rend with the Corrupted Strength hit on an enemy with damage on being hit, it'll chew up several charges. One point in Virulent Disease is nice, it does decent damage over time and can spellshock, which makes enemies take more magic damage. Vimsense and Leech are both good abilities to max eventually, the former reduces blight resist and the latter gives you health and vim when you get hit. Be careful that you don't use Vimsense in dangerous areas that you haven't explored nearby, sometimes you can overwhelm yourself by calling more enemies into the fight.&lt;br /&gt;
&lt;br /&gt;
The Reaving Combat and Scourge trees are pretty much your main powerhouses and all the skills in them are probably worth maxing. However, if you intend to max your Scourge attacks, spread the points out rather than dump them all into one of the skills at a time. Each one gives you less and less per point, so that the second point in Dark Surprise is worth more than the last point in Rend, for example. In Reaving Combat, obviously Corrupted Strength is a no-brainer. Bloodlust will often be your main source of spellpower, which isn't nearly as important as it is for a Corruptor, but it still makes your spells hurt more, so it's still very good. Carrier doesn't seem like much since I'm not recommending you use diseases much, but the most threatening enemies to me midgame are the ghouls and corruptors, because their nukes add on a disease that lasts a long time, does a ton of damage, and reduces attributes. Maxing it will make you immune to that and make corruptors especially a lot less dangerous. (If you're a Thalore, you could skip maxing Carrier because your third racial will do it anyway.) Acid Blood I wasn't sure about at first, but it's definitely worth maxing. You're going to take hits, being melee, and it adds up to a lot of damage and is a decent debuff.&lt;br /&gt;
&lt;br /&gt;
For generic points, you shouldn't be too hard up for them. Obviously get the good stuff from your racial tree if you have one. If you get an anorithil escort try desperately to save them and pick up the Light tree: it gives you some much needed defensive abilities, and all of them are still spells, so if anything is in melee with you when you heal or shield, they still take a whack from Corrupted Strength. Obviously, as a melee fighter you're going to want to pick up Armor Training 3, and max Weapon Mastery and probably Combat Accuracy. The Torment tree is okay, I mostly just put one point in everything for Blood Vengeance, which is really good. Note that if you have the Light tree, the cooldown reduction works on all spells, so just another reason to pray for that anorithil escort. Curses and Hexes are good I think, but I didn't bother with them. Vimsense was enough resist reduction for me and I'd rather spend time killing enemies than debuffing them.&lt;br /&gt;
&lt;br /&gt;
Prodigies are sort of up in the air for me, but I took Draconic Body, to help with the Reaver's low defense. If you wanted more offense you could pick Arcane Might, which seems like it would add quite a bit of damage for a Reaver.&lt;br /&gt;
&lt;br /&gt;
They're pretty fun to play if you like to just walk up to a boss and chunk off half of its health bar in one turn. I fought the Master by cornering him and just beating the shit out of him over 3-4 turns. Good luck with weapons helps a lot, though.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
te4 forum guide: http://forums.te4.org/viewtopic.php?f=57&amp;amp;t=37681&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Corruptor_Guide_1.1.5&amp;diff=6608</id>
		<title>Goon Corruptor Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Corruptor_Guide_1.1.5&amp;diff=6608"/>
				<updated>2014-01-25T02:44:42Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=184#post422380124  Roll a Cornac, starting cat point goes to Corruption/T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=184#post422380124&lt;br /&gt;
&lt;br /&gt;
Roll a Cornac, starting cat point goes to Corruption/Torment. Generic points go 1 point in pacification hex, 5/1/5/1+ Torment, 5/1/0/0/0 Combat Training, then whatever the fuck you want, probably picking up 2 of conditioning, stone alchemy or celestial/light. 1/1/1/5 Curses can work but usually things die too fast to worry about it. Early on max your basic nukes (soul rot, drain, blood spray, blood grasp) and then probably 5/5/5/5 blood. Stick a point or 2 in vimsense and corrupted negation somewhere before Dreadfell, eventually maxing corrupted negation and dark ritual and ignoring the rest of that tree. Dark portal is your only mobility option and it only needs 1 point so stick a point in it sometime. Your remaining class points can pick up the corruption/plague or corruption/shadowflame as you see fit. Stats go 2 magic 1 con til maxed then pump cun for the crit rate.&lt;br /&gt;
&lt;br /&gt;
Prodigies are kind of a wash. Staff of Telos and Crafty Hands are fun if you get the items for them but I really can't think of any others that stand out.&lt;br /&gt;
&lt;br /&gt;
Then just kick back and blow shit up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=184#post422381935&lt;br /&gt;
&lt;br /&gt;
Bone shield is more of a Reaver thing but I guess you could pick it up if you find 9 class points you don't have a better use for. You get conditioning from escort quests, same with stone alchemy and celestial/light. You don't really come with a lot of viable places to stick generic points so feel free to pick up a few trees. You can also buy staff combat in Angolwen now if you just completely run out of ideas. The +defense/armor sustain is ok and channel staff might do something in a pinch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=184#post422382120&lt;br /&gt;
&lt;br /&gt;
I've heard Divinations is good for second and fourth skill; spell crit and see invis/stealth, then elemental damage resist.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Sun_Paladin_Guide_1.1.5&amp;diff=6607</id>
		<title>Goon Sun Paladin Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Sun_Paladin_Guide_1.1.5&amp;diff=6607"/>
				<updated>2014-01-25T02:40:17Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;None yet, there's an old forum guide here: http://forums.te4.org/viewtopic.php?f=56&amp;amp;t=36847&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;None yet, there's an old forum guide here: http://forums.te4.org/viewtopic.php?f=56&amp;amp;t=36847&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=6606</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=6606"/>
				<updated>2014-01-25T02:38:37Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Overloading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
Addons are way for third parties to modify existing modules inside t-engine. Since the game Tales of Maj'Eyal is a t-engine module, this is how you write addons for ToME, just like the ones in the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
&lt;br /&gt;
You're making an addon. The addon is named &amp;quot;coolstuff&amp;quot;. The first thing you do is make a directory &amp;quot;tome-coolstuff&amp;quot; inside your Steam install of ToME. On my mac, that path is:&lt;br /&gt;
 ~/Library/Application Support/Steam/SteamApps/common/TalesMajEyal/game/addons/&lt;br /&gt;
&lt;br /&gt;
'''Someone with Windows or Linux, please add the appropriate paths for those platforms!'''&lt;br /&gt;
&lt;br /&gt;
Your addons directory should have these files in it already:&lt;br /&gt;
 tome-addon-dev.teaa&lt;br /&gt;
 tome-items-vault.teaa&lt;br /&gt;
 tome-stone-wardens.teaa&lt;br /&gt;
&lt;br /&gt;
If you can't find the directory, search for one of those file names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Every addon has an &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file. The &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file looks like this:&lt;br /&gt;
&lt;br /&gt;
 -- My Cool Addon&lt;br /&gt;
 -- tome-coolstuff/init.lua&lt;br /&gt;
 &lt;br /&gt;
 long_name = &amp;quot;My Awesome Addon&amp;quot;&lt;br /&gt;
 short_name = &amp;quot;coolstuff&amp;quot;&lt;br /&gt;
 for_module = &amp;quot;tome&amp;quot;&lt;br /&gt;
 version = { 1, 1, 6 }&lt;br /&gt;
 weight = 100&lt;br /&gt;
 author = { 'coolguy@invalid.com' }&lt;br /&gt;
 homepage = 'iamsocool.geocities.com'&lt;br /&gt;
 description = [[Oh my god this stuff is so totally cool.&lt;br /&gt;
 Holy crap I mean it's really super cool, like, wow.&lt;br /&gt;
 ]] -- the [[ ]] things are like quote marks that can span multiple lines&lt;br /&gt;
 tags = {'cool', &amp;quot;stuff&amp;quot;, 'cool stuff'} -- tags MUST immediately follow description&lt;br /&gt;
 &lt;br /&gt;
 hooks = true&lt;br /&gt;
 overload = true&lt;br /&gt;
 superload = false&lt;br /&gt;
 data = true&lt;br /&gt;
&lt;br /&gt;
Those last four are super important, because they determine what directories in your addon ToME will look at.&lt;br /&gt;
&lt;br /&gt;
===Directory Structure===&lt;br /&gt;
&lt;br /&gt;
* '''overload''': Files in this directory will automatically replace files in the base game. This is very powerful but also incredibly dangerous. (Of course, replacing things like icons is less dangerous than replacing code.)&lt;br /&gt;
* '''superload''': Files in this directory will be read and executed after the base game's file of the same name. This is very powerful but much less dangerous. This is a great way to add content (like new Artifact items) or tweak content (modify a talent's cost or requirements) without accidentally stepping on other tweaks or future content updates.&lt;br /&gt;
* '''data''': Files in this directory will just sit there and be ignored unless you explicitly tell the game to read them. Files in this area live in their own &amp;quot;namespace&amp;quot; and filenames here will never interfere with other addons or the base game. This is a great place to put new classes, talent trees, or races.&lt;br /&gt;
* '''hooks''': Only one file in this directory is automatically executed: &amp;lt;nowiki&amp;gt;load.lua&amp;lt;/nowiki&amp;gt;. This file is a great way to get your &amp;quot;data&amp;quot; files executed at the proper time. It's also a way to augment some parts of the game which specifically support hooks: the 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. Find a list of available hooks [[hooks|here]].&lt;br /&gt;
&lt;br /&gt;
The Example addon can be found here: http://te4.org/dl/tmp/tome-example.teaa&lt;br /&gt;
&lt;br /&gt;
A .teaa file is simply a renamed zip that contains the whole addon, so feel free to rename and unzip your favorite addon to see a living example of all the stuff discussed in this article. The &amp;lt;nowiki&amp;gt;tome-example.teaa&amp;lt;/nowiki&amp;gt; addon illustrates how to add a new class, new talents, new timed effects and how to hook onto a few useful locations in the code. (Note that it's a bit old, though.)&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;. For you, that means &amp;lt;nowiki&amp;gt;tome-coolstuff&amp;lt;/nowiki&amp;gt; is your folder name.&lt;br /&gt;
* The short_name in init.lua must match the &amp;lt;nowiki&amp;gt;[AddonName]&amp;lt;/nowiki&amp;gt;. For you, that means &amp;lt;nowiki&amp;gt;coolstuff&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Overloading===&lt;br /&gt;
Each &amp;lt;nowiki&amp;gt;.teaa&amp;lt;/nowiki&amp;gt; file is just a zip file. The main ToME game code is stored in &amp;lt;nowiki&amp;gt;game/modules/tome.team&amp;lt;/nowiki&amp;gt;, and it is also just a renamed zip file.&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt; somewhere, rename it to &amp;lt;nowiki&amp;gt;tome-1.1.5.zip&amp;lt;/nowiki&amp;gt; and unzip it.&lt;br /&gt;
&lt;br /&gt;
You'll see two directories: &amp;quot;data&amp;quot; and &amp;quot;mod&amp;quot;. Most of the stuff you'll want to mess with at first is in &amp;quot;data&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When you use overload to replace a file, the path and name must match exactly the structure in &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt;. So for example, to replace the types of leather boots in the game, I'd look in the unzipped ToME code and find:&lt;br /&gt;
 tome-1.1.5/data/general/objects/leather-boots.lua&lt;br /&gt;
... and so to overload that, I'd create a file in my addon:&lt;br /&gt;
 tome-coolstuff/overload/data/general/objects/leather-boots.lua&lt;br /&gt;
&lt;br /&gt;
===Superloading===&lt;br /&gt;
&lt;br /&gt;
Just like overloading, superloading requires that you know the file structure of the game so you can make your files get read and executed at the right time. When the game reads in your superload file, you can get access to the previous file's contents using the &amp;lt;nowiki&amp;gt;loadPrevious(...)&amp;lt;/nowiki&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
For example, if we wanted to add a new boot ego, we could do something like this. First, we'd find the boot ego code:&lt;br /&gt;
 data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
Next, we'd make a file in our &amp;lt;nowiki&amp;gt;superload&amp;lt;/nowiki&amp;gt; directory:&lt;br /&gt;
 tome-coolstuff/superload/data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
... and we'd make sure that our &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file had the line:&lt;br /&gt;
 superload = true&lt;br /&gt;
&lt;br /&gt;
We're ready to add the boot ego!&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 newEntity{&lt;br /&gt;
 	power_source = {arcane=true},&lt;br /&gt;
 	name = &amp;quot; of sensing&amp;quot;, suffix=true, instant_resolve=true,&lt;br /&gt;
 	keywords = {sensing=true},&lt;br /&gt;
 	level_range = {1, 50},&lt;br /&gt;
 	rarity = 4,&lt;br /&gt;
 	cost = 2,&lt;br /&gt;
 	wielder = {&lt;br /&gt;
 		see_invisible = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		see_stealth = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		blind_immune = resolvers.mbonus_material(30, 20, function(e, v) v=v/100 return 0, v end),&lt;br /&gt;
 	},&lt;br /&gt;
 }&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;
====Modifying Existing Stuff====&lt;br /&gt;
&lt;br /&gt;
Notice how we created that _M variable above and then didn't do anything with it. That's because we were only creating new content, rather than tweaking existing content. The _M variable is where the existing content lives. Let's modify an existing talent in another superload file, let's modify the cost of the Arcane spell Arcane Power:&lt;br /&gt;
 tome-coolstuff/superload/data/talents/spells/arcane.lua&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 Talents.talents_def.T_ARCANE_POWER.sustain_mana = 20&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;
====Modifying mod Stuff====&lt;br /&gt;
&lt;br /&gt;
Hold on, that example still didn't use _M at all! So what is _M for? Since most things in the &amp;lt;nowiki&amp;gt;data&amp;lt;/nowiki&amp;gt; directory are stored in easily accessible structures, you don't need _M to get them. _M is generally used for stuff in the &amp;lt;nowiki&amp;gt;mod&amp;lt;/nowiki&amp;gt; directory: the most dangerous stuff to modify. Here's an example which modifies the &amp;quot;levelup&amp;quot; function in &amp;lt;nowiki&amp;gt;mod/Actor.lua&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 local base_levelup = _M.levelup&lt;br /&gt;
 &lt;br /&gt;
 function _M:levelup()&lt;br /&gt;
   -- Do stuff &amp;quot;before&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- execute the original function&lt;br /&gt;
   local retval = base_levelup(self)&lt;br /&gt;
 &lt;br /&gt;
   -- Do stuff &amp;quot;after&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- return whatever the original function would have returned&lt;br /&gt;
   return retval&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;
==Uploading your Addon==&lt;br /&gt;
&lt;br /&gt;
You've been playing around with your addon, making changes and copying stuff from other popular addons. You've tested your stuff, and you're pretty satisfied that it won't crash the game. Good job! Now you want to share your work.&lt;br /&gt;
&lt;br /&gt;
* Main Menu -&amp;gt; Options -&amp;gt; Developer Mode (bottom option)&lt;br /&gt;
* Start a new game.&lt;br /&gt;
** Note that being in Developer Mode puts an extra screen between &amp;quot;New Game&amp;quot; and building a character. Pick the top option (&amp;quot;ToME&amp;quot;).&lt;br /&gt;
* Hit ctrl+d and pick the bottom option (just hit the up arrow)&lt;br /&gt;
* MD5s are now calculated automatically. You will probably never need to get an MD5. Ignore that unless you know why you need one.&lt;br /&gt;
* You will only need to register your addon ONCE, so after you do that the first time, you can ignore that option too.&lt;br /&gt;
* If you've already registered your addon, pick &amp;quot;Publish Addon to te4.org&amp;quot;. This is the option you'll pick over and over as you create new versions.&lt;br /&gt;
* If you're using Steam, then after you upload to te4.org, hit ctrl+d again and this time pick &amp;quot;Publish Addon to Steam Workshop&amp;quot;&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=6605</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=6605"/>
				<updated>2014-01-25T02:35:43Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Modifying mod Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
Addons are way for third parties to modify existing modules inside t-engine. Since the game Tales of Maj'Eyal is a t-engine module, this is how you write addons for ToME, just like the ones in the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
&lt;br /&gt;
You're making an addon. The addon is named &amp;quot;coolstuff&amp;quot;. The first thing you do is make a directory &amp;quot;tome-coolstuff&amp;quot; inside your Steam install of ToME. On my mac, that path is:&lt;br /&gt;
 ~/Library/Application Support/Steam/SteamApps/common/TalesMajEyal/game/addons/&lt;br /&gt;
&lt;br /&gt;
'''Someone with Windows or Linux, please add the appropriate paths for those platforms!'''&lt;br /&gt;
&lt;br /&gt;
Your addons directory should have these files in it already:&lt;br /&gt;
 tome-addon-dev.teaa&lt;br /&gt;
 tome-items-vault.teaa&lt;br /&gt;
 tome-stone-wardens.teaa&lt;br /&gt;
&lt;br /&gt;
If you can't find the directory, search for one of those file names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Every addon has an &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file. The &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file looks like this:&lt;br /&gt;
&lt;br /&gt;
 -- My Cool Addon&lt;br /&gt;
 -- tome-coolstuff/init.lua&lt;br /&gt;
 &lt;br /&gt;
 long_name = &amp;quot;My Awesome Addon&amp;quot;&lt;br /&gt;
 short_name = &amp;quot;coolstuff&amp;quot;&lt;br /&gt;
 for_module = &amp;quot;tome&amp;quot;&lt;br /&gt;
 version = { 1, 1, 6 }&lt;br /&gt;
 weight = 100&lt;br /&gt;
 author = { 'coolguy@invalid.com' }&lt;br /&gt;
 homepage = 'iamsocool.geocities.com'&lt;br /&gt;
 description = [[Oh my god this stuff is so totally cool.&lt;br /&gt;
 Holy crap I mean it's really super cool, like, wow.&lt;br /&gt;
 ]] -- the [[ ]] things are like quote marks that can span multiple lines&lt;br /&gt;
 tags = {'cool', &amp;quot;stuff&amp;quot;, 'cool stuff'} -- tags MUST immediately follow description&lt;br /&gt;
 &lt;br /&gt;
 hooks = true&lt;br /&gt;
 overload = true&lt;br /&gt;
 superload = false&lt;br /&gt;
 data = true&lt;br /&gt;
&lt;br /&gt;
Those last four are super important, because they determine what directories in your addon ToME will look at.&lt;br /&gt;
&lt;br /&gt;
===Directory Structure===&lt;br /&gt;
&lt;br /&gt;
* '''overload''': Files in this directory will automatically replace files in the base game. This is very powerful but also incredibly dangerous. (Of course, replacing things like icons is less dangerous than replacing code.)&lt;br /&gt;
* '''superload''': Files in this directory will be read and executed after the base game's file of the same name. This is very powerful but much less dangerous. This is a great way to add content (like new Artifact items) or tweak content (modify a talent's cost or requirements) without accidentally stepping on other tweaks or future content updates.&lt;br /&gt;
* '''data''': Files in this directory will just sit there and be ignored unless you explicitly tell the game to read them. Files in this area live in their own &amp;quot;namespace&amp;quot; and filenames here will never interfere with other addons or the base game. This is a great place to put new classes, talent trees, or races.&lt;br /&gt;
* '''hooks''': Only one file in this directory is automatically executed: &amp;lt;nowiki&amp;gt;load.lua&amp;lt;/nowiki&amp;gt;. This file is a great way to get your &amp;quot;data&amp;quot; files executed at the proper time. It's also a way to augment some parts of the game which specifically support hooks: the 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. Find a list of available hooks [[hooks|here]].&lt;br /&gt;
&lt;br /&gt;
The Example addon can be found here: http://te4.org/dl/tmp/tome-example.teaa&lt;br /&gt;
&lt;br /&gt;
A .teaa file is simply a renamed zip that contains the whole addon, so feel free to rename and unzip your favorite addon to see a living example of all the stuff discussed in this article. The &amp;lt;nowiki&amp;gt;tome-example.teaa&amp;lt;/nowiki&amp;gt; addon illustrates how to add a new class, new talents, new timed effects and how to hook onto a few useful locations in the code. (Note that it's a bit old, though.)&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;. For you, that means &amp;lt;nowiki&amp;gt;tome-coolstuff&amp;lt;/nowiki&amp;gt; is your folder name.&lt;br /&gt;
* The short_name in init.lua must match the &amp;lt;nowiki&amp;gt;[AddonName]&amp;lt;/nowiki&amp;gt;. For you, that means &amp;lt;nowiki&amp;gt;coolstuff&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Overloading===&lt;br /&gt;
Each &amp;lt;nowiki&amp;gt;.teaa&amp;lt;/nowiki&amp;gt; file is just a zip file. The main ToME game code is stored in &amp;lt;nowiki&amp;gt;game/modules/tome.team&amp;lt;/nowiki&amp;gt;, and it is also just a renamed zip file.&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt; somewhere, rename it to &amp;lt;nowiki&amp;gt;tome-1.1.5.zip&amp;lt;/nowiki&amp;gt; and unzip it.&lt;br /&gt;
&lt;br /&gt;
You'll see two directories: &amp;quot;data&amp;quot; and &amp;quot;mod&amp;quot;. Most of the stuff you'll want to mess with at first is in &amp;quot;data&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When you use overload to replace a file, the path and name must match exactly the structure in &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt;. So for example, to replace the types of leather boots in the game, I'd look in the unzipped ToME code and find &amp;lt;nowiki&amp;gt;tome-1.1.5/data/general/objects/leather-boots.lua&amp;lt;/nowiki&amp;gt;, and so I'd create a file in my addon &amp;lt;nowiki&amp;gt;tome-coolstuff/overload/data/general/objects/leather-boots.lua&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Superloading===&lt;br /&gt;
&lt;br /&gt;
Just like overloading, superloading requires that you know the file structure of the game so you can make your files get read and executed at the right time. When the game reads in your superload file, you can get access to the previous file's contents using the &amp;lt;nowiki&amp;gt;loadPrevious(...)&amp;lt;/nowiki&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
For example, if we wanted to add a new boot ego, we could do something like this. First, we'd find the boot ego code:&lt;br /&gt;
 data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
Next, we'd make a file in our &amp;lt;nowiki&amp;gt;superload&amp;lt;/nowiki&amp;gt; directory:&lt;br /&gt;
 tome-coolstuff/superload/data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
... and we'd make sure that our &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file had the line:&lt;br /&gt;
 superload = true&lt;br /&gt;
&lt;br /&gt;
We're ready to add the boot ego!&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 newEntity{&lt;br /&gt;
 	power_source = {arcane=true},&lt;br /&gt;
 	name = &amp;quot; of sensing&amp;quot;, suffix=true, instant_resolve=true,&lt;br /&gt;
 	keywords = {sensing=true},&lt;br /&gt;
 	level_range = {1, 50},&lt;br /&gt;
 	rarity = 4,&lt;br /&gt;
 	cost = 2,&lt;br /&gt;
 	wielder = {&lt;br /&gt;
 		see_invisible = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		see_stealth = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		blind_immune = resolvers.mbonus_material(30, 20, function(e, v) v=v/100 return 0, v end),&lt;br /&gt;
 	},&lt;br /&gt;
 }&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;
====Modifying Existing Stuff====&lt;br /&gt;
&lt;br /&gt;
Notice how we created that _M variable above and then didn't do anything with it. That's because we were only creating new content, rather than tweaking existing content. The _M variable is where the existing content lives. Let's modify an existing talent in another superload file, let's modify the cost of the Arcane spell Arcane Power:&lt;br /&gt;
 tome-coolstuff/superload/data/talents/spells/arcane.lua&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 Talents.talents_def.T_ARCANE_POWER.sustain_mana = 20&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;
====Modifying mod Stuff====&lt;br /&gt;
&lt;br /&gt;
Hold on, that example still didn't use _M at all! So what is _M for? Since most things in the &amp;lt;nowiki&amp;gt;data&amp;lt;/nowiki&amp;gt; directory are stored in easily accessible structures, you don't need _M to get them. _M is generally used for stuff in the &amp;lt;nowiki&amp;gt;mod&amp;lt;/nowiki&amp;gt; directory: the most dangerous stuff to modify. Here's an example which modifies the &amp;quot;levelup&amp;quot; function in &amp;lt;nowiki&amp;gt;mod/Actor.lua&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 local base_levelup = _M.levelup&lt;br /&gt;
 &lt;br /&gt;
 function _M:levelup()&lt;br /&gt;
   -- Do stuff &amp;quot;before&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- execute the original function&lt;br /&gt;
   local retval = base_levelup(self)&lt;br /&gt;
 &lt;br /&gt;
   -- Do stuff &amp;quot;after&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- return whatever the original function would have returned&lt;br /&gt;
   return retval&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;
==Uploading your Addon==&lt;br /&gt;
&lt;br /&gt;
You've been playing around with your addon, making changes and copying stuff from other popular addons. You've tested your stuff, and you're pretty satisfied that it won't crash the game. Good job! Now you want to share your work.&lt;br /&gt;
&lt;br /&gt;
* Main Menu -&amp;gt; Options -&amp;gt; Developer Mode (bottom option)&lt;br /&gt;
* Start a new game.&lt;br /&gt;
** Note that being in Developer Mode puts an extra screen between &amp;quot;New Game&amp;quot; and building a character. Pick the top option (&amp;quot;ToME&amp;quot;).&lt;br /&gt;
* Hit ctrl+d and pick the bottom option (just hit the up arrow)&lt;br /&gt;
* MD5s are now calculated automatically. You will probably never need to get an MD5. Ignore that unless you know why you need one.&lt;br /&gt;
* You will only need to register your addon ONCE, so after you do that the first time, you can ignore that option too.&lt;br /&gt;
* If you've already registered your addon, pick &amp;quot;Publish Addon to te4.org&amp;quot;. This is the option you'll pick over and over as you create new versions.&lt;br /&gt;
* If you're using Steam, then after you upload to te4.org, hit ctrl+d again and this time pick &amp;quot;Publish Addon to Steam Workshop&amp;quot;&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Anorithil_Guide_1.1.5&amp;diff=6604</id>
		<title>Goon Anorithil Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Anorithil_Guide_1.1.5&amp;diff=6604"/>
				<updated>2014-01-25T02:32:50Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=176#post421484008  The '''Corona Engine Anorithil''' build basically reli...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=176#post421484008&lt;br /&gt;
&lt;br /&gt;
The '''Corona Engine Anorithil''' build basically relies on three things:&lt;br /&gt;
&lt;br /&gt;
1) Obviously, max out the Corona ability in the Eclipse tree. Every time you crit with a spell, Corona will fire at up to 5 or 6 targets within a few squares.&lt;br /&gt;
&lt;br /&gt;
2) Stack spellcrit chance and, if possible, +darkness damage (and to a lesser degree, +light). The Blood Red Moon talent will give you +15% crit chance at 5/5, if you have a racial spellcrit talent like Shalore do, max that as well. The anorithil in my video has 100% spellcrit chance and getting so much of it from talents really adds some flexibility to the gear build.&lt;br /&gt;
&lt;br /&gt;
3) Find gear that has on-spellhit effects. Bonus if it's something like Life Drinker or Lunar Shield that have genuinely useful on-spellhit effects and stat bonuses, but the awesome part is that these spells can crit too, which (if your crit chance is high enough) can set up a hilarious laser chain reaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The trick is that you won't be fully hitting this stride until your 20s, when you've found the points to do all this and are hopefully starting to get good gear. In the meantime, there are a few things that will help you survive. There's a really good guide on the te4 forums, here: http://forums.te4.org/viewtopic.php?f=56&amp;amp;t=36908&lt;br /&gt;
&lt;br /&gt;
1) Max Moonlight Ray as soon as possible, it's your bread and butter attack spell BUT if you hang around at range 10 it's the only thing you can use, so you'll want to stay at midrange-ish. Shadow Blast, Twilight Surge, and Starfall are handy too (especially for AOE damage) but not nearly as important. (Starfall is pretty much the only stun power you have, however, so you'll at least want it available).&lt;br /&gt;
&lt;br /&gt;
You'll want Totality as well, for the cooldown reset and +penetration, since you mainly rely on two (really, one) damage types and, while high darkness resist is rare, some things that have it can really ruin your day.&lt;br /&gt;
&lt;br /&gt;
2) You probably don't _need_ to put too many points in the Celestial/Light tree attack spells - they're always going to be underwhelming damage-wise. (Max Sun Flare for the blind and Mind Blast from the Twilight tree for the confuse effect, though, because those are invaluable) but you should have them available to keep you doing damage (such as it is) when your Darkness spells are on cooldown or you're low on negative energy.&lt;br /&gt;
&lt;br /&gt;
3) Put Bathe in Light on autocast-when-no-enemies-are around, so you'll always have positive energy to burn with Twilight. Some people do this with Twilight Surge instead, but I would never remember to turn it off in towns, and Bathe in Light has literally no other use except as a pre-requisite for Barrier (which is a great shield even if it doesn't scale terribly well) and Providence (which is the best status-remover in the game).&lt;br /&gt;
&lt;br /&gt;
4) You can use a chant and a hymn at once. Specifically, Chant of Fortitude (physical and spell saves) and Hymn of Persevereance (resistance to status effects). I maxed them early and basically never turned them off all game. Some people prefer to go pure offense with Hymn of Moonlight (and combined with Corona that can make you even mroe lasery) but 61% base resistance to several of the game's more annoying status effects was really too good to pass upm (especially since making that up from equipment would be a colossal pain).&lt;br /&gt;
&lt;br /&gt;
5) If you have a spare category point, unlock Circles as soon as possible. Between Fortitude and Perseverance, silence is basically your only remaining weakness and Circle of Sanctity will routinely save your life, the knockback and +defense from the other two circles are also great, and even Circle of Blazing Light has a use because circle spells are instantaneous and three out of the four of them can crit twice, which means that once your Corona Engine is running properly you can potentially trigger it seven times in a single turn. Hilarity ensues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ASB is right that you're never going to really get the silly damage spikes, but the trick with Anorithils is that you're a fair bit less fragile than most casters and you never stop shooting. If Archmages are artillery, you're a gatling gun.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6603</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6603"/>
				<updated>2014-01-25T02:15:15Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Class Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=6602</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=6602"/>
				<updated>2014-01-25T02:10:15Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
Addons are way for third parties to modify existing modules inside t-engine. Since the game Tales of Maj'Eyal is a t-engine module, this is how you write addons for ToME, just like the ones in the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
&lt;br /&gt;
You're making an addon. The addon is named &amp;quot;coolstuff&amp;quot;. The first thing you do is make a directory &amp;quot;tome-coolstuff&amp;quot; inside your Steam install of ToME. On my mac, that path is:&lt;br /&gt;
 ~/Library/Application Support/Steam/SteamApps/common/TalesMajEyal/game/addons/&lt;br /&gt;
&lt;br /&gt;
'''Someone with Windows or Linux, please add the appropriate paths for those platforms!'''&lt;br /&gt;
&lt;br /&gt;
Your addons directory should have these files in it already:&lt;br /&gt;
 tome-addon-dev.teaa&lt;br /&gt;
 tome-items-vault.teaa&lt;br /&gt;
 tome-stone-wardens.teaa&lt;br /&gt;
&lt;br /&gt;
If you can't find the directory, search for one of those file names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Every addon has an &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file. The &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file looks like this:&lt;br /&gt;
&lt;br /&gt;
 -- My Cool Addon&lt;br /&gt;
 -- tome-coolstuff/init.lua&lt;br /&gt;
 &lt;br /&gt;
 long_name = &amp;quot;My Awesome Addon&amp;quot;&lt;br /&gt;
 short_name = &amp;quot;coolstuff&amp;quot;&lt;br /&gt;
 for_module = &amp;quot;tome&amp;quot;&lt;br /&gt;
 version = { 1, 1, 6 }&lt;br /&gt;
 weight = 100&lt;br /&gt;
 author = { 'coolguy@invalid.com' }&lt;br /&gt;
 homepage = 'iamsocool.geocities.com'&lt;br /&gt;
 description = [[Oh my god this stuff is so totally cool.&lt;br /&gt;
 Holy crap I mean it's really super cool, like, wow.&lt;br /&gt;
 ]] -- the [[ ]] things are like quote marks that can span multiple lines&lt;br /&gt;
 tags = {'cool', &amp;quot;stuff&amp;quot;, 'cool stuff'} -- tags MUST immediately follow description&lt;br /&gt;
 &lt;br /&gt;
 hooks = true&lt;br /&gt;
 overload = true&lt;br /&gt;
 superload = false&lt;br /&gt;
 data = true&lt;br /&gt;
&lt;br /&gt;
Those last four are super important, because they determine what directories in your addon ToME will look at.&lt;br /&gt;
&lt;br /&gt;
===Directory Structure===&lt;br /&gt;
&lt;br /&gt;
* '''overload''': Files in this directory will automatically replace files in the base game. This is very powerful but also incredibly dangerous. (Of course, replacing things like icons is less dangerous than replacing code.)&lt;br /&gt;
* '''superload''': Files in this directory will be read and executed after the base game's file of the same name. This is very powerful but much less dangerous. This is a great way to add content (like new Artifact items) or tweak content (modify a talent's cost or requirements) without accidentally stepping on other tweaks or future content updates.&lt;br /&gt;
* '''data''': Files in this directory will just sit there and be ignored unless you explicitly tell the game to read them. Files in this area live in their own &amp;quot;namespace&amp;quot; and filenames here will never interfere with other addons or the base game. This is a great place to put new classes, talent trees, or races.&lt;br /&gt;
* '''hooks''': Only one file in this directory is automatically executed: &amp;lt;nowiki&amp;gt;load.lua&amp;lt;/nowiki&amp;gt;. This file is a great way to get your &amp;quot;data&amp;quot; files executed at the proper time. It's also a way to augment some parts of the game which specifically support hooks: the 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. Find a list of available hooks [[hooks|here]].&lt;br /&gt;
&lt;br /&gt;
The Example addon can be found here: http://te4.org/dl/tmp/tome-example.teaa&lt;br /&gt;
&lt;br /&gt;
A .teaa file is simply a renamed zip that contains the whole addon, so feel free to rename and unzip your favorite addon to see a living example of all the stuff discussed in this article. The &amp;lt;nowiki&amp;gt;tome-example.teaa&amp;lt;/nowiki&amp;gt; addon illustrates how to add a new class, new talents, new timed effects and how to hook onto a few useful locations in the code. (Note that it's a bit old, though.)&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;. For you, that means &amp;lt;nowiki&amp;gt;tome-coolstuff&amp;lt;/nowiki&amp;gt; is your folder name.&lt;br /&gt;
* The short_name in init.lua must match the &amp;lt;nowiki&amp;gt;[AddonName]&amp;lt;/nowiki&amp;gt;. For you, that means &amp;lt;nowiki&amp;gt;coolstuff&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Overloading===&lt;br /&gt;
Each &amp;lt;nowiki&amp;gt;.teaa&amp;lt;/nowiki&amp;gt; file is just a zip file. The main ToME game code is stored in &amp;lt;nowiki&amp;gt;game/modules/tome.team&amp;lt;/nowiki&amp;gt;, and it is also just a renamed zip file.&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt; somewhere, rename it to &amp;lt;nowiki&amp;gt;tome-1.1.5.zip&amp;lt;/nowiki&amp;gt; and unzip it.&lt;br /&gt;
&lt;br /&gt;
You'll see two directories: &amp;quot;data&amp;quot; and &amp;quot;mod&amp;quot;. Most of the stuff you'll want to mess with at first is in &amp;quot;data&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When you use overload to replace a file, the path and name must match exactly the structure in &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt;. So for example, to replace the types of leather boots in the game, I'd look in the unzipped ToME code and find &amp;lt;nowiki&amp;gt;tome-1.1.5/data/general/objects/leather-boots.lua&amp;lt;/nowiki&amp;gt;, and so I'd create a file in my addon &amp;lt;nowiki&amp;gt;tome-coolstuff/overload/data/general/objects/leather-boots.lua&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Superloading===&lt;br /&gt;
&lt;br /&gt;
Just like overloading, superloading requires that you know the file structure of the game so you can make your files get read and executed at the right time. When the game reads in your superload file, you can get access to the previous file's contents using the &amp;lt;nowiki&amp;gt;loadPrevious(...)&amp;lt;/nowiki&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
For example, if we wanted to add a new boot ego, we could do something like this. First, we'd find the boot ego code:&lt;br /&gt;
 data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
Next, we'd make a file in our &amp;lt;nowiki&amp;gt;superload&amp;lt;/nowiki&amp;gt; directory:&lt;br /&gt;
 tome-coolstuff/superload/data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
... and we'd make sure that our &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file had the line:&lt;br /&gt;
 superload = true&lt;br /&gt;
&lt;br /&gt;
We're ready to add the boot ego!&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 newEntity{&lt;br /&gt;
 	power_source = {arcane=true},&lt;br /&gt;
 	name = &amp;quot; of sensing&amp;quot;, suffix=true, instant_resolve=true,&lt;br /&gt;
 	keywords = {sensing=true},&lt;br /&gt;
 	level_range = {1, 50},&lt;br /&gt;
 	rarity = 4,&lt;br /&gt;
 	cost = 2,&lt;br /&gt;
 	wielder = {&lt;br /&gt;
 		see_invisible = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		see_stealth = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		blind_immune = resolvers.mbonus_material(30, 20, function(e, v) v=v/100 return 0, v end),&lt;br /&gt;
 	},&lt;br /&gt;
 }&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;
====Modifying Existing Stuff====&lt;br /&gt;
&lt;br /&gt;
Notice how we created that _M variable above and then didn't do anything with it. That's because we were only creating new content, rather than tweaking existing content. The _M variable is where the existing content lives. Let's modify an existing talent in another superload file, let's modify the cost of the Arcane spell Arcane Power:&lt;br /&gt;
 tome-coolstuff/superload/data/talents/spells/arcane.lua&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 Talents.talents_def.T_ARCANE_POWER.sustain_mana = 20&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;
====Modifying mod Stuff====&lt;br /&gt;
&lt;br /&gt;
Hold on, that example still didn't use _M at all! So what is _M for? Since most things in the &amp;lt;nowiki&amp;gt;data&amp;lt;/nowiki&amp;gt; directory are purely data, and stored in easily accessible structures, you don't need _M to get them. _M is generally used for stuff in the &amp;lt;nowiki&amp;gt;mod&amp;lt;/nowiki&amp;gt; directory: the most dangerous stuff to modify. Here's an example which modifies the &amp;quot;levelup&amp;quot; function in &amp;lt;nowiki&amp;gt;mod/Actor.lua&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 local base_levelup = _M.levelup&lt;br /&gt;
 &lt;br /&gt;
 function _M:levelup()&lt;br /&gt;
   -- Do stuff &amp;quot;before&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- execute the original function&lt;br /&gt;
   local retval = base_levelup(self)&lt;br /&gt;
 &lt;br /&gt;
   -- Do stuff &amp;quot;after&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- return whatever the original function would have returned&lt;br /&gt;
   return retval&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;
==Uploading your Addon==&lt;br /&gt;
&lt;br /&gt;
You've been playing around with your addon, making changes and copying stuff from other popular addons. You've tested your stuff, and you're pretty satisfied that it won't crash the game. Good job! Now you want to share your work.&lt;br /&gt;
&lt;br /&gt;
* Main Menu -&amp;gt; Options -&amp;gt; Developer Mode (bottom option)&lt;br /&gt;
* Start a new game.&lt;br /&gt;
** Note that being in Developer Mode puts an extra screen between &amp;quot;New Game&amp;quot; and building a character. Pick the top option (&amp;quot;ToME&amp;quot;).&lt;br /&gt;
* Hit ctrl+d and pick the bottom option (just hit the up arrow)&lt;br /&gt;
* MD5s are now calculated automatically. You will probably never need to get an MD5. Ignore that unless you know why you need one.&lt;br /&gt;
* You will only need to register your addon ONCE, so after you do that the first time, you can ignore that option too.&lt;br /&gt;
* If you've already registered your addon, pick &amp;quot;Publish Addon to te4.org&amp;quot;. This is the option you'll pick over and over as you create new versions.&lt;br /&gt;
* If you're using Steam, then after you upload to te4.org, hit ctrl+d again and this time pick &amp;quot;Publish Addon to Steam Workshop&amp;quot;&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Doomed_Guide_1.1.5&amp;diff=6601</id>
		<title>Goon Doomed Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Doomed_Guide_1.1.5&amp;diff=6601"/>
				<updated>2014-01-25T00:11:06Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What If Akira Was Jackie Estacado: The Doomed and You==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=204#post423653925&lt;br /&gt;
&lt;br /&gt;
The Doomed is a caster class that excels at three things: dealing damage, field control and taking hits. The downside to the Doomed is that their mobility and range is awful, and requires a lot of management, especially in the early-to-mid game before you have so many offensive options and defences that you don't have to care anymore. They start with 4 unlocked talent trees, which can easily carry you through the game, and by the end of the game you're guaranteed to have at least a few points in all of them.&lt;br /&gt;
&lt;br /&gt;
I must confess, I've never invested in Fears, so I can't really say much about them apart from that I've heard that they're great debuff attacks and can make bossfights - even the final boss - a complete joke. I've also not had a chance to play with the new One with the Shadows tree either, so I'll have to report back on that later.&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Force of Will:''' A vital tree, Force Of Will gives you a great balance of offence, defence and control. All of the talents apart from Unseen Force are absolutely necessary, and you'll want to max at least Deflection and Blast. Also, each point in Force of Will increases the damage your crits do, which is fantastic considering you'll be critting like a madman in the mid to late game.&lt;br /&gt;
&lt;br /&gt;
* Willful Strike is a push which along with Reproach forms your level 1 attack arsenal.It isn't 100% necessary to boost it past 1 once you have other attacks, the damage scales well and it can just be used as a 'get out of my face' button.&lt;br /&gt;
* Deflection is your key defense, get a point in it ASAP. Even at 1/5 it'll shave off quite a bit of damage, which is great because you're not going to be good at avoiding hits. Max it out once you've got your attack powers sorted, and remember that it has to recharge.&lt;br /&gt;
* Blast is technically the longest-ranged attack you can have because the radius increases so you can catch enemies at the edge of the blast. Combined with the great damage and dazing this is a high-priority 5/5.&lt;br /&gt;
* Unseen Force starts out as just a button you press when you get a lone boss or unique to get some extra hits in, but with a few points invested it becomes a maelstrom which does a hell of a job disrupting groups of enemies. Optional, but certainly useful for a bit of an offensive edge.&lt;br /&gt;
&lt;br /&gt;
'''Darkness:''' One of the two trees you'll need to invest in to compensate for your terrible mobility and range, Darkness is a great tree for field control; the basic talent is a bit unreliable at first, but once you've invested enough in the tree you'll turn into Scary Psychic Batman, putting down a cloak of blackness which you'll zip through, disintegrating anything stupid enough to challenge you in the dark thanks to the massive damage bonus you'll get. BECOME THE NIGHT&lt;br /&gt;
&lt;br /&gt;
* Creeping Darkness is the talent you're getting into Darkness for. Either 5/5 or don't touch at all. With full investment the talent will drop a field of darkness which will spread out, dealing damage and obscuring the vision of everyone that enters it. It'll block your vision too, but that's why you take...&lt;br /&gt;
* Dark Vision will let you see through your own darkness, as well as giving you a huge speed bonus when you walk in it. Maxed out it's like a movement infusion and will let you run rings around enemies in the darkness. 1/5 at first just to be able to see in the dark and give you a slight mobility edge, 5/5 later to turn into Shadow Flash.&lt;br /&gt;
* Dark Torrent is a fairly standard attack beam and is an optional addition to your standard offensive toolkit. Darkness damage can be handy and it can leave tiles of darkness, which is useful for blocking LOS. 5/5'd, it's on par damage-wise with Reproach and Willful Strike.&lt;br /&gt;
* Dark Tendrils is generally considered a pretty bad talent. The tendrils sent out move at a snail's pace and don't do much damage. However, they leave a trail of darkness, which basically means you can target an enemy then use the dark trail to zip straight to them. Has good synergy with Dark Vision, but the low speed makes it low-priority at best.&lt;br /&gt;
&lt;br /&gt;
'''Shadows:''' The other talent tree for surviving ranged enemies, Shadows does less to augment your mobility than to give the bad guys something else on which to focus their attention. While pretty unimpressive early on, you'll eventually get a hitsquad of ADHD superbeasts that will slaughter anything that catches their attention. Shadows is binary in terms of investment: you either 5/5 the first three talents - as well as a category point, if you can spare it - or you don't touch it. My last Doomed was completely shadowless until I ran out of places to put my points, so it really is optional, albeit powerful and definitely worthwhile.&lt;br /&gt;
&lt;br /&gt;
* Call Shadows is your core talent for the tree. Every few turns a shadow will pop into existence at a small Hate cost and wander around near you. Shadows start with acess to Phase Door, Blindside and Arcane Reconstruction, which means they can be surprisingly durable and if an enemy actually catches their attention they'll swarm it instantly.&lt;br /&gt;
* Shadow Warriors is necessary to give your shadows offensive capability. Until you get this your shadows are a well-meaning meatshield, with it they'll become terrifyingly effective killers, especially when an enemy draws the ire of all 4 shadows. Dominate will wreck enemy defences and Fade will increase their tankiness by a huge margin.&lt;br /&gt;
* Shadow Mages gives even more offensive options to your shadows, but the big thing is Reform - Reconstruction, Fade and Reform together will mean that shadows will be incredibly difficult to put down outside of a sustained offensive.&lt;br /&gt;
* Focus Shadows is a 1-pointer that makes Shadows actually useful as an offensive tool, rather than just as supremely dangerous meatshields. It can also be used to protect NPCs, which is nice when you get one of the more brain-damaged escorts.&lt;br /&gt;
&lt;br /&gt;
'''Punishments:''' The other offensive Doomed talent tree, Punishments is all about damage and debuffs. In the early game only the first couple of talents are really useful, but once you hit Dreadfell you'll suddenly find very good reasons to be investing in the final two talents.&lt;br /&gt;
&lt;br /&gt;
* Reproach is a solid attack power throughout the game. It'll hit everything around you, albeit losing some damage in the process, but not enough to really be meaningful. 5/5 as soon as you can.&lt;br /&gt;
* Hateful Whisper is a bit strange and requires careful targeting, but when used right it will decimate crowds. It does good damage to a single target, then starts spreading for a few turns - assuming the target is still alive. That's the important bit: you really want to use it on an enemy at full health, because it gives the whisper a better chance of propagating. it'll always spread to at least one other target though, and will give you a smidge of Hate for each enemy affected.&lt;br /&gt;
* Agony is a pretty good DoT talent but at the point in the game it's available you'll have higher priorities. It goes off cooldown faster than the effect wears off, so you can keep hitting an enemy with it. It doesn't come into its own until you unlock...&lt;br /&gt;
* Madness is basically the keystone of the Doomed mid-to-late game for one major reason: the Mental Tyranny prodigy. Without it, it gives a bit of oomph to your Punishments and melee attacks, but with it you're basically stunning, confusing or slowing everything, every turn, forever. Once you've got it 5/5 you can go to town with Agony on individual enemies, cackling as they fall apart in front of your eyes.&lt;br /&gt;
&lt;br /&gt;
===Generic Talents===&lt;br /&gt;
In terms of Generics, the Doomed is pretty thin on the ground. They don't start with Combat Training and Survival starts - and will likely remain - locked. Most of the Doomed's baked-in generic options are optional and not necessarily crucial to survival, so you'll have plenty of generic points to spare. This combined with being a Mindpower class makes Doomed excellent candidates for Antimagic and Fungus, two talent trees that augment the basic Doomed strengths and can make you near-invincible. Additionally, the Cursed Aura tree is now actually powerful and can give you a massive boost on top of that&lt;br /&gt;
&lt;br /&gt;
'''Dark Sustenance:''' Unlike the Cursed, you can't get along just recovering Hate from murder. you'll use it faster than you can get it back, so you need to siphon that shit off of dudes before you put them in the ground. The core talent lets you recover hate, everything else is just icing on the cake.&lt;br /&gt;
&lt;br /&gt;
* Feed needs to at least be 1/5 and can stay that way depending on how good you are at managing your Hate. If you're using Shadows you'll probably want to get more in, though, as they eat up hate as they spawn. Always use it on the toughest / furthest back enemy to get the most mileage.&lt;br /&gt;
* Devour Life doesn't heal much but has a very low cooldown, so it could potentially be useful. Personally I've only ever used it as a stepping stone to the next talents.&lt;br /&gt;
* Feed Power is a great one-pointer that'll give you a little extra edge. Last time I checked the returns above 1/5 aren't great, though.&lt;br /&gt;
* Feed Strengths is basically Feed Power but with resistances. Once again, works perfectly well with just one point.&lt;br /&gt;
&lt;br /&gt;
'''Gestures:''' this tree gives a sustain that boosts pretty much everything: a surprisingly potent melee attack with a good debuff, Mindpower and crit bonuses and another form of damage mitigation. Unless you're going for a gimmick run, the main things to look out for are the last two talents, which are fairly crucial. Your HP doesn't really support melee in the early game, but it might become useful in the late game when you've got excellent defences.&lt;br /&gt;
&lt;br /&gt;
* Gesture of Pain is useful in a pinch since you don't need to expend Hate to cause damage, but as long as you're being smart with Feed that'll never be an issue. Leave it at 1/5 unless you're going for some kind of melee gimmick.&lt;br /&gt;
* Gesture of Malice augments the Pain attack to include a fairly nasty debuff. If you're not using Pain then just 1/5, and even then you've probably still got better places for generics.&lt;br /&gt;
* Gesture of Power is hugely useful. The mindpower and crit chances scale with the quality of your mindstars so it'll give that extre edge all the way through the game. 5/5 ASAP.&lt;br /&gt;
* Gesture of Guarding has been changed since I last played, when it was just a flat % reduction in enemy melee damage. Now, it seems to deflect a flat amount of damage based on your attack damage. Used to be a great 1/5, now I'm not so sure.&lt;br /&gt;
&lt;br /&gt;
'''Cursed Form:''' The basic Afflicted generic tree, it gives decent healing, some excellent immunities and buffs when you take hits. The Doomed doesn't find it quite as useful overall, simply because they spend more time slinging ranged powers, so healing and debuffs like stunning and pinning aren't quite as much of a life-or-death matter.&lt;br /&gt;
&lt;br /&gt;
* Unnatural Body is the same double-edged sword as for the Cursed. Doomed technically get more mileage out of this due to their focus on Willpower but don't tend to require it quite as much. You can just leave it at 1/5.&lt;br /&gt;
* Relentless has been nerfed a little, but it's still a no-brainer 5/5, since it gives you immunity to a bunch of debilitating effects.&lt;br /&gt;
* Seethe is totally optional, you can get a little extra edge from it but you'll be fine without.&lt;br /&gt;
* Grim Resolve is in the same boat as Seethe, only less so since Strength/Willpower boosts aren't as useful as a flat damage bonus.&lt;br /&gt;
&lt;br /&gt;
'''Cursed Aura:''' This used to be a hugely unreliable pointsink, but recent changes have made the scaling and effects of the curses actually a meaningful bonus to the class. However, if you're getting it it does require immediate investment for the full benefits. Once you've maxed the first two talents you'll get ridiculous bonuses from your gear. The second two talents are very useful, but optional.&lt;br /&gt;
&lt;br /&gt;
* Defiling Touch will come at 1/5. It's nothing but a debuff at first, so don't touch this until level 4, when you can get...&lt;br /&gt;
* Dark Gifts is what makes this whole curse business worthwhile. You'll want to alternate this with Defiling Touch to reap the best rewards for your curses. 5/5 this first, since the Defiling Touch 5/5 is useless unless you've already unlocked the curse effects through this talent.&lt;br /&gt;
* Ruined Earth can be helpful in a pinch since it's a massive damage debuff, but be warned it'll affect you as well, so use it to escape.&lt;br /&gt;
* Cursed Sentry didn't used to be up to much, but since the talent tree was rebalanced the sentry is actually terrifying, as it's incredibly tough and attacks like a blender at high talent levels.&lt;br /&gt;
&lt;br /&gt;
===Talent Priorities===&lt;br /&gt;
&lt;br /&gt;
Where your points go first depends on whether you're going for Shadows or not. If you're not, get Reproach, Hateful Whisper and Blast maxed ASAP with 1/5 in Deflection at least. When that's done get 5/5 in Creeping Darkness and 1/5 Dark Vision. After that you're in a good position to expand how you like - increase your offensive options with more points in Willful Strike, Unseen Force or Dark Torrent, or get Deflection and Dark Vision at 5/5 first for better defences and field control.&lt;br /&gt;
&lt;br /&gt;
If you're using shadows prioritise them for 5/5/5/1, putting 1 point in offensive talents as they become available so you're not totally weak alone. You'll be much less effective at murder than your Shadowless cousin but your go-getting team of formless monsters will make up for that. Just make sure to know when to retreat, because if your shadows get wrecked and you don't have the Hate to spawn more you're dead meat.&lt;br /&gt;
&lt;br /&gt;
The best advice I can give RE: early game survival is to have a movement infusion at the very least. Try to get an extra infusion with either your level 1 Cornac cat point or your level 10 cat point so you can have 1 movement, 2 regen and a Physical/(magic or mental, preferably magic) wild. You'll get decent mobility, good healing and an OH SHIT button for when you get stunned or blinded etc.&lt;br /&gt;
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&lt;br /&gt;
==Tips 1==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=203#post423628227&lt;br /&gt;
&lt;br /&gt;
Stat points: everything into con unless you need it to unlock skills, minimal 1 con/level.&lt;br /&gt;
Class points:&lt;br /&gt;
1) Max reproach/willfull strike first, getting 1 point in deflection.&lt;br /&gt;
2) Max Blast&lt;br /&gt;
3) Max Hateful Whisper&lt;br /&gt;
4) Max Darkness/dark vision at the same time&lt;br /&gt;
5) Max Madness by lvl 30, get Mental Tyranny prodigy&lt;br /&gt;
6) Max agony&lt;br /&gt;
7) Anything goes&lt;br /&gt;
Generic points:&lt;br /&gt;
1) I really like the shrouds curse and get the cursed tree for that one alone.&lt;br /&gt;
2) If you don't get shadows unnatural body is actually pretty good/worthwhile so feel free to put extra points into it, but it's not a priority. If you do get shadows it's useless and should be kept at 1.&lt;br /&gt;
3) Relentless should be maxed by level 15 or so.&lt;br /&gt;
4) Hate should be an easy resource, 1 or 2 points into feed is usually enough.&lt;br /&gt;
5) You should be casting things so often you rarely bump into anything, so 1 point into gestures is enough.&lt;br /&gt;
6) Go antimagic, seriously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips 2==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=203#post423626715&lt;br /&gt;
&lt;br /&gt;
I don't know if I can do a good writeup, but I'm pretty familiar with Doomed and have a couple tips that might not be immediately obvious.&lt;br /&gt;
&lt;br /&gt;
One is that due to the amazing crit multiplier granted by the first class tree, cunning being a main stat, and your multiple ways of reducing enemy resistances (especially mind) you frequently crit for insane numbers. Now you might be thinking &amp;quot;duh&amp;quot; but lemme tell you about the skill in the punishments tree Agony: I have seen so many people skip punishments, or max everything except agony, but this shit is bananas once you get going. It has the lowest cooldown of any of your offensive abilities and has the longest range making it very easy to use on basically everything you see and it interacts very well with the last punishments talent, Madness. It drastically raises the chance to get multiple madnesses on creatures which will take their mind resistance easily far into the negative especially if you can bump them to trigger the Malign gesture. Reapply Agony when one turn remains on the target since at this point it is done doing damage and can start anew. I don't know the math behind it but the damage a full run of Agony will do is based on the damage done by the application, which can crit, giving your target basically one mother of a terminal migraine. Its weaknesses are against things like skeletons which reduce negative effect duration and shalore enemies that use timeless make it kind of anemic, as well as teluvortas which are just plain immune to debuffs (also annoyingly making them immune to hateful whisper).&lt;br /&gt;
&lt;br /&gt;
Another great skill is Blast. Although nobody in their right mind would skip this one, it has a little quirk in that if it pushes a monster from near the center of itself into the outer part which has a lesser knockback effect than the center, it will be hit twice for some reason which is rad.&lt;br /&gt;
&lt;br /&gt;
I recommend going antimagic since your generic trees aren't huge point investments unless you want to take the cursed item tree which I wouldn't really recommend since it doesn't benefit non-melee characters as much as melee ones imo and even on them it is a bit dubious. Antimagic shield interacts favourably with Deflection which is amazing, Doomed are amazing.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Doomed_Guide_1.1.5&amp;diff=6600</id>
		<title>Goon Doomed Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Doomed_Guide_1.1.5&amp;diff=6600"/>
				<updated>2014-01-25T00:08:27Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Created page with &amp;quot;===What If Akira Was Jackie Estacado: The Doomed and You===  The Doomed is a caster class that excels at three things: dealing damage, field control and taking hits. The downs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===What If Akira Was Jackie Estacado: The Doomed and You===&lt;br /&gt;
&lt;br /&gt;
The Doomed is a caster class that excels at three things: dealing damage, field control and taking hits. The downside to the Doomed is that their mobility and range is awful, and requires a lot of management, especially in the early-to-mid game before you have so many offensive options and defences that you don't have to care anymore. They start with 4 unlocked talent trees, which can easily carry you through the game, and by the end of the game you're guaranteed to have at least a few points in all of them.&lt;br /&gt;
&lt;br /&gt;
I must confess, I've never invested in Fears, so I can't really say much about them apart from that I've heard that they're great debuff attacks and can make bossfights - even the final boss - a complete joke. I've also not had a chance to play with the new One with the Shadows tree either, so I'll have to report back on that later.&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
'''Force of Will:''' A vital tree, Force Of Will gives you a great balance of offence, defence and control. All of the talents apart from Unseen Force are absolutely necessary, and you'll want to max at least Deflection and Blast. Also, each point in Force of Will increases the damage your crits do, which is fantastic considering you'll be critting like a madman in the mid to late game.&lt;br /&gt;
&lt;br /&gt;
* Willful Strike is a push which along with Reproach forms your level 1 attack arsenal.It isn't 100% necessary to boost it past 1 once you have other attacks, the damage scales well and it can just be used as a 'get out of my face' button.&lt;br /&gt;
* Deflection is your key defense, get a point in it ASAP. Even at 1/5 it'll shave off quite a bit of damage, which is great because you're not going to be good at avoiding hits. Max it out once you've got your attack powers sorted, and remember that it has to recharge.&lt;br /&gt;
* Blast is technically the longest-ranged attack you can have because the radius increases so you can catch enemies at the edge of the blast. Combined with the great damage and dazing this is a high-priority 5/5.&lt;br /&gt;
* Unseen Force starts out as just a button you press when you get a lone boss or unique to get some extra hits in, but with a few points invested it becomes a maelstrom which does a hell of a job disrupting groups of enemies. Optional, but certainly useful for a bit of an offensive edge.&lt;br /&gt;
&lt;br /&gt;
'''Darkness:''' One of the two trees you'll need to invest in to compensate for your terrible mobility and range, Darkness is a great tree for field control; the basic talent is a bit unreliable at first, but once you've invested enough in the tree you'll turn into Scary Psychic Batman, putting down a cloak of blackness which you'll zip through, disintegrating anything stupid enough to challenge you in the dark thanks to the massive damage bonus you'll get. BECOME THE NIGHT&lt;br /&gt;
&lt;br /&gt;
* Creeping Darkness is the talent you're getting into Darkness for. Either 5/5 or don't touch at all. With full investment the talent will drop a field of darkness which will spread out, dealing damage and obscuring the vision of everyone that enters it. It'll block your vision too, but that's why you take...&lt;br /&gt;
* Dark Vision will let you see through your own darkness, as well as giving you a huge speed bonus when you walk in it. Maxed out it's like a movement infusion and will let you run rings around enemies in the darkness. 1/5 at first just to be able to see in the dark and give you a slight mobility edge, 5/5 later to turn into Shadow Flash.&lt;br /&gt;
* Dark Torrent is a fairly standard attack beam and is an optional addition to your standard offensive toolkit. Darkness damage can be handy and it can leave tiles of darkness, which is useful for blocking LOS. 5/5'd, it's on par damage-wise with Reproach and Willful Strike.&lt;br /&gt;
* Dark Tendrils is generally considered a pretty bad talent. The tendrils sent out move at a snail's pace and don't do much damage. However, they leave a trail of darkness, which basically means you can target an enemy then use the dark trail to zip straight to them. Has good synergy with Dark Vision, but the low speed makes it low-priority at best.&lt;br /&gt;
&lt;br /&gt;
'''Shadows:''' The other talent tree for surviving ranged enemies, Shadows does less to augment your mobility than to give the bad guys something else on which to focus their attention. While pretty unimpressive early on, you'll eventually get a hitsquad of ADHD superbeasts that will slaughter anything that catches their attention. Shadows is binary in terms of investment: you either 5/5 the first three talents - as well as a category point, if you can spare it - or you don't touch it. My last Doomed was completely shadowless until I ran out of places to put my points, so it really is optional, albeit powerful and definitely worthwhile.&lt;br /&gt;
&lt;br /&gt;
* Call Shadows is your core talent for the tree. Every few turns a shadow will pop into existence at a small Hate cost and wander around near you. Shadows start with acess to Phase Door, Blindside and Arcane Reconstruction, which means they can be surprisingly durable and if an enemy actually catches their attention they'll swarm it instantly.&lt;br /&gt;
* Shadow Warriors is necessary to give your shadows offensive capability. Until you get this your shadows are a well-meaning meatshield, with it they'll become terrifyingly effective killers, especially when an enemy draws the ire of all 4 shadows. Dominate will wreck enemy defences and Fade will increase their tankiness by a huge margin.&lt;br /&gt;
* Shadow Mages gives even more offensive options to your shadows, but the big thing is Reform - Reconstruction, Fade and Reform together will mean that shadows will be incredibly difficult to put down outside of a sustained offensive.&lt;br /&gt;
* Focus Shadows is a 1-pointer that makes Shadows actually useful as an offensive tool, rather than just as supremely dangerous meatshields. It can also be used to protect NPCs, which is nice when you get one of the more brain-damaged escorts.&lt;br /&gt;
&lt;br /&gt;
'''Punishments:''' The other offensive Doomed talent tree, Punishments is all about damage and debuffs. In the early game only the first couple of talents are really useful, but once you hit Dreadfell you'll suddenly find very good reasons to be investing in the final two talents.&lt;br /&gt;
&lt;br /&gt;
* Reproach is a solid attack power throughout the game. It'll hit everything around you, albeit losing some damage in the process, but not enough to really be meaningful. 5/5 as soon as you can.&lt;br /&gt;
* Hateful Whisper is a bit strange and requires careful targeting, but when used right it will decimate crowds. It does good damage to a single target, then starts spreading for a few turns - assuming the target is still alive. That's the important bit: you really want to use it on an enemy at full health, because it gives the whisper a better chance of propagating. it'll always spread to at least one other target though, and will give you a smidge of Hate for each enemy affected.&lt;br /&gt;
* Agony is a pretty good DoT talent but at the point in the game it's available you'll have higher priorities. It goes off cooldown faster than the effect wears off, so you can keep hitting an enemy with it. It doesn't come into its own until you unlock...&lt;br /&gt;
* Madness is basically the keystone of the Doomed mid-to-late game for one major reason: the Mental Tyranny prodigy. Without it, it gives a bit of oomph to your Punishments and melee attacks, but with it you're basically stunning, confusing or slowing everything, every turn, forever. Once you've got it 5/5 you can go to town with Agony on individual enemies, cackling as they fall apart in front of your eyes.&lt;br /&gt;
&lt;br /&gt;
===Generic Talents===&lt;br /&gt;
In terms of Generics, the Doomed is pretty thin on the ground. They don't start with Combat Training and Survival starts - and will likely remain - locked. Most of the Doomed's baked-in generic options are optional and not necessarily crucial to survival, so you'll have plenty of generic points to spare. This combined with being a Mindpower class makes Doomed excellent candidates for Antimagic and Fungus, two talent trees that augment the basic Doomed strengths and can make you near-invincible. Additionally, the Cursed Aura tree is now actually powerful and can give you a massive boost on top of that&lt;br /&gt;
&lt;br /&gt;
'''Dark Sustenance:''' Unlike the Cursed, you can't get along just recovering Hate from murder. you'll use it faster than you can get it back, so you need to siphon that shit off of dudes before you put them in the ground. The core talent lets you recover hate, everything else is just icing on the cake.&lt;br /&gt;
&lt;br /&gt;
* Feed needs to at least be 1/5 and can stay that way depending on how good you are at managing your Hate. If you're using Shadows you'll probably want to get more in, though, as they eat up hate as they spawn. Always use it on the toughest / furthest back enemy to get the most mileage.&lt;br /&gt;
* Devour Life doesn't heal much but has a very low cooldown, so it could potentially be useful. Personally I've only ever used it as a stepping stone to the next talents.&lt;br /&gt;
* Feed Power is a great one-pointer that'll give you a little extra edge. Last time I checked the returns above 1/5 aren't great, though.&lt;br /&gt;
* Feed Strengths is basically Feed Power but with resistances. Once again, works perfectly well with just one point.&lt;br /&gt;
&lt;br /&gt;
'''Gestures:''' this tree gives a sustain that boosts pretty much everything: a surprisingly potent melee attack with a good debuff, Mindpower and crit bonuses and another form of damage mitigation. Unless you're going for a gimmick run, the main things to look out for are the last two talents, which are fairly crucial. Your HP doesn't really support melee in the early game, but it might become useful in the late game when you've got excellent defences.&lt;br /&gt;
&lt;br /&gt;
* Gesture of Pain is useful in a pinch since you don't need to expend Hate to cause damage, but as long as you're being smart with Feed that'll never be an issue. Leave it at 1/5 unless you're going for some kind of melee gimmick.&lt;br /&gt;
* Gesture of Malice augments the Pain attack to include a fairly nasty debuff. If you're not using Pain then just 1/5, and even then you've probably still got better places for generics.&lt;br /&gt;
* Gesture of Power is hugely useful. The mindpower and crit chances scale with the quality of your mindstars so it'll give that extre edge all the way through the game. 5/5 ASAP.&lt;br /&gt;
* Gesture of Guarding has been changed since I last played, when it was just a flat % reduction in enemy melee damage. Now, it seems to deflect a flat amount of damage based on your attack damage. Used to be a great 1/5, now I'm not so sure.&lt;br /&gt;
&lt;br /&gt;
'''Cursed Form:''' The basic Afflicted generic tree, it gives decent healing, some excellent immunities and buffs when you take hits. The Doomed doesn't find it quite as useful overall, simply because they spend more time slinging ranged powers, so healing and debuffs like stunning and pinning aren't quite as much of a life-or-death matter.&lt;br /&gt;
&lt;br /&gt;
* Unnatural Body is the same double-edged sword as for the Cursed. Doomed technically get more mileage out of this due to their focus on Willpower but don't tend to require it quite as much. You can just leave it at 1/5.&lt;br /&gt;
* Relentless has been nerfed a little, but it's still a no-brainer 5/5, since it gives you immunity to a bunch of debilitating effects.&lt;br /&gt;
* Seethe is totally optional, you can get a little extra edge from it but you'll be fine without.&lt;br /&gt;
* Grim Resolve is in the same boat as Seethe, only less so since Strength/Willpower boosts aren't as useful as a flat damage bonus.&lt;br /&gt;
&lt;br /&gt;
'''Cursed Aura:''' This used to be a hugely unreliable pointsink, but recent changes have made the scaling and effects of the curses actually a meaningful bonus to the class. However, if you're getting it it does require immediate investment for the full benefits. Once you've maxed the first two talents you'll get ridiculous bonuses from your gear. The second two talents are very useful, but optional.&lt;br /&gt;
&lt;br /&gt;
* Defiling Touch will come at 1/5. It's nothing but a debuff at first, so don't touch this until level 4, when you can get...&lt;br /&gt;
* Dark Gifts is what makes this whole curse business worthwhile. You'll want to alternate this with Defiling Touch to reap the best rewards for your curses. 5/5 this first, since the Defiling Touch 5/5 is useless unless you've already unlocked the curse effects through this talent.&lt;br /&gt;
* Ruined Earth can be helpful in a pinch since it's a massive damage debuff, but be warned it'll affect you as well, so use it to escape.&lt;br /&gt;
* Cursed Sentry didn't used to be up to much, but since the talent tree was rebalanced the sentry is actually terrifying, as it's incredibly tough and attacks like a blender at high talent levels.&lt;br /&gt;
&lt;br /&gt;
==Talent Priorities==&lt;br /&gt;
&lt;br /&gt;
Where your points go first depends on whether you're going for Shadows or not. If you're not, get Reproach, Hateful Whisper and Blast maxed ASAP with 1/5 in Deflection at least. When that's done get 5/5 in Creeping Darkness and 1/5 Dark Vision. After that you're in a good position to expand how you like - increase your offensive options with more points in Willful Strike, Unseen Force or Dark Torrent, or get Deflection and Dark Vision at 5/5 first for better defences and field control.&lt;br /&gt;
&lt;br /&gt;
If you're using shadows prioritise them for 5/5/5/1, putting 1 point in offensive talents as they become available so you're not totally weak alone. You'll be much less effective at murder than your Shadowless cousin but your go-getting team of formless monsters will make up for that. Just make sure to know when to retreat, because if your shadows get wrecked and you don't have the Hate to spawn more you're dead meat.&lt;br /&gt;
&lt;br /&gt;
The best advice I can give RE: early game survival is to have a movement infusion at the very least. Try to get an extra infusion with either your level 1 Cornac cat point or your level 10 cat point so you can have 1 movement, 2 regen and a Physical/(magic or mental, preferably magic) wild. You'll get decent mobility, good healing and an OH SHIT button for when you get stunned or blinded etc.&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6599</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6599"/>
				<updated>2014-01-25T00:04:20Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Class Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6598</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6598"/>
				<updated>2014-01-25T00:02:24Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: /* Class Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Cursed_Guide&amp;diff=6597</id>
		<title>Goon Cursed Guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Cursed_Guide&amp;diff=6597"/>
				<updated>2014-01-25T00:01:26Z</updated>
		
		<summary type="html">&lt;p&gt;Doctornull: Doctornull moved page Goon Cursed Guide to Goon Cursed Guide 1.1.5: Putting version number in guide name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Goon Cursed Guide 1.1.5]]&lt;/div&gt;</summary>
		<author><name>Doctornull</name></author>	</entry>

	</feed>