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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Everyzig314</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=Everyzig314"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Everyzig314"/>
		<updated>2026-04-06T05:25:37Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon&amp;diff=19545</id>
		<title>Infinite Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon&amp;diff=19545"/>
				<updated>2021-12-26T16:29:44Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Fixed Items vault link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the zone|campaign that starts in this zone|[[Infinite Dungeon: The Neverending Descent]]}}&lt;br /&gt;
{{Zone| name = Infinite Dungeon| floors = 1000000000| min_level = 1| max_level = 1| min_ilevel = 1| max_ilevel = 5| width = 70| height = 70}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Infinite Dungeon is a rather special zone. Its entrance is at the end of the [[Ruined Dungeon]], but it becomes accessible only after the game has been won. This entrance will take the player character to the floor of the Infinite Dungeon equal to their level multiplied by 1.5 (rounded up). e.g. Floor 75 for a level 50 character. Alternatively, clearing the first level of the Ruined Dungeon [[unlock]]s the [[Infinite Dungeon: The Neverending Descent]] campaign - a gameplay mode that starts on Floor 1 of this zone.&lt;br /&gt;
&lt;br /&gt;
True to its name, this dungeon is infinite - that is, its maximum level is high enough to be virtually unreachable. Furthermore, no staircases leading up are generated - that means you can't go back. You can't beat this dungeon, but you can attempt to go as far as possible before eventually being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
Each dungeon floor contains a random terrain tileset and layout (detailed below), the name of which can be previewed from the entrance to that floor. The dungeon contains no special terrain, and is inhabited by all sorts of monsters. Sometimes, a level may contain a boss monster from another zone. Randomly-generated bosses also may appear.&lt;br /&gt;
&lt;br /&gt;
Levels 1, 10, 20, 30, and 40 contain lore pieces.&lt;br /&gt;
&lt;br /&gt;
You will gain [[achievements]] upon reaching levels 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 150, 200, 300, 400 and 500.&lt;br /&gt;
&lt;br /&gt;
==Floor Layouts==&lt;br /&gt;
* Carefully Excavated Area: A series of rooms and corridors with doors between them, similar in layout of [[Dreadfell]]. This layout has a chance to contain an [[Items vault]] access point.&lt;br /&gt;
* Wilderness: A scattering of walls largely at random.&lt;br /&gt;
* Constructed Area: Rows of rectangular rooms with doors at the entrances.&lt;br /&gt;
* Settled Area: A mostly empty area with some rectangular or angular enclosed buildings with doors, similar to the layout of [[Ruined Halfling Complex]] floor 1.&lt;br /&gt;
* Cavern: Random wide pathways, similar to the [[Scintillating Caves]].&lt;br /&gt;
* Network of Corridors: A maze-like series of corridors, similar to [[The Maze]]. The player enters in the top left corner, and there is consistently an exit in the bottom right corner. Generally lacks vaults.&lt;br /&gt;
* Geometrically Ordered Area: Straight hallways in a concentric octagon formation, with smaller hallways leading inward or outward. Generally lacks vaults.&lt;br /&gt;
* Subsided Area: A circular central room with thin pathways leading to other circular rooms, similar to the layout of the [[Heart of the Gloom]]. Entering the center room can mean engaging with many enemies at once.  Generally lacks vaults.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Potion of Martial Prowess]]&lt;br /&gt;
*[[Antimagic Wyrm Bile Extract]]&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon&amp;diff=19544</id>
		<title>Infinite Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon&amp;diff=19544"/>
				<updated>2021-12-26T16:28:59Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Added bit about items vault&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the zone|campaign that starts in this zone|[[Infinite Dungeon: The Neverending Descent]]}}&lt;br /&gt;
{{Zone| name = Infinite Dungeon| floors = 1000000000| min_level = 1| max_level = 1| min_ilevel = 1| max_ilevel = 5| width = 70| height = 70}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Infinite Dungeon is a rather special zone. Its entrance is at the end of the [[Ruined Dungeon]], but it becomes accessible only after the game has been won. This entrance will take the player character to the floor of the Infinite Dungeon equal to their level multiplied by 1.5 (rounded up). e.g. Floor 75 for a level 50 character. Alternatively, clearing the first level of the Ruined Dungeon [[unlock]]s the [[Infinite Dungeon: The Neverending Descent]] campaign - a gameplay mode that starts on Floor 1 of this zone.&lt;br /&gt;
&lt;br /&gt;
True to its name, this dungeon is infinite - that is, its maximum level is high enough to be virtually unreachable. Furthermore, no staircases leading up are generated - that means you can't go back. You can't beat this dungeon, but you can attempt to go as far as possible before eventually being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
Each dungeon floor contains a random terrain tileset and layout (detailed below), the name of which can be previewed from the entrance to that floor. The dungeon contains no special terrain, and is inhabited by all sorts of monsters. Sometimes, a level may contain a boss monster from another zone. Randomly-generated bosses also may appear.&lt;br /&gt;
&lt;br /&gt;
Levels 1, 10, 20, 30, and 40 contain lore pieces.&lt;br /&gt;
&lt;br /&gt;
You will gain [[achievements]] upon reaching levels 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 150, 200, 300, 400 and 500.&lt;br /&gt;
&lt;br /&gt;
==Floor Layouts==&lt;br /&gt;
* Carefully Excavated Area: A series of rooms and corridors with doors between them, similar in layout of [[Dreadfell]]. This layout has a chance to contain an [[Items Vault]] access point.&lt;br /&gt;
* Wilderness: A scattering of walls largely at random.&lt;br /&gt;
* Constructed Area: Rows of rectangular rooms with doors at the entrances.&lt;br /&gt;
* Settled Area: A mostly empty area with some rectangular or angular enclosed buildings with doors, similar to the layout of [[Ruined Halfling Complex]] floor 1.&lt;br /&gt;
* Cavern: Random wide pathways, similar to the [[Scintillating Caves]].&lt;br /&gt;
* Network of Corridors: A maze-like series of corridors, similar to [[The Maze]]. The player enters in the top left corner, and there is consistently an exit in the bottom right corner. Generally lacks vaults.&lt;br /&gt;
* Geometrically Ordered Area: Straight hallways in a concentric octagon formation, with smaller hallways leading inward or outward. Generally lacks vaults.&lt;br /&gt;
* Subsided Area: A circular central room with thin pathways leading to other circular rooms, similar to the layout of the [[Heart of the Gloom]]. Entering the center room can mean engaging with many enemies at once.  Generally lacks vaults.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Potion of Martial Prowess]]&lt;br /&gt;
*[[Antimagic Wyrm Bile Extract]]&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon_Challenge&amp;diff=19543</id>
		<title>Infinite Dungeon Challenge</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon_Challenge&amp;diff=19543"/>
				<updated>2021-12-26T16:13:11Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon Challenge''' are randomly generated quests that might occur on each floor of the [[Infinite Dungeon]] during the [[Infinite Dungeon: The Neverending Descent]] campaign. As you cannot go back up floors in the Infinite Dungeon, each quest ends when you leave the floor, completing quests that complete on level exit and failing otherwise.&lt;br /&gt;
&lt;br /&gt;
==Random Objectives==&lt;br /&gt;
* Exterminator: Kill all enemies in the floor. This includes enemies in vaults, and sometimes requires digging in order to find enemies like Xorn which spawned inside walls. Effects like {{t|Track}} can help a lot for finding enemies inside walls or teleporting around areas you have already explored.&lt;br /&gt;
* Pacifist: Find an exit and exit the floor without killing any enemies. This gives two random rewards (possibly the same option twice), as it is often the most risky of these quests.&lt;br /&gt;
* Nearsighted: If accepted, your base sight range will be reduced from 10 to 3 until you leave the floor, at which point the quest completes. Sight radius is separate from light radius, so having a higher light radius will not help with this, though increases to sight radius will.&lt;br /&gt;
* Multiplicity: if accepted, all monsters (including bosses) gain the ability to multiply themselves up to three times, and you must survive for at least X turns before exiting the floor, at which point the quest completes.&lt;br /&gt;
* Mirror Match: If accepted, you need to find and interact with mirror match challenge (an NPC copy of you who is invulnerable and sometimes invisible until interacted with).  Like the clone fight in the Shadow Crypt, the clone has all of your abilities, and will equip what the AI thinks are the best items in your inventory.&lt;br /&gt;
* Rush Hour: An exit to the floor is revealed, and you must exit the level before a timer ticks down (duration based on distance). Any exit will work, not just the revealed one.&lt;br /&gt;
* Dream Hunter: Find and kill a random-unique Dreaming Horror.&lt;br /&gt;
* Headhunter: Find and kill X &amp;quot;Spawn of Urh'Rok&amp;quot; demons before killing any other elite or rarer enemy. The target enemies will be rare or unique and named &amp;quot;[Name] the Spawn of Urh'Rok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Random Rewards==&lt;br /&gt;
* Randomly generated artifact&lt;br /&gt;
* 3 Stat points&lt;br /&gt;
* 1 Class Point&lt;br /&gt;
* 1 Generic Point&lt;br /&gt;
* 1 Category point (rare)&lt;br /&gt;
* 1 Prodigy Point (extremely rare)&lt;br /&gt;
&lt;br /&gt;
==Current Bugs==&lt;br /&gt;
* Effects that create clones of the player character such as some [[Temporal Warden]] abilities can cause these quests to glitch out. Notably, &amp;quot;leave the level&amp;quot; quests like Pacifist complete early, and Exterminator stops tracking enemies and cannot be completed. &lt;br /&gt;
* Having a summon present when exiting the floor can cause the Pacifist quest to fail.&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Block_(talent)&amp;diff=19540</id>
		<title>Block (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Block_(talent)&amp;diff=19540"/>
				<updated>2021-12-26T04:01:05Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Clarified current block skill system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|image=Block.png&lt;br /&gt;
|name=Block&lt;br /&gt;
|category_type=-&lt;br /&gt;
|category=-&lt;br /&gt;
|require=An equipped shield&lt;br /&gt;
|use_mode=Activated&lt;br /&gt;
|range=personal&lt;br /&gt;
|cost=-&lt;br /&gt;
|cooldown=8 - talent level (3 to 7)&lt;br /&gt;
|use_speed=1 turn&lt;br /&gt;
|desc=Raise your shield in blocking position for 1 turn, reducing the damage of all physical (may include other types based on shield properties) attacks by (shield_value). &lt;br /&gt;
If you block all of an attack's damage, the attacker will be vulnerable to a deadly counterstrike (a normal attack will will deal 200% damage instead) for one turn. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note: This talent is innate to the equipment and not part of any category or tree. As of version 1.6, this talent is always effectively level 1, with occasional items claiming to give higher level versions being visual holdovers from the previous system.&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon&amp;diff=19536</id>
		<title>Infinite Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon&amp;diff=19536"/>
				<updated>2021-12-24T20:46:32Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Added floor layout information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the zone|campaign that starts in this zone|[[Infinite Dungeon: The Neverending Descent]]}}&lt;br /&gt;
{{Zone| name = Infinite Dungeon| floors = 1000000000| min_level = 1| max_level = 1| min_ilevel = 1| max_ilevel = 5| width = 70| height = 70}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Infinite Dungeon is a rather special zone. Its entrance is at the end of the [[Ruined Dungeon]], but it becomes accessible only after the game has been won. This entrance will take the player character to the floor of the Infinite Dungeon equal to their level multiplied by 1.5 (rounded up). e.g. Floor 75 for a level 50 character. Alternatively, clearing the first level of the Ruined Dungeon [[unlock]]s the [[Infinite Dungeon: The Neverending Descent]] campaign - a gameplay mode that starts on Floor 1 of this zone.&lt;br /&gt;
&lt;br /&gt;
True to its name, this dungeon is infinite - that is, its maximum level is high enough to be virtually unreachable. Furthermore, no staircases leading up are generated - that means you can't go back. You can't beat this dungeon, but you can attempt to go as far as possible before eventually being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
Each dungeon floor contains a random terrain tileset and layout (detailed below), the name of which can be previewed from the entrance to that floor. The dungeon contains no special terrain, and is inhabited by all sorts of monsters. Sometimes, a level may contain a boss monster from another zone. Randomly-generated bosses also may appear.&lt;br /&gt;
&lt;br /&gt;
Levels 1, 10, 20, 30, and 40 contain lore pieces.&lt;br /&gt;
&lt;br /&gt;
You will gain [[achievements]] upon reaching levels 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 150, 200, 300, 400 and 500.&lt;br /&gt;
&lt;br /&gt;
==Floor Layouts==&lt;br /&gt;
* Carefully Excavated Area: A series of rooms and corridors with doors between them, similar in layout of [[Dreadfell]].&lt;br /&gt;
* Wilderness: A scattering of walls largely at random.&lt;br /&gt;
* Constructed Area: Rows of rectangular rooms with doors at the entrances.&lt;br /&gt;
* Settled Area: A mostly empty area with some rectangular or angular enclosed buildings with doors, similar to the layout of [[Ruined Halfling Complex]] floor 1.&lt;br /&gt;
* Cavern: Random wide pathways, similar to the [[Scintillating Caves]].&lt;br /&gt;
* Network of Corridors: A maze-like series of corridors, similar to [[The Maze]]. The player enters in the top left corner, and there is consistently an exit in the bottom right corner. Generally lacks vaults.&lt;br /&gt;
* Geometrically Ordered Area: Straight hallways in a concentric octagon formation, with smaller hallways leading inward or outward. Generally lacks vaults.&lt;br /&gt;
* Subsided Area: A circular central room with thin pathways leading to other circular rooms, similar to the layout of the [[Heart of the Gloom]]. Entering the center room can mean engaging with many enemies at once.  Generally lacks vaults.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Potion of Martial Prowess]]&lt;br /&gt;
*[[Antimagic Wyrm Bile Extract]]&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon_Challenge&amp;diff=19535</id>
		<title>Infinite Dungeon Challenge</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon_Challenge&amp;diff=19535"/>
				<updated>2021-12-24T20:30:43Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Created page with &amp;quot;'''Infinite Dungeon Challenge''' are randomly generated quests that might occur on each floor of the Infinite Dungeon during the Infinite Dungeon: The Neverending Descen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon Challenge''' are randomly generated quests that might occur on each floor of the [[Infinite Dungeon]] during the [[Infinite Dungeon: The Neverending Descent]] campaign. As you cannot go back up floors in the Infinite Dungeon, each quest ends when you leave the floor, completing quests that complete on level exit and failing otherwise.&lt;br /&gt;
&lt;br /&gt;
==Random Objectives==&lt;br /&gt;
* Exterminator: Kill all enemies in the floor. This includes enemies in vaults, and sometimes requires digging in order to find enemies like Xorn which spawned inside walls. Effects like [[Track]] can help a lot for finding enemies inside walls or teleporting around areas you have already explored.&lt;br /&gt;
* Pacifist: Find an exit and exit the floor without killing any enemies. This gives two random rewards (possibly the same option twice), as it is often the most risky of these quests.&lt;br /&gt;
* Nearsighted: If accepted, your base sight range will be reduced from 10 to 3 until you leave the floor, at which point the quest completes. Sight radius is separate from light radius, so having a higher light radius will not help with this, though increases to sight radius will.&lt;br /&gt;
* Multiplicity: if accepted, all monsters (including bosses) gain the ability to multiply themselves up to three times, and you must survive for at least X turns before exiting the floor, at which point the quest completes.&lt;br /&gt;
* Mirror Match: If accepted, you need to find and interact with mirror match challenge (an NPC copy of you who is invulnerable and sometimes invisible until interacted with).  Like the clone fight in the Shadow Crypt, the clone has all of your abilities, and will equip what the AI thinks are the best items in your inventory.&lt;br /&gt;
* Rush Hour: An exit to the floor is revealed, and you must exit before a timer ticks down (duration based on distance).&lt;br /&gt;
* Dream Hunter: Find and kill a random-unique Dreaming Horror.&lt;br /&gt;
* Headhunter: Find and kill X &amp;quot;Spawn of Urh'Rohk&amp;quot; demons before killing any other elite or rarer enemy. The target enemies will be rare or unique and named &amp;quot;[Name] the Spawn of Urh'Rohk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Random Rewards==&lt;br /&gt;
* Randomly generated artifact&lt;br /&gt;
* 3 Stat points&lt;br /&gt;
* 1 Class Point&lt;br /&gt;
* 1 Generic Point&lt;br /&gt;
* 1 Category point (rare)&lt;br /&gt;
* 1 Prodigy Point (extremely rare)&lt;br /&gt;
&lt;br /&gt;
==Current Bugs==&lt;br /&gt;
* Effects that create clones of the player character such as some [[Temporal Warden]] abilities can cause these quests to glitch out. Notably, &amp;quot;leave the level&amp;quot; quests like Pacifist complete early, and Exterminator stops tracking enemies and cannot be completed. &lt;br /&gt;
* Having a summon present when exiting the floor can cause the Pacifist quest to fail.&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=19534</id>
		<title>Infinite Dungeon: The Neverending Descent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=19534"/>
				<updated>2021-12-24T19:46:04Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Updated info about infinite dungeon quests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon: The Neverending Descent''' is a [[campaign]] included in the base game of Tales of Maj'Eyal. It must be unlocked by opening the sealed door in the [[Ruined Dungeon]] and reading the last note.&lt;br /&gt;
&lt;br /&gt;
==In-Game Locked Description==&lt;br /&gt;
''Ever deeper, never ending, no reprieve, keep descending. In ruins old, through barred gate, once riddle solved, find thy fate.''&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
Play as your favorite race and class and venture into the infinite dungeon.&amp;lt;br/&amp;gt;&lt;br /&gt;
The only limit to how far you can go is your own skill!&amp;lt;br/&amp;gt;&lt;br /&gt;
Inside the infinite dungeon you will yourself be limitless. You can level up beyond level 50 and continue to gain stat and talent points (at a reduced rate).&amp;lt;br/&amp;gt;&lt;br /&gt;
Every level after level 50 the maximum of stats will increase by one.&amp;lt;br/&amp;gt;&lt;br /&gt;
Every 10 levels after level 50 the maximum points of each talent will increase by one.&lt;br /&gt;
&lt;br /&gt;
==Playable Characters==&lt;br /&gt;
All [[race]]s and [[class]]es are playable in this campaign.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This campaign starts the player in the [[Infinite Dungeon]] at level 1, and it is the only zone available in this campaign, apart from [[Online Event]] zones and the [[Ancient Cave]] (accessed via a [[Teleporter to the Tinker's Cave]], given via a Tinker escort).{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As described in the in-game description, this is the only campaign in which the player can level up beyond level 50. When leveling up beyond level 50, the player gains 1 stat point every level, 1 class talent point every second level, and 1 generic talent point every third level (starting at level 51). Additionally, the maximum of the player's base stats will increase by 1 for every level above 50, allowing base stats to be increased beyond 60, and the max number of talent points that can be put into a talent will increase by 1 for every 10 levels above 50 (apart from talents that can only take 1 point), allowing raw talent levels to be increased beyond 5.&lt;br /&gt;
&lt;br /&gt;
In previous versions there were [[escort]] quests in this campaign, but that does not seem to be the case any more.{{Verify}} Now floors have a chance at containing [[Infinite Dungeon Challenge]]s which can provide rewards including random artifacts, class/generic points, and more rarely category or prodigy points.&lt;br /&gt;
&lt;br /&gt;
For more information about the floor layouts of the dungeons, see the page for [[Infinite Dungeon]].&lt;br /&gt;
&lt;br /&gt;
The player character starts with an Iron Pickaxe equipped.&lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns]]&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Psyshot_(talent)&amp;diff=19514</id>
		<title>Psyshot (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Psyshot_(talent)&amp;diff=19514"/>
				<updated>2021-12-17T07:02:39Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Added clarification note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Psyshot.png&lt;br /&gt;
|name=Psyshot&lt;br /&gt;
|game_version=1.4.6&lt;br /&gt;
|embers_version=1.0.3&lt;br /&gt;
|category_type={{ct|Steamtech}}&lt;br /&gt;
|category={{c|Psytech gunnery}}&lt;br /&gt;
|require=Dex (18, 24, 30, 36, 42)&lt;br /&gt;
|cooldown=7&lt;br /&gt;
|cost=5 Steam + 4 Psi&lt;br /&gt;
|range=Steamgun range&lt;br /&gt;
|desc=Increases Physical Power by {{gtl|0|50}} and increases weapon damage by (22.36 * √Talent Level)% when using steamguns.&lt;br /&gt;
&lt;br /&gt;
When your bullets hit a target your instinctively reach out to the impact and use the kinetic force to project a mindstar attack doing {{ctwd|70|250%}} damage (guaranteed hit), if you wield one in the offhand.&lt;br /&gt;
&lt;br /&gt;
This projection requires a pure mindstar, it will no work if extended into a psiblade.&lt;br /&gt;
&lt;br /&gt;
Also activable for a shoot that deals {{ctwd|90|190%}} weapon damage as mind damage.&lt;br /&gt;
&lt;br /&gt;
''Note: The mindstar attack from this ability counts as a melee attack for bonuses applying to melee attacks.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Steamgun_mastery_(talent)&amp;diff=19513</id>
		<title>Steamgun mastery (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Steamgun_mastery_(talent)&amp;diff=19513"/>
				<updated>2021-12-17T06:42:51Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Added mechanic clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Steamgun mastery.png&lt;br /&gt;
|name=Steamgun Mastery&lt;br /&gt;
|game_version=1.4.6&lt;br /&gt;
|embers_version=1.0.3&lt;br /&gt;
|category_type={{ct|Steamtech}}&lt;br /&gt;
|category={{c|Gunner training}}&lt;br /&gt;
|require=Dex (18, 24, 30, 36, 42)&lt;br /&gt;
|use_mode=Passive&lt;br /&gt;
|desc=&lt;br /&gt;
Increases Physical Power by {{gtl|10|50}} and increases weapon damage by (22.36 * √Talent Level)% when using steamguns.&lt;br /&gt;
Also, increases your reload rate by {{cts|0|2.7|log}}&lt;br /&gt;
&lt;br /&gt;
''Note: While dual wielding steamguns, this passive causes you to attack with both of them every time you do a ranged attack.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Beyond_the_flesh_(talent)&amp;diff=19512</id>
		<title>Beyond the flesh (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Beyond_the_flesh_(talent)&amp;diff=19512"/>
				<updated>2021-12-17T06:40:05Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Updated text to current version and added clarifying notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Beyond the flesh.png&lt;br /&gt;
|name=Beyond the Flesh&lt;br /&gt;
|category_type={{ct|Psionic}}&lt;br /&gt;
|category=Other&lt;br /&gt;
|require=Learn any of the [[Mindslayer]]'s {{ct|Psionic}} talents&lt;br /&gt;
|use_mode=Sustained&lt;br /&gt;
|cooldown=0&lt;br /&gt;
|cost= 0 Psi&lt;br /&gt;
|use_speed=0&lt;br /&gt;
|range=1&lt;br /&gt;
|desc=&lt;br /&gt;
Allows you to wield a physical melee or ranged weapon, a mindstar or a gem telekinetically, gaining a special effect for each.&lt;br /&gt;
&lt;br /&gt;
A gem will provide +3 bonus to all primary stats per tier of the gem.&lt;br /&gt;
&lt;br /&gt;
A mindstar will randomly try to telekinetically grab a far away foe (10% chance and range 3 for a tier 1 mindstar, +1 range and +5% chance for each tier above 1) and pull it into melee range.&lt;br /&gt;
&lt;br /&gt;
A physical melee weapon will act as a semi independent entity, attacking foes nearby each turn while also replacing Strength and Dexterity with Willpower and Cunning for accuracy and damage calculations (for all melee weapons), while a ranged weapon will fire at your target whenever you perform a ranged attack.&lt;br /&gt;
''Note: Ranged weapons used this way must correspond to your equipped ammo type, and the extra shots from this consumes additional ammo if the original attack used ammo.''&lt;br /&gt;
&lt;br /&gt;
While this talent is active, all melee and ranged attacks will use 60% of your Cunning and Willpower in place of Dexterity and Strength for accuracy and damage calculations respectively. &lt;br /&gt;
''Note: This means that for example a dagger wielded in any slot which would usually use 50% Dexterity and 50% Strength will instead use 30% Will 30% Cunning''&lt;br /&gt;
&lt;br /&gt;
''Note: This is automatically learned upon learning any of the [[Mindslayer]]'s {{ct|Psionic}} talents.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Telekinetic_grasp_(talent)&amp;diff=19511</id>
		<title>Telekinetic grasp (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Telekinetic_grasp_(talent)&amp;diff=19511"/>
				<updated>2021-12-17T06:03:34Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: Added clarification note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|image=Telekinetic grasp.png&lt;br /&gt;
|name=Telekinetic Grasp&lt;br /&gt;
|category_type={{ct|Psionic}}&lt;br /&gt;
|category=Other&lt;br /&gt;
|require=Learn any of the [[Mindslayer]]'s {{ct|Psionic}} talents&lt;br /&gt;
|cooldown=0&lt;br /&gt;
|cost= 0 Psi&lt;br /&gt;
|desc=&lt;br /&gt;
Encase a weapon or gem in mentally-controlled forces, holding it aloft and bringing it to bear with the power of your mind alone.&lt;br /&gt;
&lt;br /&gt;
''This is automatically learned upon learning any of the [[Mindslayer]]'s {{ct|Psionic}} talents.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Strength_of_purpose_(talent)&amp;diff=19510</id>
		<title>Strength of purpose (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Strength_of_purpose_(talent)&amp;diff=19510"/>
				<updated>2021-12-17T05:59:14Z</updated>
		
		<summary type="html">&lt;p&gt;Everyzig314: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.4.5&lt;br /&gt;
|image=Strength of purpose.png&lt;br /&gt;
|name=Strength of Purpose&lt;br /&gt;
|category_type={{ct|Chronomancy}}&lt;br /&gt;
|category={{c|Temporal Guardian}}&lt;br /&gt;
|require=Mag (18, 24, 30, 36, 42)&lt;br /&gt;
|use_mode=Passive&lt;br /&gt;
|desc=&lt;br /&gt;
Increases Physical Power by {{gtl|10|50}}, and increases weapon damage by (√(Talent Level / 5) / 2) when using swords, axes, maces, knives, or bows.&lt;br /&gt;
You now also use your [[Magic]] in place of [[Strength]] when equipping weapons and ammo as well as when calculating weapon damage.&lt;br /&gt;
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery.&lt;br /&gt;
&lt;br /&gt;
''Note: The prodigy [[Arcane_might_(talent)|Arcane Might]] stacks additively with this, so a weapon that normally scales off 100% Strength would have 150% Magic scaling instead with both these active.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Everyzig314</name></author>	</entry>

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