<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Effigy</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Effigy"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Effigy"/>
		<updated>2026-04-07T03:14:02Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=9891</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=9891"/>
				<updated>2015-11-07T21:52:24Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &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;
On Linux, the path is&lt;br /&gt;
 ~/.steam/steam/SteamApps/common/TalesMajEyal/game/addons&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; -- Determines the name of your addon's file.&lt;br /&gt;
 for_module = &amp;quot;tome&amp;quot;&lt;br /&gt;
 version = {1,3,1}&lt;br /&gt;
 addon_version = {1,0,0}&lt;br /&gt;
 weight = 100 -- The lower this value, the sooner your addon will load compared to other addons.&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;
 overload = true&lt;br /&gt;
 superload = false&lt;br /&gt;
 data = true&lt;br /&gt;
 hooks = true&lt;br /&gt;
&lt;br /&gt;
''addon_version'' is (unsurprisingly) the version of your addon. This is used by the game for automatically downloading addon updates. It's also useful if players want to see which addon version they're currently using. Set it to {1,0,0} initially and increment the value when releasing updates.&lt;br /&gt;
&lt;br /&gt;
''version'' is the module (i.e., ToME) version required for the addon. When making a new addon, you should typically set this to the current ToME version. When releasing addon updates, you should modify this value if your addon changes rely on features from a more recent ToME version.&lt;br /&gt;
&lt;br /&gt;
Properly setting ''overload'', ''superload'', ''hooks'', and ''data'' is super important, because they determine which directories in your addon will be loaded by the game.&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.)  When zipping, make sure to zip the files but not the folder.  For example, tome-addonname.zip/init.lua, not tome-addonname.zip/tome-addonname/init.lua.&lt;br /&gt;
&lt;br /&gt;
You can also just put a folder 'tome-addonname' in addons and it will be loaded directly, no need to zip or rename.&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]-[AddonShortName]&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;
&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;
====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+a 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>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Psiblades_(talent)&amp;diff=9789</id>
		<title>Psiblades (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Psiblades_(talent)&amp;diff=9789"/>
				<updated>2015-09-05T07:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Psiblades.png&lt;br /&gt;
|name=Psiblades&lt;br /&gt;
|category_type={{ct|Wild-Gift}}&lt;br /&gt;
|category={{c|Mindstar Mastery}}&lt;br /&gt;
|require={{TalentReq/GiftsReq1}}&lt;br /&gt;
|use_mode=Sustained&lt;br /&gt;
|cost=18 Equilibrium&lt;br /&gt;
|cooldown=6&lt;br /&gt;
|desc=&lt;br /&gt;
Channel your mental power through your wielded mindstars, generating psionic blades sprouting from the mindstars.&lt;br /&gt;
&lt;br /&gt;
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by (1.076 + 0.324 * √ Talent Level), their armour penetration by (0.65 + 0.51 * √ Talent Level) and mindpower, willpower and cunning by (1.076 + 0.324 * √ Talent Level).&lt;br /&gt;
&lt;br /&gt;
Also increases Physical Power by (10 * Talent Level) and increases weapon damage by (22.36 * √ Talent Level)% when using mindstars.&lt;br /&gt;
}}&lt;br /&gt;
NOTE: The damage bonus from this talent seems to specifically apply to Willpower and Cunning, not any other stat-based damage you may have. For example, the 50% Magic damage from the Arcane Might prodigy does '''not''' get scaled by Psiblades.&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Psiblades_(talent)&amp;diff=9788</id>
		<title>Psiblades (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Psiblades_(talent)&amp;diff=9788"/>
				<updated>2015-09-05T07:22:11Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Psiblades.png&lt;br /&gt;
|name=Psiblades&lt;br /&gt;
|category_type={{ct|Wild-Gift}}&lt;br /&gt;
|category={{c|Mindstar Mastery}}&lt;br /&gt;
|require={{TalentReq/GiftsReq1}}&lt;br /&gt;
|use_mode=Sustained&lt;br /&gt;
|cost=18 Equilibrium&lt;br /&gt;
|cooldown=6&lt;br /&gt;
|desc=&lt;br /&gt;
Channel your mental power through your wielded mindstars, generating psionic blades sprouting from the mindstars.&lt;br /&gt;
&lt;br /&gt;
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by (1.076 + 0.324 * √ Talent Level), their armour penetration by (0.65 + 0.51 * √ Talent Level) and mindpower, willpower and cunning by (1.076 + 0.324 * √ Talent Level).&lt;br /&gt;
&lt;br /&gt;
Also increases Physical Power by (10 * Talent Level) and increases weapon damage by (22.36 * √ Talent Level)% when using mindstars.&lt;br /&gt;
}}&lt;br /&gt;
NOTE: The damage bonus from this talent seems to specifically apply to Willpower and Cunning, not any other stat-based damage you may have. For example, the 50% Magic damage from the Arcane Might prodigy does [b]not[/b] get scaled by Psiblades.&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Psiblades_(talent)&amp;diff=9787</id>
		<title>Psiblades (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Psiblades_(talent)&amp;diff=9787"/>
				<updated>2015-09-05T07:22:02Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Psiblades.png&lt;br /&gt;
|name=Psiblades&lt;br /&gt;
|category_type={{ct|Wild-Gift}}&lt;br /&gt;
|category={{c|Mindstar Mastery}}&lt;br /&gt;
|require={{TalentReq/GiftsReq1}}&lt;br /&gt;
|use_mode=Sustained&lt;br /&gt;
|cost=18 Equilibrium&lt;br /&gt;
|cooldown=6&lt;br /&gt;
|desc=&lt;br /&gt;
Channel your mental power through your wielded mindstars, generating psionic blades sprouting from the mindstars.&lt;br /&gt;
&lt;br /&gt;
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by (1.076 + 0.324 * √ Talent Level), their armour penetration by (0.65 + 0.51 * √ Talent Level) and mindpower, willpower and cunning by (1.076 + 0.324 * √ Talent Level).&lt;br /&gt;
&lt;br /&gt;
Also increases Physical Power by (10 * Talent Level) and increases weapon damage by (22.36 * √ Talent Level)% when using mindstars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: The damage bonus from this talent seems to specifically apply to Willpower and Cunning, not any other stat-based damage you may have. For example, the 50% Magic damage from the Arcane Might prodigy does [b]not[/b] get scaled by Psiblades.&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=9584</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=9584"/>
				<updated>2015-02-09T16:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason (usually because you are under water). You take a large amount of damage each turn after reaching 0 Air. Some items allow you to breathe underwater, or remove the need to breathe at all.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
Equilibrium is the [[resources|resource]] used by the [[Wild-gift (category type)|Wild Gift]] talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn.&lt;br /&gt;
&lt;br /&gt;
Equilibrium does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* Standing in the area of effect of a Font of Life&lt;br /&gt;
* [[Meditation (talent)|Meditating]]&lt;br /&gt;
* [[Swallow (talent)|Swallowing]] enemies&lt;br /&gt;
* Being hit while [[Resolve (talent)|Resolve]] is active but [[Antimagic shield (talent)|Antimagic Shield]] is not&lt;br /&gt;
* Coming under a life regeneration effect while under the influence of [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;br /&gt;
&lt;br /&gt;
Note that if a player/creature has an [[Equilibrium]] bar, using [[Vim|Vim-based]] talents will increase it by a noticeable amount.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the [[Solipsist]]'s [[Feedback (category)|Feedback]] and [[Discharge (category)|Discharge]] talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater).&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
Hate is the [[resources|resource]] used by the Afflicted classes, the [[Cursed]] and the [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting.  Hate is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your Hate slowly decays (more quickly when the level is higher), down to a minimum of half your Hate at the end of the most recent combat.  The strengths of many abilities also depend on your level of Hate.&lt;br /&gt;
&lt;br /&gt;
Here are some ways Hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''Kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''Take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''Take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''Do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed [[Dark sustenance (category)|Dark Sustenance]] tree has the talent [[Feed (talent)|Feed]], which can be used to replenish hate.  Various Cursed talents also give Hate bonuses.&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Not all classes can regenerate Mana naturally.&lt;br /&gt;
&lt;br /&gt;
==Necrotic==&lt;br /&gt;
Used by [[Necromancer|Necromancers]], and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings within the necrotic aura.&lt;br /&gt;
&lt;br /&gt;
==Negative energy==&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.  [[Necromancer]]s can also get access to the tree by becoming a [[Lich]].&lt;br /&gt;
&lt;br /&gt;
It can be replenished by Anorithil using:&lt;br /&gt;
* [[Twilight (talent)|Twilight]]: 15 positive, 6 cooldown, recover (20 + 0.4 * talent * cunning) negative energy&lt;br /&gt;
* [[Twilight surge (talent)|Twilight Surge]]: recover 20 negative and 10 positive energy&lt;br /&gt;
among other ways.&lt;br /&gt;
&lt;br /&gt;
Liches will regenerate negative energy over time, whereas Anorithil and Adventurers lose negative energy over time.&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the Chronomancy talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600).&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, first calculate modified paradox by the following formula: (Paradox - [[Willpower]] * Willpower_modifier). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form. Willpower_modifier is 1 + ([[Paradox mastery (talent)|Paradox Mastery]] talent level / 10).&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3).&lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4).&lt;br /&gt;
&lt;br /&gt;
==Positive energy==&lt;br /&gt;
Positive energy is a resource used by both of the [[Celestial (Metaclass)|Celestial]] classes (the [[Sun Paladin|Sun Paladins]] and [[Anorithil]]). Many early talents will actually replenish it rather than drain it, shown as negative numbers in costs.  It decreases over time if not used.&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Mind damage type reduces psi (if left) instead of health.&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered.&lt;br /&gt;
&lt;br /&gt;
==Vim==&lt;br /&gt;
Vim is the resource used by the [[Defiler]] metaclass.  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talents cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, such as [[Drain (talent)|Drain]] and [[Leech (talent)|Leech]].&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9552</id>
		<title>Tirakai's Maul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9552"/>
				<updated>2015-01-27T10:31:25Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name = Tirakai's Maul&lt;br /&gt;
|unid = ?&lt;br /&gt;
|type = weapon / greatmaul&lt;br /&gt;
|source = {{arc}}&lt;br /&gt;
|require=&lt;br /&gt;
|rarity = ?&lt;br /&gt;
|level = ?&lt;br /&gt;
|cost = ?&lt;br /&gt;
|tier = 2&lt;br /&gt;
|basepower = 32.0-41.6&lt;br /&gt;
|usestat = 10% Mag, 120% Str&lt;br /&gt;
|damtype = Physical&lt;br /&gt;
|apr = +6&lt;br /&gt;
|critical = +8.0%&lt;br /&gt;
|armor=&lt;br /&gt;
|defense=&lt;br /&gt;
|fatigue=&lt;br /&gt;
|on_hit=&lt;br /&gt;
|change_dam=&lt;br /&gt;
|dam_conv=&lt;br /&gt;
|when_hit=&lt;br /&gt;
|movspeed=&lt;br /&gt;
|enc=&lt;br /&gt;
|maxlife=&lt;br /&gt;
|healmod=&lt;br /&gt;
|resistances=&lt;br /&gt;
|penetration=&lt;br /&gt;
|immunity=&lt;br /&gt;
|stats=&lt;br /&gt;
|abilities = &amp;lt;br&amp;gt;&lt;br /&gt;
* Accuracy bonus: +0.1% dam/acc&lt;br /&gt;
* It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10&lt;br /&gt;
|description = ''This massive hammer is formed from a thick mass of strange crystalline growths.'' &amp;lt;br&amp;gt; ''In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.''&lt;br /&gt;
}}&lt;br /&gt;
'''The hammer will gain different proprieties depending on the [[Gem|tier and color of the gem]] it is imbued with. Note that the &amp;quot;color&amp;quot; refers to the type listed in the gem description, which may not match the graphic.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''These are the specific effects granted, by color:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ALL GEMS'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Base power scales with gem tier, up to 68.0-88.4 with a tier-5 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor penetration: +(gem tier)&amp;lt;br&amp;gt;&lt;br /&gt;
Physical crit. chance: +0-6% (scales with gem tier)&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
+(2 * gem tier) Dex, Cun, Mag&amp;lt;br&amp;gt;&lt;br /&gt;
Grants the &amp;quot;imbue&amp;quot; stats from the gem's description.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''YELLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Light&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) blinding light&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Nature&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) spydric poison&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% nature&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLUE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Lightning&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) dazing lightning&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% lightning&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLACK'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Acid&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) disarming acid&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% acid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VIOLET'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Arcane&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) arcane silence&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% arcane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''WHITE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Cold&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) ice&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% cold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''RED'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) flameshock&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% fire&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9551</id>
		<title>Tirakai's Maul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9551"/>
				<updated>2015-01-27T10:31:06Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name = Tirakai's Maul&lt;br /&gt;
|unid = ?&lt;br /&gt;
|type = weapon / greatmaul&lt;br /&gt;
|source = {{arc}}&lt;br /&gt;
|require=&lt;br /&gt;
|rarity = ?&lt;br /&gt;
|level = ?&lt;br /&gt;
|cost = ?&lt;br /&gt;
|tier = 2&lt;br /&gt;
|basepower = 32.0-41.6&lt;br /&gt;
|usestat = 10% Mag, 120% Str&lt;br /&gt;
|damtype = Physical&lt;br /&gt;
|apr = +6&lt;br /&gt;
|critical = +8.0%&lt;br /&gt;
|armor=&lt;br /&gt;
|defense=&lt;br /&gt;
|fatigue=&lt;br /&gt;
|on_hit=&lt;br /&gt;
|change_dam=&lt;br /&gt;
|dam_conv=&lt;br /&gt;
|when_hit=&lt;br /&gt;
|movspeed=&lt;br /&gt;
|enc=&lt;br /&gt;
|maxlife=&lt;br /&gt;
|healmod=&lt;br /&gt;
|resistances=&lt;br /&gt;
|penetration=&lt;br /&gt;
|immunity=&lt;br /&gt;
|stats=&lt;br /&gt;
|abilities = &amp;lt;br&amp;gt;&lt;br /&gt;
* Accuracy bonus: +0.1% dam/acc&lt;br /&gt;
* It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10&lt;br /&gt;
|description = ''This massive hammer is formed from a thick mass of strange crystalline growths.'' &amp;lt;br&amp;gt; ''In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.''&lt;br /&gt;
}}&lt;br /&gt;
'''The hammer will gain different proprieties depending on the [[Gem|tier and color of the gem]] it is imbued with. Note that the &amp;quot;color&amp;quot; refers to the type listed in the gem description, which may not match the graphic.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''These are the specific effects granted, by color:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ALL GEMS'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Base power scales with gem tier, up to 68.0-88.4 with a tier-5 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor penetration: +(gem tier)&amp;lt;br&amp;gt;&lt;br /&gt;
Physical crit. chance: +0-6% (scales with gem tier)&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
+(2 * gem tier) Dex, Cun, Mag&amp;lt;br&amp;gt;&lt;br /&gt;
Grants the &amp;quot;imbue&amp;quot; stats from the gem's description.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''YELLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Light&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) blinding light&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Nature&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) spydric poison&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% nature&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLUE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Lightning&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) dazing lightning&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% lightning&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLACK'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Acid&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) disarming acid&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% acid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VIOLET'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Arcane&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) arcane silence&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% arcane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''WHITE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Cold&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) ice&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% cold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''RED'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) flameshock&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% fire&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9550</id>
		<title>Tirakai's Maul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9550"/>
				<updated>2015-01-27T10:30:51Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name = Tirakai's Maul&lt;br /&gt;
|unid = ?&lt;br /&gt;
|type = weapon / greatmaul&lt;br /&gt;
|source = {{arc}}&lt;br /&gt;
|require=&lt;br /&gt;
|rarity = ?&lt;br /&gt;
|level = ?&lt;br /&gt;
|cost = ?&lt;br /&gt;
|tier = 2&lt;br /&gt;
|basepower = 32.0-41.6&lt;br /&gt;
|usestat = 10% Mag, 120% Str&lt;br /&gt;
|damtype = Physical&lt;br /&gt;
|apr = +6&lt;br /&gt;
|critical = +8.0%&lt;br /&gt;
|armor=&lt;br /&gt;
|defense=&lt;br /&gt;
|fatigue=&lt;br /&gt;
|on_hit=&lt;br /&gt;
|change_dam=&lt;br /&gt;
|dam_conv=&lt;br /&gt;
|when_hit=&lt;br /&gt;
|movspeed=&lt;br /&gt;
|enc=&lt;br /&gt;
|maxlife=&lt;br /&gt;
|healmod=&lt;br /&gt;
|resistances=&lt;br /&gt;
|penetration=&lt;br /&gt;
|immunity=&lt;br /&gt;
|stats=&lt;br /&gt;
|abilities = &amp;lt;br&amp;gt;&lt;br /&gt;
* Accuracy bonus: +0.1% dam/acc&lt;br /&gt;
* It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10&lt;br /&gt;
|description = ''This massive hammer is formed from a thick mass of strange crystalline growths.'' &amp;lt;br&amp;gt; ''In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.''&lt;br /&gt;
}}&lt;br /&gt;
'''The hammer will gain different proprieties depending on the [[Gem|tier and color of the gem]] it is imbued with. Note that the &amp;quot;color&amp;quot; refers to the type listed in the gem description, which may not match the graphic.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''These are the specific effects granted, by color:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ALL GEMS'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Base power scales with gem tier, up to 68.0-88.4 with a tier-5 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor penetration: +(gem tier)&lt;br /&gt;
Physical crit. chance: +0-6% (scales with gem tier)&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
+(2 * gem tier) Dex, Cun, Mag&amp;lt;br&amp;gt;&lt;br /&gt;
Grants the &amp;quot;imbue&amp;quot; stats from the gem's description.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''YELLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Light&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) blinding light&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Nature&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) spydric poison&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% nature&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLUE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Lightning&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) dazing lightning&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% lightning&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLACK'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Acid&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) disarming acid&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% acid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VIOLET'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Arcane&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) arcane silence&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% arcane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''WHITE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Cold&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) ice&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% cold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''RED'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) flameshock&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% fire&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9549</id>
		<title>Tirakai's Maul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9549"/>
				<updated>2015-01-27T10:19:31Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name = Tirakai's Maul&lt;br /&gt;
|unid = ?&lt;br /&gt;
|type = weapon / greatmaul&lt;br /&gt;
|source = {{arc}}&lt;br /&gt;
|require=&lt;br /&gt;
|rarity = ?&lt;br /&gt;
|level = ?&lt;br /&gt;
|cost = ?&lt;br /&gt;
|tier = 2&lt;br /&gt;
|basepower = 32.0-41.6&lt;br /&gt;
|usestat = 10% Mag, 120% Str&lt;br /&gt;
|damtype = Physical&lt;br /&gt;
|apr = +6&lt;br /&gt;
|critical = +8.0%&lt;br /&gt;
|armor=&lt;br /&gt;
|defense=&lt;br /&gt;
|fatigue=&lt;br /&gt;
|on_hit=&lt;br /&gt;
|change_dam=&lt;br /&gt;
|dam_conv=&lt;br /&gt;
|when_hit=&lt;br /&gt;
|movspeed=&lt;br /&gt;
|enc=&lt;br /&gt;
|maxlife=&lt;br /&gt;
|healmod=&lt;br /&gt;
|resistances=&lt;br /&gt;
|penetration=&lt;br /&gt;
|immunity=&lt;br /&gt;
|stats=&lt;br /&gt;
|abilities = &amp;lt;br&amp;gt;&lt;br /&gt;
* Accuracy bonus: +0.1% dam/acc&lt;br /&gt;
* It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10&lt;br /&gt;
|description = ''This massive hammer is formed from a thick mass of strange crystalline growths.'' &amp;lt;br&amp;gt; ''In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.''&lt;br /&gt;
}}&lt;br /&gt;
'''The hammer will gain different proprieties depending on the [[Gem|tier and color of the gem]] it is imbued with. Note that the &amp;quot;color&amp;quot; refers to the type listed in the gem description, which may not match the graphic.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''These are the specific effects granted, by color:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ALL GEMS'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Base power scales with gem tier, up to 68.0-88.4 with a tier-5 gem.&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
+(2 * gem tier) Dex, Cun, Mag&amp;lt;br&amp;gt;&lt;br /&gt;
Grants the &amp;quot;imbue&amp;quot; stats from the gem's description.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''YELLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Light&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) blinding light&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Nature&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) spydric poison&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% nature&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLUE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Lightning&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) dazing lightning&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% lightning&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLACK'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Acid&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) disarming acid&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% acid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VIOLET'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Arcane&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) arcane silence&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% arcane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''WHITE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Cold&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) ice&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% cold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''RED'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) flameshock&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% fire&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9548</id>
		<title>Tirakai's Maul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9548"/>
				<updated>2015-01-27T10:19:11Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name = Tirakai's Maul&lt;br /&gt;
|unid = ?&lt;br /&gt;
|type = weapon / greatmaul&lt;br /&gt;
|source = {{arc}}&lt;br /&gt;
|require=&lt;br /&gt;
|rarity = ?&lt;br /&gt;
|level = ?&lt;br /&gt;
|cost = ?&lt;br /&gt;
|tier = 2&lt;br /&gt;
|basepower = 32.0-41.6&lt;br /&gt;
|usestat = 10% Mag, 120% Str&lt;br /&gt;
|damtype = Physical&lt;br /&gt;
|apr = +6&lt;br /&gt;
|critical = +8.0%&lt;br /&gt;
|armor=&lt;br /&gt;
|defense=&lt;br /&gt;
|fatigue=&lt;br /&gt;
|on_hit=&lt;br /&gt;
|change_dam=&lt;br /&gt;
|dam_conv=&lt;br /&gt;
|when_hit=&lt;br /&gt;
|movspeed=&lt;br /&gt;
|enc=&lt;br /&gt;
|maxlife=&lt;br /&gt;
|healmod=&lt;br /&gt;
|resistances=&lt;br /&gt;
|penetration=&lt;br /&gt;
|immunity=&lt;br /&gt;
|stats=&lt;br /&gt;
|abilities = &amp;lt;br&amp;gt;&lt;br /&gt;
* Accuracy bonus: +0.1% dam/acc&lt;br /&gt;
* It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10&lt;br /&gt;
|description = ''This massive hammer is formed from a thick mass of strange crystalline growths.'' &amp;lt;br&amp;gt; ''In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.''&lt;br /&gt;
}}&lt;br /&gt;
'''The hammer will gain different proprieties depending on the [[Gem|tier and color of the gem]] it is imbued with. Note that the &amp;quot;color&amp;quot; refers to the type listed in the gem description, which may not match the graphic.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''These are the specific effects granted, by color:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ALL GEMS'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Base power scales with gem tier, up to 68.0-88.4 with a tier-5 gem.&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
+(2 * gem tier) Dex, Cun, Mag&amp;lt;br&amp;gt;&lt;br /&gt;
Grants the &amp;quot;imbue&amp;quot; stats from the gem's description.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''YELLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Light&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) blinding light&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Nature&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) spydric poison&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% nature&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLUE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Lightning&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) dazing lightning&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% lightning&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLACK'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Acid&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) disarming acid&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% acid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VIOLET'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Arcane&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) arcane silence&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% arcane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''WHITE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Cold&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) ice&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% cold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''RED'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) flameshock&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% fire&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9547</id>
		<title>Tirakai's Maul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tirakai%27s_Maul&amp;diff=9547"/>
				<updated>2015-01-26T04:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Effigy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name = Tirakai's Maul&lt;br /&gt;
|unid = ?&lt;br /&gt;
|type = weapon / greatmaul&lt;br /&gt;
|source = {{arc}}&lt;br /&gt;
|require=&lt;br /&gt;
|rarity = ?&lt;br /&gt;
|level = ?&lt;br /&gt;
|cost = ?&lt;br /&gt;
|tier = 2&lt;br /&gt;
|basepower = 32.0-41.6&lt;br /&gt;
|usestat = 10% Mag, 120% Str&lt;br /&gt;
|damtype = Physical&lt;br /&gt;
|apr = +6&lt;br /&gt;
|critical = +8.0%&lt;br /&gt;
|armor=&lt;br /&gt;
|defense=&lt;br /&gt;
|fatigue=&lt;br /&gt;
|on_hit=&lt;br /&gt;
|change_dam=&lt;br /&gt;
|dam_conv=&lt;br /&gt;
|when_hit=&lt;br /&gt;
|movspeed=&lt;br /&gt;
|enc=&lt;br /&gt;
|maxlife=&lt;br /&gt;
|healmod=&lt;br /&gt;
|resistances=&lt;br /&gt;
|penetration=&lt;br /&gt;
|immunity=&lt;br /&gt;
|stats=&lt;br /&gt;
|abilities = &amp;lt;br&amp;gt;&lt;br /&gt;
* Accuracy bonus: +0.1% dam/acc&lt;br /&gt;
* It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10&lt;br /&gt;
|description = ''This massive hammer is formed from a thick mass of strange crystalline growths.'' &amp;lt;br&amp;gt; ''In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.''&lt;br /&gt;
}}&lt;br /&gt;
'''The hammer will gain different proprieties depending on the [[Gem|tier and color of the gem]] it is imbued with. Note that the &amp;quot;color&amp;quot; refers to the type listed in the gem description, which may not match the graphic.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''These are the specific effects granted, by color:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ALL GEMS'''&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
+(2 * gem tier) Dex, Cun, Mag&amp;lt;br&amp;gt;&lt;br /&gt;
Grants the &amp;quot;imbue&amp;quot; stats from the gem's description.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''YELLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Light&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) blinding light&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''GREEN'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Nature&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) spydric poison&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% nature&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLUE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Lightning&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) dazing lightning&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% lightning&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''BLACK'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Acid&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) disarming acid&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% acid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VIOLET'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Arcane&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) arcane silence&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% arcane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''WHITE'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Cold&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) ice&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% cold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''RED'''&amp;lt;br&amp;gt;&lt;br /&gt;
''This weapon only:''&amp;lt;br&amp;gt;&lt;br /&gt;
Damage type: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Burst (radius 2) on crit: +(12 * gem tier) flameshock&amp;lt;br&amp;gt;&lt;br /&gt;
''When wielded:''&amp;lt;br&amp;gt;&lt;br /&gt;
Changes damage: +(4 * gem tier)% fire&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Effigy</name></author>	</entry>

	</feed>