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		<updated>2026-04-10T09:59:17Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20042</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20042"/>
				<updated>2022-08-11T00:56:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Corrected affinities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
=Armour=&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack (including unarmed attacks), even if it uses a damage type other than {{Physical}}.  Armour is applied BEFORE all multipliers and modifiers, to BASE damage, while Damage Reduction is a flat amount applied AFTER, only to the final calculated damage.  Armor does not work on physical attacks that are not weapon-based, such as spells, mental attacks, breath weapons, or weaponless attacks like {{t|Skullcracker}}. Note that unarmed attacks are weapon attacks, using gloves/gauntlets or bare hands as the weapons.&lt;br /&gt;
&lt;br /&gt;
There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour''', '''Armour Penetration''' (APR), and '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
So armor reduces the amount of BASE damage by:&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the {{t|Heavy Armour Training}} and {{t|Light Armour Training}} talents. Some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=Damage Reduction=&lt;br /&gt;
'''Damage reduction''' is flat damage that is taken off of every instance of damage you take. It applies AFTER [[armour]] and [[resistances]].  This means it is very strong against many small hits and weak against a single big hit.&lt;br /&gt;
&lt;br /&gt;
The following talents are sources of flat, '''unconditional''' damage reduction:&lt;br /&gt;
* The [[Brawler]] talent, {{t|Striking Stance}}&lt;br /&gt;
* The {{c|Avoidance}} tree talent, {{t|Automated cloak tessellation}}&lt;br /&gt;
* The [[prodigy]], {{t|Subcutaneous Metallisation}}&lt;br /&gt;
* The [[artifact]], [[Steam Powered Armour]]&lt;br /&gt;
&lt;br /&gt;
The following abilities are sources of flat, '''conditional''' damage reduction:&lt;br /&gt;
* The [[Mindslayer]] tree, {{c|Absorption}}&lt;br /&gt;
* The {{c|Antimagic}} tree talent, {{t|Antimagic Shield}}&lt;br /&gt;
* The [[Sawbutcher]] talent, {{t|Furnace}}&lt;br /&gt;
&lt;br /&gt;
= Resistance, Resistance Penetration, and Immunity =&lt;br /&gt;
'''Immunities''' give a flat chance to resist an effect.  They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc.  25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), ''before'' saves are checked.&lt;br /&gt;
&lt;br /&gt;
Effect Immunities:&lt;br /&gt;
*Confusion&lt;br /&gt;
*Stun/Freeze&lt;br /&gt;
*Fear&lt;br /&gt;
*Knockback&lt;br /&gt;
*Instadeath&lt;br /&gt;
*Disarm&lt;br /&gt;
*Poison&lt;br /&gt;
*Disease&lt;br /&gt;
*Blind&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
= Affinities =&lt;br /&gt;
An affinity for any type of damage means that a character will healing AFTER they take full damage.  So if someone has a 5% darkness affinity and takes 100 pts of darkness damage, they will be healed for 5pt, but only after they take the normal damage.  (Affinities are calculated BEFORE any resistances take effect.)  This means if they have less than 100 hit points at the time, they will&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20041</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20041"/>
				<updated>2022-08-11T00:39:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Added affinities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
=Armour=&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack (including unarmed attacks), even if it uses a damage type other than {{Physical}}.  Armour is applied BEFORE all multipliers and modifiers, to BASE damage, while Damage Reduction is a flat amount applied AFTER, only to the final calculated damage.  Armor does not work on physical attacks that are not weapon-based, such as spells, mental attacks, breath weapons, or weaponless attacks like {{t|Skullcracker}}. Note that unarmed attacks are weapon attacks, using gloves/gauntlets or bare hands as the weapons.&lt;br /&gt;
&lt;br /&gt;
There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour''', '''Armour Penetration''' (APR), and '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
So armor reduces the amount of BASE damage by:&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the {{t|Heavy Armour Training}} and {{t|Light Armour Training}} talents. Some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=Damage Reduction=&lt;br /&gt;
'''Damage reduction''' is flat damage that is taken off of every instance of damage you take. It applies AFTER [[armour]] and [[resistances]].  This means it is very strong against many small hits and weak against a single big hit.&lt;br /&gt;
&lt;br /&gt;
The following talents are sources of flat, '''unconditional''' damage reduction:&lt;br /&gt;
* The [[Brawler]] talent, {{t|Striking Stance}}&lt;br /&gt;
* The {{c|Avoidance}} tree talent, {{t|Automated cloak tessellation}}&lt;br /&gt;
* The [[prodigy]], {{t|Subcutaneous Metallisation}}&lt;br /&gt;
* The [[artifact]], [[Steam Powered Armour]]&lt;br /&gt;
&lt;br /&gt;
The following abilities are sources of flat, '''conditional''' damage reduction:&lt;br /&gt;
* The [[Mindslayer]] tree, {{c|Absorption}}&lt;br /&gt;
* The {{c|Antimagic}} tree talent, {{t|Antimagic Shield}}&lt;br /&gt;
* The [[Sawbutcher]] talent, {{t|Furnace}}&lt;br /&gt;
&lt;br /&gt;
= Resistance, Resistance Penetration, and Immunity =&lt;br /&gt;
'''Immunities''' give a flat chance to resist an effect.  They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc.  25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), ''before'' saves are checked.&lt;br /&gt;
&lt;br /&gt;
Effect Immunities:&lt;br /&gt;
*Confusion&lt;br /&gt;
*Stun/Freeze&lt;br /&gt;
*Fear&lt;br /&gt;
*Knockback&lt;br /&gt;
*Instadeath&lt;br /&gt;
*Disarm&lt;br /&gt;
*Poison&lt;br /&gt;
*Disease&lt;br /&gt;
*Blind&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
= Affinities =&lt;br /&gt;
An affinity for any type of damage means that a character will receive healing instead of damage.  So if someone has a 5% darkness affinity and takes 100 pts of darkness damage, they will be healed for 5pts.&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20037</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20037"/>
				<updated>2022-08-11T00:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Kfoelsch moved page Armour to Damage Reduction, Armor, Resistances, and Affinities: Closely related topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
=Armour=&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack (including unarmed attacks), even if it uses a damage type other than {{Physical}}.  Armour is applied BEFORE all multipliers and modifiers, to BASE damage, while Damage Reduction is a flat amount applied AFTER, only to the final calculated damage.  Armor does not work on physical attacks that are not weapon-based, such as spells, mental attacks, breath weapons, or weaponless attacks like {{t|Skullcracker}}. Note that unarmed attacks are weapon attacks, using gloves/gauntlets or bare hands as the weapons.&lt;br /&gt;
&lt;br /&gt;
There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour''', '''Armour Penetration''' (APR), and '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
So armor reduces the amount of BASE damage by:&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the {{t|Heavy Armour Training}} and {{t|Light Armour Training}} talents. Some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=Damage Reduction=&lt;br /&gt;
'''Damage reduction''' is flat damage that is taken off of every instance of damage you take. It applies AFTER [[armour]] and [[resistances]].  This means it is very strong against many small hits and weak against a single big hit.&lt;br /&gt;
&lt;br /&gt;
The following talents are sources of flat, '''unconditional''' damage reduction:&lt;br /&gt;
* The [[Brawler]] talent, {{t|Striking Stance}}&lt;br /&gt;
* The {{c|Avoidance}} tree talent, {{t|Automated cloak tessellation}}&lt;br /&gt;
* The [[prodigy]], {{t|Subcutaneous Metallisation}}&lt;br /&gt;
* The [[artifact]], [[Steam Powered Armour]]&lt;br /&gt;
&lt;br /&gt;
The following abilities are sources of flat, '''conditional''' damage reduction:&lt;br /&gt;
* The [[Mindslayer]] tree, {{c|Absorption}}&lt;br /&gt;
* The {{c|Antimagic}} tree talent, {{t|Antimagic Shield}}&lt;br /&gt;
* The [[Sawbutcher]] talent, {{t|Furnace}}&lt;br /&gt;
&lt;br /&gt;
= Resistance, Resistance Penetration, and Immunity =&lt;br /&gt;
&lt;br /&gt;
'''Immunities''' give a flat chance to resist an effect.  They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc.  25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), ''before'' saves are checked.&lt;br /&gt;
&lt;br /&gt;
Effect Immunities:&lt;br /&gt;
*Confusion&lt;br /&gt;
*Stun/Freeze&lt;br /&gt;
*Fear&lt;br /&gt;
*Knockback&lt;br /&gt;
*Instadeath&lt;br /&gt;
*Disarm&lt;br /&gt;
*Poison&lt;br /&gt;
*Disease&lt;br /&gt;
*Blind&lt;br /&gt;
*Silence&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Armour&amp;diff=20038</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Armour&amp;diff=20038"/>
				<updated>2022-08-11T00:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Kfoelsch moved page Armour to Damage Reduction, Armor, Resistances, and Affinities: Closely related topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Damage Reduction, Armor, Resistances, and Affinities]]&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talk:Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20039</id>
		<title>Talk:Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talk:Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20039"/>
				<updated>2022-08-11T00:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Kfoelsch moved page Talk:Armour to Talk:Damage Reduction, Armor, Resistances, and Affinities: Closely related topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a problem with:&lt;br /&gt;
&lt;br /&gt;
 You are hit by an attack dealing 100 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50. Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
 You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5. Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
The problem is that it implies armor with 0% hardiness (robes) will NEVER absorb ANY damage. 0 * anything is always 0, which is always smaller than Armour - APR. This would make robes useless. [[User:Ibanix|Ibanix]] ([[User talk:Ibanix|talk]]) 23:43, 3 March 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
That's basically just how armor works and robes are fairly useless, yes. Do note that almost everything starts with 30% base hardiness.&lt;br /&gt;
&lt;br /&gt;
--[[User:Rekenner|Rekenner]] ([[User talk:Rekenner|talk]]) 00:21, 4 March 2016 (CET)&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talk:Armour&amp;diff=20040</id>
		<title>Talk:Armour</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talk:Armour&amp;diff=20040"/>
				<updated>2022-08-11T00:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Kfoelsch moved page Talk:Armour to Talk:Damage Reduction, Armor, Resistances, and Affinities: Closely related topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Damage Reduction, Armor, Resistances, and Affinities]]&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20036</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20036"/>
				<updated>2022-08-10T22:59:11Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Added resistances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
=Armour=&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack (including unarmed attacks), even if it uses a damage type other than {{Physical}}.  Armour is applied BEFORE all multipliers and modifiers, to BASE damage, while Damage Reduction is a flat amount applied AFTER, only to the final calculated damage.  Armor does not work on physical attacks that are not weapon-based, such as spells, mental attacks, breath weapons, or weaponless attacks like {{t|Skullcracker}}. Note that unarmed attacks are weapon attacks, using gloves/gauntlets or bare hands as the weapons.&lt;br /&gt;
&lt;br /&gt;
There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour''', '''Armour Penetration''' (APR), and '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
So armor reduces the amount of BASE damage by:&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the {{t|Heavy Armour Training}} and {{t|Light Armour Training}} talents. Some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=Damage Reduction=&lt;br /&gt;
'''Damage reduction''' is flat damage that is taken off of every instance of damage you take. It applies AFTER [[armour]] and [[resistances]].  This means it is very strong against many small hits and weak against a single big hit.&lt;br /&gt;
&lt;br /&gt;
The following talents are sources of flat, '''unconditional''' damage reduction:&lt;br /&gt;
* The [[Brawler]] talent, {{t|Striking Stance}}&lt;br /&gt;
* The {{c|Avoidance}} tree talent, {{t|Automated cloak tessellation}}&lt;br /&gt;
* The [[prodigy]], {{t|Subcutaneous Metallisation}}&lt;br /&gt;
* The [[artifact]], [[Steam Powered Armour]]&lt;br /&gt;
&lt;br /&gt;
The following abilities are sources of flat, '''conditional''' damage reduction:&lt;br /&gt;
* The [[Mindslayer]] tree, {{c|Absorption}}&lt;br /&gt;
* The {{c|Antimagic}} tree talent, {{t|Antimagic Shield}}&lt;br /&gt;
* The [[Sawbutcher]] talent, {{t|Furnace}}&lt;br /&gt;
&lt;br /&gt;
= Resistance, Resistance Penetration, and Immunity =&lt;br /&gt;
&lt;br /&gt;
'''Immunities''' give a flat chance to resist an effect.  They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc.  25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), ''before'' saves are checked.&lt;br /&gt;
&lt;br /&gt;
Effect Immunities:&lt;br /&gt;
*Confusion&lt;br /&gt;
*Stun/Freeze&lt;br /&gt;
*Fear&lt;br /&gt;
*Knockback&lt;br /&gt;
*Instadeath&lt;br /&gt;
*Disarm&lt;br /&gt;
*Poison&lt;br /&gt;
*Disease&lt;br /&gt;
*Blind&lt;br /&gt;
*Silence&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_reduction&amp;diff=20030</id>
		<title>Damage reduction</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_reduction&amp;diff=20030"/>
				<updated>2022-08-08T04:42:00Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Moved content to armour page.  replaced with redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Armour]]&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20028</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20028"/>
				<updated>2022-08-08T04:24:37Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Consolidated Damage reduction page with Armor page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack, even if it is not physical damage.  Armour is applied BEFORE all multipliers and modifiers, to BASE damage, while Damage Reduction is a flat amount applied AFTER, only to the final calculated damage.  Armor does not work on physical attacks that are not weapon-based, such as spells, mental attacks, breath weapons, or weaponless attacks like {{t|Skullcracker}}.&lt;br /&gt;
&lt;br /&gt;
There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour''', '''Armour Penetration''' (APR), and '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
So armor reduces the amount of BASE damage by:&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the {{t|Heavy Armour Training}} and {{t|Light Armour Training}} talents. Some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
Damage reduction is flat damage that is taken off of every instance of damage you take. It applies AFTER [[armour]] and [[resistances]].  This means it is very strong against many small hits and weak against a single big hit.&lt;br /&gt;
&lt;br /&gt;
The following talents are sources of flat, '''unconditional''' damage reduction:&lt;br /&gt;
* The [[Brawler]] talent, {{t|Striking Stance}}&lt;br /&gt;
* The {{c|Avoidance}} tree talent, {{t|Automated cloak tessellation}}&lt;br /&gt;
* The [[prodigy]], {{t|Subcutaneous Metallisation}}&lt;br /&gt;
* The [[artifact]], [[Steam Powered Armour]]&lt;br /&gt;
&lt;br /&gt;
The following abilities are sources of flat, '''conditional''' damage reduction:&lt;br /&gt;
* The [[Mindslayer]] tree, {{c|Absorption}}&lt;br /&gt;
* The {{c|Antimagic}} tree talent, {{t|Antimagic Shield}}&lt;br /&gt;
* The [[Sawbutcher]] talent, {{t|Furnace}}&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20027</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=20027"/>
				<updated>2022-08-08T03:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Moved content around slightly for clarity, and added clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack, even if it is not physical damage.  Armour is applied BEFORE all multipliers and modifiers, to BASE damage, while Damage Reduction is a flat amount applied AFTER, only to the final calculated damage.  Armor does not work on physical attacks that are not weapon-based, such as spells, mental attacks, breath weapons, or weaponless attacks like {{t|Skullcracker}}.&lt;br /&gt;
&lt;br /&gt;
There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour''', '''Armour Penetration''' (APR), and '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
So armor reduces the amount of BASE damage by:&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the {{t|Heavy Armour Training}} and {{t|Light Armour Training}} talents. Some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User_talk:Kfoelsch&amp;diff=19989</id>
		<title>User talk:Kfoelsch</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User_talk:Kfoelsch&amp;diff=19989"/>
				<updated>2022-07-27T17:40:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two accounts? ==&lt;br /&gt;
&lt;br /&gt;
Hi, this is ScienceBall. I was just curious why you were using 2 different accounts on the wiki: [[User:Kfoelsch]] (this one) and [[User:Kfoelsche]] (which you used previously). Are you using 2 accounts on purpose or was it an accident? This isn't a big deal, it just confused me a bit. --[[User:ScienceBall|ScienceBall]] ([[User talk:ScienceBall|talk]]) 14:40, 27 July 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
I have no idea, frankly.  I didn't know I was using two accounts in the first place until you pointed it out.  --[[User:ScienceBall|ScienceBall]]&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=19987</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=19987"/>
				<updated>2022-07-27T07:26:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Added Faetouched and Z0mnibus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community.  In order to be included here, please confirm that the addon is fully functional for version 1.7.4.  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the Steam Workshop.  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==DLC-like==&lt;br /&gt;
Some addons are broad enough that they add content in multiple categories.  They may contain multiple races, classes, and/or zones.&lt;br /&gt;
* Faetouched Collection v1.2.0 by Mr Frog - [[https://te4.org/games/addons/tome/mclass_faetouched TE4 link]]- In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic.  Includes a new starting scenario with original classes, art, music, and dialogue.&lt;br /&gt;
* Odyssey of The Summoner by Nekarcos and updated by Kamani [[https://steamcommunity.com/sharedfiles/filedetails/?id=2553873360 Steam link]]- An extensive package that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.  It features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.&lt;br /&gt;
* ZOmnibus Addon Pack by ThatWhichIsMe [[https://steamcommunity.com/sharedfiles/filedetails/?id=203060064 Steam link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of current addons that add or change Classes:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts [[https://steamcommunity.com/sharedfiles/filedetails/?id=2686259045 Steam link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=19986</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=19986"/>
				<updated>2022-07-27T07:02:41Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Updated DLC-like description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community.  In order to be included here, please confirm that the addon is fully functional for version 1.7.4.  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the Steam Workshop.  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==DLC-like==&lt;br /&gt;
Some addons are broad enough that they add content in multiple categories.  They may contain multiple races, classes, and/or zones.&lt;br /&gt;
* Odyssey of The Summoner by Nekarcos and updated by Kamani [[https://steamcommunity.com/sharedfiles/filedetails/?id=2553873360 Steam link]]- An extensive package that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.  It features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of current addons that add or change Classes:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts [[https://steamcommunity.com/sharedfiles/filedetails/?id=2686259045 Steam link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=19985</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=19985"/>
				<updated>2022-07-27T06:59:56Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Added DLC-like category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community.  In order to be included here, please confirm that the addon is fully functional for version 1.7.4.  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the Steam Workshop.  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==DLC-like==&lt;br /&gt;
Some addons are broad enough that they add content in multiple categories.  &lt;br /&gt;
* Odyssey of The Summoner by Nekarcos and updated by Kamani [[https://steamcommunity.com/sharedfiles/filedetails/?id=2553873360 Steam link]]- An extensive package that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.  It features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of current addons that add or change Classes:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts [[https://steamcommunity.com/sharedfiles/filedetails/?id=2686259045 Steam link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=19984</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=19984"/>
				<updated>2022-07-27T05:30:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Addon List as discussed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community.  In order to be included here, please confirm that the addon is fully functional for version 1.7.4.  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the Steam Workshop.  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of current addons that add or change Classes:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts [[https://steamcommunity.com/sharedfiles/filedetails/?id=2686259045 Steam link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User_talk:Kfoelsch&amp;diff=19983</id>
		<title>User talk:Kfoelsch</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User_talk:Kfoelsch&amp;diff=19983"/>
				<updated>2022-07-27T05:28:29Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: /* Addon List as discussed */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Addon List as discussed ==&lt;br /&gt;
&lt;br /&gt;
==Addons==&lt;br /&gt;
Addons are optional user created content for TOME.  They either add new content or functionality, or change it in some way.  This page is non-comprehensive list of addons generated by the TOME community.  In order to be included here, please confirm that the addon is fully functional for version 1.7.4.  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
If you are adding to the list, please include the name of the mod, the contributor, a brief description, and a link to the Steam Workshop.  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
This is a list of current addons that add or change races:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
This is a list of current addons that add or change Classes:&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
==Escorts==&lt;br /&gt;
This is a list of current addons that add or change Escorts:&lt;br /&gt;
* Morvarc'h's Improved Escorts [[https://steamcommunity.com/sharedfiles/filedetails/?id=2686259045 Steam link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wiki_Projects&amp;diff=19980</id>
		<title>Wiki Projects</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wiki_Projects&amp;diff=19980"/>
				<updated>2022-07-25T04:51:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Added speed to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things on the wiki that need to be done. If you can, do some of them; or if you find something needing updates, please add it here.&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
&lt;br /&gt;
==== Need Creation ====&lt;br /&gt;
* '''Pretty much everything about [[Embers of Rage]]'''&lt;br /&gt;
* {{ct|NPC Only}} talents&lt;br /&gt;
&lt;br /&gt;
=== Missing bosses/uniques ===&lt;br /&gt;
*Corrupted Daelach&lt;br /&gt;
*Arch Zephyr&lt;br /&gt;
*Glacial Legion &lt;br /&gt;
*Rotting Titan&lt;br /&gt;
*Heavy Sentinel &lt;br /&gt;
*Void Spectre&lt;br /&gt;
&lt;br /&gt;
=== Need review/update for current version of ToME ===&lt;br /&gt;
&lt;br /&gt;
* Almost every talent tree. Table to track this, coming soon.&lt;br /&gt;
* [[Guides]] for most classes.&lt;br /&gt;
* [[Ego]]s all need review and update&lt;br /&gt;
* List of on-hit and when-hit egos also need creation/update&lt;br /&gt;
* Talent icons need to be re-uploaded if changed (low priority).&lt;br /&gt;
* [[Artifacts]]&lt;br /&gt;
&lt;br /&gt;
=== General Fixing ===&lt;br /&gt;
&lt;br /&gt;
* [[Special:WantedPages|Links to pages that don't exist]] either need to change the link, or create the page&lt;br /&gt;
* [[Speed]] update for accuracy&lt;br /&gt;
&lt;br /&gt;
=== Zone Screenshots ===&lt;br /&gt;
I ([[User:ScienceBall]]) thought (by comparison to other games' wikis) that having screenshots of ToME would make people more interested in trying ToME (i.e. for new players). There are already icons for talents, and sprites for (some?) bosses, but there were no images for zone pages. So I decided to start adding some. I haven't really started doing it in earnest yet though.&lt;br /&gt;
&lt;br /&gt;
You can see an example of the syntax I found for adding a gallery on [[Last Hope]]. ([[Elvala]] has a alternate example, in case you only have one image to display.)&lt;br /&gt;
&lt;br /&gt;
ScienceBall started by using PNGs, but the files were large because ToME's graphics seem to not compress well for PNGs, and so ScienceBall and [[User:Byxis]] provisionally decided to use JPGs for these screenshots.&lt;br /&gt;
&lt;br /&gt;
You can use [[Debugging|developer mode]] to help take these screenshots. The debug menu (Ctrl+A) has an option to reveal the whole map.&lt;br /&gt;
&lt;br /&gt;
Zone where screenshots need to be taken and added to pages:&lt;br /&gt;
&lt;br /&gt;
* Abashed Expanse&lt;br /&gt;
* Ambush&lt;br /&gt;
* Anteroom of Agony&lt;br /&gt;
* Ardhungol&lt;br /&gt;
* Bearscape&lt;br /&gt;
* Blighted Ruins&lt;br /&gt;
* Briagh's Lair&lt;br /&gt;
* Cave of Hatred&lt;br /&gt;
* Caverns to the hidden valley&lt;br /&gt;
* Charred Scar&lt;br /&gt;
* Daikara&lt;br /&gt;
* Damp Cave&lt;br /&gt;
* Dark crypt&lt;br /&gt;
* Derth (normally and during thunderstorm)&lt;br /&gt;
* Dogroth Caldera&lt;br /&gt;
* Dominion Port&lt;br /&gt;
* Dreadfell&lt;br /&gt;
* Dreamscape&lt;br /&gt;
* Eidolon Plane&lt;br /&gt;
* Elven Ruins&lt;br /&gt;
* Eruan&lt;br /&gt;
* Escape from Reknor&lt;br /&gt;
* Flooded Cave&lt;br /&gt;
* Forsaken Crypt&lt;br /&gt;
* G.E.M&lt;br /&gt;
* Gates of Morning (Embers of Rage)&lt;br /&gt;
* Golem Graveyard&lt;br /&gt;
* Gorbat Pride&lt;br /&gt;
* Grushnak Pride&lt;br /&gt;
* Heart of the Gloom (normal and alt)&lt;br /&gt;
* Hidden Compound&lt;br /&gt;
* High Peak&lt;br /&gt;
* Illusory castle&lt;br /&gt;
* Infinite Dungeon&lt;br /&gt;
* Internment Camp&lt;br /&gt;
* Intimidating Cave&lt;br /&gt;
* Irkkk&lt;br /&gt;
* Ithilthum, Valley of the Moon&lt;br /&gt;
* Kaltor's Shop&lt;br /&gt;
* Krimbul Territory&lt;br /&gt;
* Kruk Pride&lt;br /&gt;
* Lake of Nur (normal and alt)&lt;br /&gt;
* Last Hope Graveyard&lt;br /&gt;
* Mark of the Spellblaze&lt;br /&gt;
* Murgol Lair (normal and alt)&lt;br /&gt;
* Norgos Lair (normal and alt)&lt;br /&gt;
* Old Conclave Vault&lt;br /&gt;
* Old Forest (normal and alt and thunderstorm?)&lt;br /&gt;
* Orbital Fearscape Platform&lt;br /&gt;
* Palace of Fumes&lt;br /&gt;
* Paradox Plane&lt;br /&gt;
* Point zero&lt;br /&gt;
* Primal Forest&lt;br /&gt;
* Rak'Shor Pride&lt;br /&gt;
* Reknor&lt;br /&gt;
* Rhaloren Camp&lt;br /&gt;
* Ring of Blood&lt;br /&gt;
* Ritch Hive&lt;br /&gt;
* Ritches Tunnels&lt;br /&gt;
* Ruined Cave&lt;br /&gt;
* Ruined Dungeon&lt;br /&gt;
* Ruined Halfling Complex&lt;br /&gt;
* Ruins of a lost city&lt;br /&gt;
* Ruins of Kor'Pul (normal and alt)&lt;br /&gt;
* Ruins of Telmur&lt;br /&gt;
* Sandworm lair (normal and alt)&lt;br /&gt;
* Scintillating Caves (normal and alt)&lt;br /&gt;
* Scourged Pits&lt;br /&gt;
* Searing Halls&lt;br /&gt;
* Shadow Crypt&lt;br /&gt;
* Slazish Fens&lt;br /&gt;
* Slime Tunnels&lt;br /&gt;
* Sludgenest&lt;br /&gt;
* Southern Beach&lt;br /&gt;
* Steam Quarry&lt;br /&gt;
* Sunwall Observatory&lt;br /&gt;
* Sunwall Outpost&lt;br /&gt;
* Tannen's Tower&lt;br /&gt;
* Tempest Peak&lt;br /&gt;
* Temple of Creation&lt;br /&gt;
* Temporal Rift&lt;br /&gt;
* The Deep Bellow&lt;br /&gt;
* The Godfeaster&lt;br /&gt;
* The Maze (normal and alt)&lt;br /&gt;
* The Slumbering Caves&lt;br /&gt;
* The Teacher's Abode&lt;br /&gt;
* Tranquil Meadow&lt;br /&gt;
* Trollmire (normal and alt)&lt;br /&gt;
* Unhallowed Morass&lt;br /&gt;
* Unknown tunnels&lt;br /&gt;
* Unremarkable Cave&lt;br /&gt;
* Ureslak's Host&lt;br /&gt;
* Vaporous Emporium&lt;br /&gt;
* Vor Armoury&lt;br /&gt;
* Vor Pride&lt;br /&gt;
* Yetis Cave&lt;br /&gt;
* Zigur&lt;br /&gt;
&lt;br /&gt;
This doesn't include zones that don't have pages yet. If different floors have visually apparent different layouts or contents (apart from random generation), then there should probably be a screenshot for each.&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=19979</id>
		<title>Tales of Maj'Eyal Wiki</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=19979"/>
				<updated>2022-07-25T02:35:29Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Readded CLC names and moved scaling section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 1.4em; margin-top:0; margin-right:0; padding: 0px; float: right; border:none;  &amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | [[File:Tome-logo.png|400px|center]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Developer(s)'''&lt;br /&gt;
|NetCore Games&lt;br /&gt;
|-&lt;br /&gt;
|'''Lead Developer'''&lt;br /&gt;
|Nicolas &amp;quot;DarkGod&amp;quot; Casalini&lt;br /&gt;
|-&lt;br /&gt;
|'''Released'''&lt;br /&gt;
|2012&lt;br /&gt;
|-&lt;br /&gt;
|'''Latest Release'''&lt;br /&gt;
|1.7.4&lt;br /&gt;
|-&lt;br /&gt;
|'''Written In'''&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Lua_(programming_language) Lua]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top&amp;quot; |'''Platforms:'''&lt;br /&gt;
|&lt;br /&gt;
* Windows&lt;br /&gt;
* Mac&lt;br /&gt;
* Linux&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top&amp;quot; |'''Languages:'''&lt;br /&gt;
|&lt;br /&gt;
* English&lt;br /&gt;
* Simplified Chinese&lt;br /&gt;
* Traditional Chinese&lt;br /&gt;
* Japanese&lt;br /&gt;
* Korean&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tales of Maj'Eyal''' (aka ToME) is a free, open source, [http://en.wikipedia.org/wiki/Roguelike roguelike] roleplaying fantasy game featuring tactical turn-based combat and advanced character building.  Users play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.  With a modern graphical and customizable interface, intuitive mouse control, streamlined mechanics and deep, challenging combat, Tales of Maj’Eyal offers engaging roguelike gameplay for the 21st century.&lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal is written in Lua and based on the [[T-Engine 4]] game engine. Other games written in T-Engine 4 can be found [https://te4.org/games here]. Tales of Maj'Eyal and T-Engine 4 can be downloaded for free from [https://www.te4.org/download here]. &lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal and T-Engine 4 are written by Nicolas &amp;quot;DarkGod&amp;quot; Casalini, and [https://te4.org/donate supported by player donations] for premium content.&lt;br /&gt;
&lt;br /&gt;
* [[tome faq|Frequently Asked Questions]]&lt;br /&gt;
* [[tome glossary|ToME Glossary]]&lt;br /&gt;
* [[tome history|History of ToME]]&lt;br /&gt;
&lt;br /&gt;
==Contributions==&lt;br /&gt;
'''Want to contribute to the ToME wiki?''' [[How To Contribute To The Wiki|Click here]] for how to get started. Have questions about how to make changes? [[How To Contribute To The Wiki/Questions|Ask here!]] Please help us with our '''[[Wiki Projects|Projects]]!'''&lt;br /&gt;
&lt;br /&gt;
==Game Content==&lt;br /&gt;
{{SiteSpoiler}}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Campaigns]] &lt;br /&gt;
* DLCs: [[Ashes of Urh'Rok]], [[Embers of Rage]], and [[Forbidden Cults]]&lt;br /&gt;
* [[Difficulty]] and [[Permadeath]]&lt;br /&gt;
* [[Online Event]]s&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Character Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Class|Classes]], [[Race|Races]], and [[Stat|Stats]]&lt;br /&gt;
* [[Talent|Talents]], [[Prodigies]], and [https://tometips.github.io/ ToME Tips]&lt;br /&gt;
* [[Resource|Resources]]: life, mana, etc.&lt;br /&gt;
* [[Equipment]] and [[Items]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Mechanics&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Character sheet]]: power, damage, saves, armor&lt;br /&gt;
* [[Combat Damage]], [[Damage Types]], and [[Effects|Status Effects]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[Vision]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[Items]] Spoilers&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Artifacts]], [[Item sets]], and [[egos|Ego and its Effects]]&lt;br /&gt;
* [[Inscriptions]]&lt;br /&gt;
* [[Mindstars]]&lt;br /&gt;
* [[Item_list|Full List of all base items]] and [[Gems]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Story Spoilers&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Zones]], [[Guardians]], [[Vaults]], and [[Escorts]]&lt;br /&gt;
* [[Quests]] and [[Achievements]]&lt;br /&gt;
* [[Unlockables]] and [[Unlockables (Reduced Spoilers)]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Development&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Source Setup]] and [[How to compile]]&lt;br /&gt;
* [[Lua|Lua: The language of ToME4]] and [[Scaling]]&lt;br /&gt;
* [[Addons]]&lt;br /&gt;
** [[Hooks|Hooks and what they do]]&lt;br /&gt;
** [[Callback|List of Callbacks]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Addon Resources]]&lt;br /&gt;
** [[Addon Uploading]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
** [[T4 Modules Howto Guide|Module creation guides]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Module Resources]]&lt;br /&gt;
* [[Debugging]] and [[Command Line Arguments]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=19978</id>
		<title>Tales of Maj'Eyal Wiki</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=19978"/>
				<updated>2022-07-25T01:50:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Big reorg of front page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 1.4em; margin-top:0; margin-right:0; padding: 0px; float: right; border:none;  &amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | [[File:Tome-logo.png|400px|center]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Developer(s)'''&lt;br /&gt;
|NetCore Games&lt;br /&gt;
|-&lt;br /&gt;
|'''Lead Developer'''&lt;br /&gt;
|Nicolas &amp;quot;DarkGod&amp;quot; Casalini&lt;br /&gt;
|-&lt;br /&gt;
|'''Released'''&lt;br /&gt;
|2012&lt;br /&gt;
|-&lt;br /&gt;
|'''Latest Release'''&lt;br /&gt;
|1.7.4&lt;br /&gt;
|-&lt;br /&gt;
|'''Written In'''&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Lua_(programming_language) Lua]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top&amp;quot; |'''Platforms:'''&lt;br /&gt;
|&lt;br /&gt;
* Windows&lt;br /&gt;
* Mac&lt;br /&gt;
* Linux&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top&amp;quot; |'''Languages:'''&lt;br /&gt;
|&lt;br /&gt;
* English&lt;br /&gt;
* Simplified Chinese&lt;br /&gt;
* Traditional Chinese&lt;br /&gt;
* Japanese&lt;br /&gt;
* Korean&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tales of Maj'Eyal''' (aka ToME) is a free, open source, [http://en.wikipedia.org/wiki/Roguelike roguelike] roleplaying fantasy game featuring tactical turn-based combat and advanced character building.  Users play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.  With a modern graphical and customizable interface, intuitive mouse control, streamlined mechanics and deep, challenging combat, Tales of Maj’Eyal offers engaging roguelike gameplay for the 21st century.&lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal is written in Lua and based on the [[T-Engine 4]] game engine. Other games written in T-Engine 4 can be found [https://te4.org/games here]. Tales of Maj'Eyal and T-Engine 4 can be downloaded for free from [https://www.te4.org/download here]. &lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal and T-Engine 4 are written by Nicolas &amp;quot;DarkGod&amp;quot; Casalini, and [https://te4.org/donate supported by player donations] for premium content.&lt;br /&gt;
&lt;br /&gt;
* [[tome faq|Frequently Asked Questions]]&lt;br /&gt;
* [[tome glossary|ToME Glossary]]&lt;br /&gt;
* [[tome history|History of ToME]]&lt;br /&gt;
&lt;br /&gt;
==Contributions==&lt;br /&gt;
'''Want to contribute to the ToME wiki?''' [[How To Contribute To The Wiki|Click here]] for how to get started. Have questions about how to make changes? [[How To Contribute To The Wiki/Questions|Ask here!]] Please help us with our '''[[Wiki Projects|Projects]]!'''&lt;br /&gt;
&lt;br /&gt;
==Game Content==&lt;br /&gt;
{{SiteSpoiler}}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Campaigns]] and DLC content&lt;br /&gt;
* [[Difficulty]]&lt;br /&gt;
* [[Permadeath]]&lt;br /&gt;
* [[Online Event]]s&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Character Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Class|Classes]], [[Race|Races]], and [[Stat|Stats]]&lt;br /&gt;
* [[Talent|Talents]], [[Prodigies]], and [https://tometips.github.io/ ToME Tips]&lt;br /&gt;
* [[Resource|Resources]]: life, mana, etc.&lt;br /&gt;
* [[Equipment]] and [[Items]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Mechanics&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Character sheet]]: power, damage, saves, armor&lt;br /&gt;
* [[Combat Damage]], [[Damage Types]], and [[Effects|Status Effects]]&lt;br /&gt;
* [[Experience]] and [[Scaling]]&lt;br /&gt;
* [[Vision]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[Items]] Spoilers&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Artifacts]], [[Item sets]], and [[egos|Ego and its Effects]]&lt;br /&gt;
* [[Inscriptions]]&lt;br /&gt;
* [[Mindstars]]&lt;br /&gt;
* [[Item_list|Full List of all base items]] and [[Gems]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Story Spoilers&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Zones]], [[Guardians]], [[Vaults]], and [[Escorts]]&lt;br /&gt;
* [[Quests]] and [[Achievements]]&lt;br /&gt;
* [[Unlockables]] and [[Unlockables (Reduced Spoilers)]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Development&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Source Setup]] and [[How to compile]]&lt;br /&gt;
* [[Lua|Lua: The language of ToME4]]&lt;br /&gt;
* [[Addons]]&lt;br /&gt;
** [[Hooks|Hooks and what they do]]&lt;br /&gt;
** [[Callback|List of Callbacks]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Addon Resources]]&lt;br /&gt;
** [[Addon Uploading]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
** [[T4 Modules Howto Guide|Module creation guides]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Module Resources]]&lt;br /&gt;
* [[Debugging]] and [[Command Line Arguments]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=19975</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=19975"/>
				<updated>2022-07-24T09:47:42Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Moved out materials to Item list page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
Items may be found on the ground, dropped by monsters, gained from quests, or bought from [[stores]].  Items are divided into different types, that usually fit into specific [[equipment]] slots of characters.  Most items are ranked into tiers, which is the first factor in determining how good the abilities of an item are.  Higher tier weapons do more damage, and have higher [[stats|stat]] requirements to equip.  Higher tier armor gives higher [[Armour]] and [[Defense]], and so on.   [[Gems]] also have tiers; see their page for details.    The [[materials]] that an item is made of have no other function in game other than to indicate its abilities.  There is also a full [[Item list]] for each tier of every base item.&lt;br /&gt;
&lt;br /&gt;
=== Item Color ===&lt;br /&gt;
There are 7 different item colors, based on rarity and [[ego]]s.&lt;br /&gt;
&lt;br /&gt;
* white - base items with no [[ego]] modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #00FF80;&amp;quot;&amp;gt;light green&amp;lt;/span&amp;gt; - one or two lesser ego modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #0080FF;&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; - one greater or one greater and one lesser ego modifier&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #8d55ff;&amp;quot;&amp;gt;violet&amp;lt;/span&amp;gt; - two greater ego modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FA8072;&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; - multiple randomized bonuses, including effects not normally found on this item type or from this power source&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FF7700;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; - random artifacts&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FFD700;&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; - standard [[Artifact]]s&lt;br /&gt;
&lt;br /&gt;
=== Power Source ===&lt;br /&gt;
All items are crafted by someone, or ''something''. A power source is the source of an item's power. In most cases, an item's power source does not impact gameplay, but there are some exceptions to this:&lt;br /&gt;
* Being [[Anti-magic]] prevents you from equipping {{arc}} powered items.&lt;br /&gt;
* Wearing {{am|arcane disrupting}} items will randomly cause any talent with the '''''is a spell''''' property to fail. This includes runes and sustained talents. The chance of failure is 10% per material level of the item. Items without a material level will be treated as if they were level 1.&lt;br /&gt;
* The [[Solipsist]]s' [[Psychometry (talent)|Psychometry]] grants bonus mindpower for nature, psionic, and arcane disrupting items &lt;br /&gt;
* The Tinker's [[Innovation_(talent)|Innovation]] grants bonuses to master-crafted and steamtech items&lt;br /&gt;
&lt;br /&gt;
There are 7 different power sources:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #8F00FF;&amp;quot;&amp;gt;Powered by arcane forces&amp;lt;/span&amp;gt; - Associated with mages&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #6B8E23;&amp;quot;&amp;gt;Infused by nature&amp;lt;/span&amp;gt; - Natural forces, originating from the land itself&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DA70D6;&amp;quot;&amp;gt;Infused by arcane disrupting forces&amp;lt;/span&amp;gt; - Items made by [[Anti-magic]] groups, like the Ziguranth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #D78E45;&amp;quot;&amp;gt;Crafted by a master:&amp;lt;/span&amp;gt; - Crafted by smiths and similar people through mundane techniques&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DDDD00;&amp;quot;&amp;gt;Infused by psionic forces&amp;lt;/span&amp;gt; - Items infused with mental or emotional energy.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DC143C;&amp;quot;&amp;gt;Powered by unknown forces&amp;lt;/span&amp;gt; - Mysterious or Otherworldly forces&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #B6BD69;&amp;quot;&amp;gt;Powered by steamtech&amp;lt;/span&amp;gt; - Steam powered! (introduced in [[Embers of Rage]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;!-- The &amp;quot;Avg. randomized damage&amp;quot; is the stat used times (the average of 1 and the damage range). I don't know if the stat and the damrange are applied in the same part of the damage formula or not? I'll leave it there for now. --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Two-handed || May wield in offhand? || Ammo || Stat requirement || Uses stat for base damage (Avg. randomized damage): || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxes || - || - || Strength || 120% (150%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Greatswords || - || - || Strength || 120% (156%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Greatmauls || - || - || Strength || 120% (150%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Staffs || - || - || Magic || 80% (88%) Magic || 2% Proc Damage! (1% for short staves)&lt;br /&gt;
|-&lt;br /&gt;
|Tridents || - || - || Strength || 120% (150%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!One-handed || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Waraxes || No || - || Strength || 100% (120%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Longswords || No || - || Strength || 100% (120%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Maces || No || - || Strength || 100% (120%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Daggers || Yes || - || Dexterity || 50% Strength 50% Dexterity (57.5%/57.5%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Whips || Yes || - || Dexterity || 100% (105%) Dexterity (for most whips) || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindstars]] || Yes (no offhand penalty) || - || Willpower || 50% Willpower 30% Cunning (52.5%/31.5%) (increased by {{t|Psiblades}}) ||Accuracy determined by Willpower, not Dexterity. 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Steamsaws || Yes || - || Strength || 100% (125%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
!Ranged  || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Bows || - || Quivers || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Slings || No || Pouches || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Steamguns || Yes (no offhand penalty), but need talent to fire offhand || Pouches || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
!Ammo || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Quivers of arrows || N/A || N/A || Dexterity || 70% Dexterity 50% Strength (77%/55%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Pouches of shots || N/A || N/A || Dexterity || 70% Dexterity 50% Cunning (77%/55%) || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!Unarmed|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed || N/A || - || N/A || 100% (105%) Strength || None&lt;br /&gt;
|-&lt;br /&gt;
|Gloves || N/A || - || None || 40% Dexterity 40% Strength 40% Cunning (42%/42%/42%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets || N/A || - || None || 40% Dexterity 40% Strength 40% Cunning (48%/48%/48%) || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!Special|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Shields || Offhand only (no offhand penalty), but need talent to attack || - || Strength || 100% (110%) Strength || 2% Proc Damage!&lt;br /&gt;
|-&lt;br /&gt;
!Non-item Weapons|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Throwing Knives}} || N/A || - || N/A || 70% Dexterity 50% Strength (84%/60%) || 0.5% APR&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Dream Smith|Dream Hammer}} || N/A || - || N/A || 120% (150%) Willpower || Accuracy determined by Willpower, not Dexterity. No accuracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Tentacles|Tentacle Hand}} || N/A || - || N/A || 100% (120%) Magic || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can attack with melee weapons by trying to move into an enemy (&amp;quot;bump attacks&amp;quot;), or equivalently by using the {{t|Attack}} talent. By default, you do not attack with shields. Some talents will specifically attack with your shield, and the {{t|Stoneshield}} talent makes your bump attacks and weapon attack talents include attacking with your shields (as well as letting you wield shields in your main hand). Most talents that specifically attack with your shield will only attack with one shield (offhand if available, mainhand otherwise), even if you have Stoneshield and are wielding two shields. Talents that attack with weapons, or weapon and shield, will attack with both shields. [[Stone Warden]]'s talents are coded to attack with your weapons (but require a shield), so they will attack with both shields.&lt;br /&gt;
&lt;br /&gt;
Melee weapons that are held in the offhand have a 50% damage penalty, except mindstars and shields. Some talents can increase the damage multiplier for offhand weapons above 50%. Ranged weapons have no offhand damage penalty.&lt;br /&gt;
&lt;br /&gt;
Steamsaws function as a combination of normal weapons and shields. You can attack with them as normal, and they are suffer from the offhand penalty, but talents that attack with your shield will also attack with them{{verify}}, you can {{t|Block}} with them, and they can get either weapon or shield [[egos]].&lt;br /&gt;
&lt;br /&gt;
You can attack with ranged weapons by using the {{t|Shoot}} talent. By default, characters cannot attack with ranged weapons in their offhands (i.e. a steamgun), but if they learn a talent from {{c|Gunner Training}}, {{c|Gunslinging}}, or {{c|Bullets Mastery}}, then it becomes possible.&lt;br /&gt;
&lt;br /&gt;
The accuracy bonus is a bonus given if the attacker's [[Accuracy]] exceeds the target's [[Defense]], per point of excess Accuracy. The maximum bonus is reached at 100 excess Accuracy.&lt;br /&gt;
&lt;br /&gt;
There exist unique artifacts that break the rules laid out in the above table for how each type of weapon behaves. One particular kind is &amp;quot;double weapons&amp;quot;. These weapons are all steamsaws and steamguns from [[Embers of Rage]], and they are two-handed, unlike ordinary weapons of their types. These double weapons can function as both a mainhand and offhand weapon at the same time (attacking twice), as long as you have nothing in your offhand (relevant because it is possible for an [[Ogre]] to have a two-handed weapon in their mainhand and something in their offhand at the same time). Two-handed steamgun double weapons will fire their offhand shots even if the user doesn't have a talent that would let them shoot with an ordinary offhand steamgun.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
&lt;br /&gt;
Armour generally increases your survivability.&lt;br /&gt;
&lt;br /&gt;
*Body&lt;br /&gt;
*Head&lt;br /&gt;
*Hands&lt;br /&gt;
*Feet&lt;br /&gt;
*Belt&lt;br /&gt;
*Cloak&lt;br /&gt;
&lt;br /&gt;
Body Armor comes in 4 categories, Robes, Light (leather), Heavy (chain), and Massive (plate)&lt;br /&gt;
* Heavier armor comes with higher [[fatigue]], increasing the stamina, mana, psi, hate, positive energy, and negative energy cost of skills, but not equilibrium, vim, paradox, steam, or insanity costs.&lt;br /&gt;
* Heavy armor cannot be equipped without rank 1 {{t|Heavy Armour Training}}; massive armour cannot be equipped without rank 3. {{t|Heavy Armour Training}} also increases the benefits of heavy and massive armor, granting bigger bonuses for massive.&lt;br /&gt;
* [[Mobile_defence_(talent)| Mobile Defence]], a Mobility talent, improves the effects of light armor.&lt;br /&gt;
* [[Rogue]]s and [[Shadowblade]]s cannot use {{t|Stealth}} in heavy or massive armor.&lt;br /&gt;
* Many [[Brawler]] skills cannot be used in massive armor.&lt;br /&gt;
&lt;br /&gt;
Head, Hand, and Foot armours come in just 3 types, cloth, leather, and metal. Level 1 {{t|Heavy Armour Training}} is required to equip metal, but there is no other difference. Talents like {{t|Stealth}} that cannot be used with metal body armor CAN be used with metal boots, helms, and gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
*Quiver&lt;br /&gt;
*Tool&lt;br /&gt;
*Lite&lt;br /&gt;
*Rings&lt;br /&gt;
*Amulet&lt;br /&gt;
&lt;br /&gt;
== Inscriptions ==&lt;br /&gt;
&lt;br /&gt;
{{:Inscriptions}}&lt;br /&gt;
See the full [[Inscriptions]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Plot Items ==&lt;br /&gt;
&lt;br /&gt;
=== Transmogrification Chest ===&lt;br /&gt;
&lt;br /&gt;
{{:Transmogrification Chest}}&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Item_list&amp;diff=19974</id>
		<title>Item list</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Item_list&amp;diff=19974"/>
				<updated>2022-07-24T09:46:56Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Moved materials here.  No other changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all the different weapons and armor items in the game '''before''' any [[ego]] modifiers, and not including [[artifact]]s.&lt;br /&gt;
 &lt;br /&gt;
=== Glossary ===&lt;br /&gt;
'''Name'''&lt;br /&gt;
The name of the item&lt;br /&gt;
&lt;br /&gt;
'''Type''' &lt;br /&gt;
The type of item&lt;br /&gt;
&lt;br /&gt;
'''Encumbrance'''&lt;br /&gt;
Encumbrance value of the item&lt;br /&gt;
&lt;br /&gt;
'''Rarity'''&lt;br /&gt;
Rarity value of the item&lt;br /&gt;
&lt;br /&gt;
'''Cost'''&lt;br /&gt;
Cost of the item&lt;br /&gt;
&lt;br /&gt;
'''Material level'''&lt;br /&gt;
The [[materials|material level]] of the item&lt;br /&gt;
&lt;br /&gt;
'''Requirement'''&lt;br /&gt;
The required stat levels to use the item&lt;br /&gt;
&lt;br /&gt;
'''Base damage'''&lt;br /&gt;
Base damage, varies from item to item&lt;br /&gt;
&lt;br /&gt;
'''Dammod'''&lt;br /&gt;
What stat the item uses to determine damage modifiers&lt;br /&gt;
&lt;br /&gt;
'''Damrange'''&lt;br /&gt;
The damage range of the item. Maximum damage = base damage * damrange&lt;br /&gt;
&lt;br /&gt;
'''APR'''&lt;br /&gt;
The armor penetration value of the item&lt;br /&gt;
&lt;br /&gt;
'''Critical'''&lt;br /&gt;
The critical chance of the item&lt;br /&gt;
&lt;br /&gt;
'''Mindpower'''&lt;br /&gt;
The mindpower of the item&lt;br /&gt;
&lt;br /&gt;
'''Mind critical'''&lt;br /&gt;
The mind critical chance of the item&lt;br /&gt;
&lt;br /&gt;
'''Range'''&lt;br /&gt;
How far ammo can be launched&lt;br /&gt;
&lt;br /&gt;
'''Attack speed'''&lt;br /&gt;
The item's attack speed&lt;br /&gt;
&lt;br /&gt;
'''Defense'''&lt;br /&gt;
The item's defense value&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&lt;br /&gt;
The item's armor value&lt;br /&gt;
&lt;br /&gt;
'''Fatigue'''&lt;br /&gt;
The item's fatigue value&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Requirement!!Base damage!!Dammod!!Damrange!!APR!!Critical&lt;br /&gt;
|-&lt;br /&gt;
|Iron longsword||One-handed weapon||3||5||5||1||11 Str||5-8||1.0 Str||1.4||2||2.5%&lt;br /&gt;
|-&lt;br /&gt;
|Steel longsword||One-handed weapon||3||5||10||2||16 Str||10-16||1.0 Str||1.4||3||3%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel longsword||One-handed weapon||3||5||15||3||24 Str||20-26||1.0 Str||1.4||4||3.5%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite longsword||One-handed weapon||3||5||25||4||35 Str||30-37||1.0 Str||1.4||5||4.5%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun longsword||One-handed weapon||3||5||35||5||48 Str||40-45||1.0 Str||1.4||6||5%&lt;br /&gt;
|-&lt;br /&gt;
|Iron mace||One-handed weapon||3||5||5||1||11 Str||6-9||1.0 Str||1.4||2||0.5%&lt;br /&gt;
|-&lt;br /&gt;
|Steel mace||One-handed weapon||3||5||10||2||16 Str||11-17||1.0 Str||1.4||3||1%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel mace||One-handed weapon||3||5||15||3||24 Str||22-28||1.0 Str||1.4||4||1.5%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite mace||One-handed weapon||3||5||25||4||35 Str||33-40||1.0 Str||1.4||5||2.5%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun mace||One-handed weapon||3||5||35||5||48 Str||43-48||1.0 Str||1.4||6||3%&lt;br /&gt;
|-&lt;br /&gt;
|Iron waraxe||One-handed weapon||3||5||5||1||11 Str||5-8||1.0 Str||1.4||2||3.5%&lt;br /&gt;
|-&lt;br /&gt;
|Steel waraxe||One-handed weapon||3||3||10||2||16 Str||8-14||1.0 Str||1.4||3||4%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel waraxe||One-handed weapon||3||3||15||3||24 Str||17-23||1.0 Str||1.4||4||4.5%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite waraxe||One-handed weapon||3||3||25||4||35 Str||28-35||1.0 Str||1.4||5||6.5%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun waraxe||One-handed weapon||3||3||35||5||48 Str||38-42||1.0 Str||1.4||6||7%&lt;br /&gt;
|-&lt;br /&gt;
|Iron greatsword||Two-handed weapon||3||5||5||1||11 Str||8-14||1.2 Str||1.6||1||2.5%&lt;br /&gt;
|-&lt;br /&gt;
|Steel greatsword||Two-handed weapon||3||5||10||2||16 Str||18-26||1.2 Str||1.6||2||3%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel greatsword||Two-handed weapon||3||5||15||3||24 Str||32-40||1.2 Str||1.6||2||3.5%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite greatsword||Two-handed weapon||3||5||25||4||35 Str||45-52||1.2 Str||1.6||3||4.5%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun greatsword||Two-handed weapon||3||5||35||5||48 Str||58-66||1.2 Str||1.6||4||5%&lt;br /&gt;
|-&lt;br /&gt;
|Iron greatmaul||Two-handed weapon||5||5||5||1||11 Str||10-16||1.2 Str||1.5||1||0.5%&lt;br /&gt;
|-&lt;br /&gt;
|Steel greatmaul||Two-handed weapon||5||5||10||2||16 Str||22-30||1.2 Str||1.5||2||1%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel greatmaul||Two-handed weapon||5||5||15||3||24 Str||38-45||1.2 Str||1.5||2||1.5%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite greatmaul||Two-handed weapon||5||5||25||4||35 Str||50-59||1.2 Str||1.5||3||2.5%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun greatmaul||Two-handed weapon||5||5||35||5||48 Str||62-72||1.2 Str||1.5||4||3%&lt;br /&gt;
|-&lt;br /&gt;
|Iron battleaxe||Two-handed weapon||3||5||5||1||11 Str||6-12||1.2 Str||1.5||1||4.5%&lt;br /&gt;
|-&lt;br /&gt;
|Steel battleaxe||Two-handed weapon||3||5||10||2||16 Str||15-23||1.2 Str||1.5||2||5%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel battleaxe||Two-handed weapon||3||5||15||3||24 Str||28-35||1.2 Str||1.5||2||6.5%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite battleaxe||Two-handed weapon||3||5||25||4||35 Str||40-48||1.2 Str||1.5||3||7.5%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun battleaxe||Two-handed weapon||3||5||35||5||48 Str||54-60||1.2 Str||1.5||4||8%&lt;br /&gt;
|-&lt;br /&gt;
|Coral trident||Trident||-||3||5||1||11 Str||6-10||1.2 Str||1.6||6||1.5%&lt;br /&gt;
|-&lt;br /&gt;
|Blue-steel trident||Trident||-||3||10||2||16 Str||11-19||1.2 Str||1.6||8||2%&lt;br /&gt;
|-&lt;br /&gt;
|Deep-steel trident||Trident||-||3||15||3||24 Str||24-31||1.2 Str||1.6||10||2.5%&lt;br /&gt;
|-&lt;br /&gt;
|Orite trident||Trident||-||3||25||4||35 Str||36-44||1.2 Str||1.6||13||3.5%&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum trident||Trident||-||3||35||5||48 Str||50-56||1.2 Str||1.6||16||4%&lt;br /&gt;
|-&lt;br /&gt;
|Iron dagger||Dagger||1||5||5||1||11 Dex||4-6||0.45 Dex, 0.45 Str||1.3||5||4%&lt;br /&gt;
|-&lt;br /&gt;
|Steel dagger||Dagger||1||5||10||2||16 Dex||8-12||0.45 Dex, 0.45 Str||1.3||6||5%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel dagger||Dagger||1||5||15||3||24 Dex||14-22||0.45 Dex, 0.45 Str||1.3||7||6%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite dagger||Dagger||1||5||25||4||35 Dex||25-32||0.45 Dex, 0.45 Str||1.3||9||8%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun dagger||Dagger||1||5||35||5||48 Dex||36-40||0.45 Dex, 0.45 Str||1.3||9||10%&lt;br /&gt;
|}&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Requirement!!Base damage!!Dammod!!Damrange!!APR!!Critical!!Spellpower!!Spell critical&lt;br /&gt;
|-&lt;br /&gt;
|Elm staff||Staff||5||4||5||1||11 Mag||10||0.8 Mag||1.2||2||2.5%||3||1%&lt;br /&gt;
|-&lt;br /&gt;
|Ash staff||Staff||5||4||10||2||16 Mag||15||0.8 Mag||1.2||3||3%||6||2%&lt;br /&gt;
|-&lt;br /&gt;
|Yew staff||Staff||5||4||15||3||24 Mag||20||0.8 Mag||1.2||4||3.5%||9||3%&lt;br /&gt;
|-&lt;br /&gt;
|Elven-wood staff||Staff||5||4||25||4||35 Mag||25||0.8 Mag||1.2||5||4.5%||12||4%&lt;br /&gt;
|-&lt;br /&gt;
|Dragonbone staff||Staff||5||4||35||5||48 Mag||30||0.8 Mag||1.2||6||5%||15||5%&lt;br /&gt;
|}&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Requirement!!Base damage!!Dammod!!Damrange!!APR!!Critical!!Mindpower!!Mind critical&lt;br /&gt;
|-&lt;br /&gt;
|Mossy mindstar||Mindstar||3||4||5||1||11 Wil||2-3||0.3 Wil, 0.1 Cun||1.1||12||2.5%||2||1%&lt;br /&gt;
|-&lt;br /&gt;
|Vined mindstar||Mindstar||3||4||10||2||16 Wil||4-6||0.35 Wil, 0.15 Cun||1.1||18||3%||4||2%&lt;br /&gt;
|-&lt;br /&gt;
|Thorny mindstar||Mindstar||3||4||15||3||24 Wil||7-10||0.4 Wil, 0.2 Cun||1.1||24||3.5%||6||3%&lt;br /&gt;
|-&lt;br /&gt;
|Pulsing mindstar||Mindstar||3||4||25||4||35 Wil||12-14||0.45 Wil, 0.25 Cun||1.1||32||4.5%||8||4%&lt;br /&gt;
|-&lt;br /&gt;
|Living mindstar||Mindstar||3||4||35||5||48 Wil||15-18||0.5 Wil, 0.3 Cun||1.1||40||5%||10||5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Requirement!!Range!!Attack speed&lt;br /&gt;
|-&lt;br /&gt;
|Elm longbow||Bow||4||7||5||1||11 Dex||6||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Ash longbow||Bow||4||7||10||2||16 Dex||7||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Yew longbow||Bow||4||7||15||3||24 Dex||8||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Elven-wood longbow||Bow||4||7||25||4||35 Dex||9||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Dragonbone longbow||Bow||4||7||35||5||48 Dex||10||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Rough leather sling||Sling||4||7||5||1||11 Dex||6||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Cured leather sling||Sling||4||7||10||2||16 Dex||7||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Hardened leather sling||Sling||4||7||15||3||24 Dex||8||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced leather sling||Sling||4||7||25||4||35 Dex||9||0.8&lt;br /&gt;
|-&lt;br /&gt;
|Drakeskin leather sling||Sling||4||7||35||5||48 Dex||10||0.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Encumbrance!!Rarity!!Material Level!!Cost!!Requirement!!Capacity!!Damage!!APR!!Damage Mod||Damage Range&lt;br /&gt;
|-&lt;br /&gt;
|Quiver of Elm Arrows||3||7||1||2||11 Dex||10-25||11-17||5||70% Dex, 50% Str||1.4x&lt;br /&gt;
|-&lt;br /&gt;
|Quiver of Ash Arrows||3||7||2||5||16 Dex||12-25||17-24||7||70% Dex, 50% Str||1.4x&lt;br /&gt;
|-&lt;br /&gt;
|Quiver of Yew Arrows||3||7||3||10||24 Dex||14-25||28-37||10||70% Dex, 50% Str||1.4x&lt;br /&gt;
|-&lt;br /&gt;
|Quiver of Elven-Wood Arrows||3||7||4||15||35 Dex||16-25||40-47||14||70% Dex, 50% Str||1.4x&lt;br /&gt;
|-&lt;br /&gt;
|Quiver of Dragonbone Arrows||3||7||5||25||48 Dex||18-25||50-57||18||70% Dex, 50% Str||1.4x&lt;br /&gt;
|-&lt;br /&gt;
|Pouch of Iron Shots||3||7||1||2||11 Dex||10-25||12-17||1||70% Dex, 50% Cun||1.2x&lt;br /&gt;
|-&lt;br /&gt;
|Pouch of Steel Shots||3||7||2||5||16 Dex||12-25||17-24||2||70% Dex, 50% Cun||1.2x&lt;br /&gt;
|-&lt;br /&gt;
|Pouch of Dwarven-Steel Shots||3||7||3||10||24 Dex||14-25||28-37||3||70% Dex, 50% Cun||1.2x&lt;br /&gt;
|-&lt;br /&gt;
|Pouch of Stralite Shots||3||7||4||15||35 Dex||16-25||40-47||5||70% Dex, 50% Cun||1.2x&lt;br /&gt;
|-&lt;br /&gt;
|Pouch of Voratun Shots||3||7||5||25||48 Dex||18-25||50-57||6||70% Dex, 50% Cun||1.2x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor items ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Requirement!!Defense!!Armor!!Fatigue&lt;br /&gt;
|-&lt;br /&gt;
|Linen robe||Cloth armor||2||5||0.5||1||-||0||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Woollen robe||Cloth armor||2||5||1.5||2||-||0||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Cashmere robe||Cloth armor||2||5||2.5||3||-||2||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Silk robe||Cloth armor||2||5||3.5||4||-||3||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Elven-silk robe||Cloth armor||2||5||5.5||5||-||5||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Rough leather armor||Light armor||9||5||10||1||10 Str||1||2||6%&lt;br /&gt;
|-&lt;br /&gt;
|Cured leather armor||Light armor||9||5||12||2||14 Str||2||4||7%&lt;br /&gt;
|-&lt;br /&gt;
|Hardened leather armor||Light armor||9||5||15||3||16 Str||3||6||8%&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced leather armor||Light armor||9||5||20||4||18 Str||4||7||8%&lt;br /&gt;
|-&lt;br /&gt;
|Drakeskin leather armor||Light armor||9||5||25||5||20 Str||5||8||8%&lt;br /&gt;
|-&lt;br /&gt;
|Iron mail armor||Heavy armor||14||5||20||1||14 Str||2||4||12%&lt;br /&gt;
|-&lt;br /&gt;
|Steel mail armor||Heavy armor||14||5||25||2||20 Str||2||6||14%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel mail armor||Heavy armor||14||5||30||3||28 Str||3||8||16%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite mail armor||Heavy armor||14||5||40||4||38 Str||4||8||16%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun mail armor||Heavy armor||14||5||50||5||48 Str||5||10||16%&lt;br /&gt;
|-&lt;br /&gt;
|Iron plate armor||Massive armor||17||5||20||1||22 Str||3||7||20%&lt;br /&gt;
|-&lt;br /&gt;
|Steel plate armor||Massive armor||17||5||25||2||28 Str||4||9||22%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel plate armor||Massive armor||17||5||30||3||35 Str||5||11||24%&lt;br /&gt;
|-&lt;br /&gt;
|Stralite plate armor||Massive armor||17||5||40||4||48 Str||7||13||26%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun plate armor||Massive armor||17||5||50||5||60 Str||9||16||26%&lt;br /&gt;
|}&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Requirement!!Defense!!Armor!!Fatigue&lt;br /&gt;
|-&lt;br /&gt;
|Rough leather cap||Leather cap||2||6||2||1||-||0||1||1%&lt;br /&gt;
|-&lt;br /&gt;
|Hardened leather cap||Leather cap||2||6||4||3||-||0||3||3%&lt;br /&gt;
|-&lt;br /&gt;
|Drakeskin leather cap||Leather cap||2||6||7||5||-||0||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Iron helm||Helm||3||7||5||1||-||0||3||5%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel helm||Helm||3||7||7||3||-||0||4||4%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun helm||Helm||3||7||10||5||-||0||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Linen wizard hat||Hat||2||6||2||1||-||1||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Cashmere wizard hat||Hat||2||6||4||3||-||2||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Elven-silk wizard hat||Hat||2||6||7||5||-||3||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Pair of rough leather boots||Light boots||2||6||2||1||-||0||1||1%&lt;br /&gt;
|-&lt;br /&gt;
|Pair of hardened leather boots||Light boots||2||6||4||3||-||0||3||3%&lt;br /&gt;
|-&lt;br /&gt;
|Pair of drakeskin leather boots||Light boots||2||6||7||5||-||0||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Pair of iron boots||Heavy boots||3||7||5||1||-||0||3||2%&lt;br /&gt;
|-&lt;br /&gt;
|Pair of dwarven-steel boots||Heavy boots||3||7||7||3||-||0||4||3%&lt;br /&gt;
|-&lt;br /&gt;
|Pair of voratun boots||Heavy boots||3||7||10||5||-||0||5||4%&lt;br /&gt;
|-&lt;br /&gt;
|Linen cloak||Cloak||2||6||2||1||-||1||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Cashmere cloak||Cloak||2||6||4||3||-||2||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Elven-silk cloak||Cloak||2||6||7||5||-||3||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Rough leather belt||Belt||1||6||1||1||-||0||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Hardened leather belt||Belt||1||6||2||3||-||0||0||0%&lt;br /&gt;
|-&lt;br /&gt;
|Drakeskin leather belt||Belt||1||6||4||5||-||0||0||0%&lt;br /&gt;
|}&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Requirement!!Armor!!Base damage!!Dammod!!Damrange||APR!!Critical!!Attack speed&lt;br /&gt;
|-&lt;br /&gt;
|Rough leather gloves||Gloves||1||9||5||1||-||1||5-8||0.4 Dex, 0.4 Str, 0.4 Cun||1||1||1%||100%&lt;br /&gt;
|-&lt;br /&gt;
|Hardened leather gloves||Gloves||1||9||7||3||-||2||14-18||0.4 Dex, 0.4 Str, 0.4 Cun||1||3||3%||100%&lt;br /&gt;
|-&lt;br /&gt;
|Drakeskin leather gloves||Gloves||1||9||10||5||-||3||23-28||0.4 Dex, 0.4 Str, 0.4 Cun||1||5||5%||100%&lt;br /&gt;
|-&lt;br /&gt;
|Iron gauntlets||Gauntlets||1.5||9||5||1||-||1||7-12||0.4 Dex, 0.4 Str, 0.4 Cun||1.3||3||2%||120%&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel gauntlets||Gauntlets||1.5||9||7||3||-||2||16-22||0.4 Dex, 0.4 Str, 0.4 Cun||1.3||9||8%||120%&lt;br /&gt;
|-&lt;br /&gt;
|Voratun gauntlets||Gauntlets||1.5||9||10||5||-||3||25-32||0.4 Dex, 0.4 Str, 0.4 Cun||1.3||15||10%||120%&lt;br /&gt;
|}&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Requirement!!Armor!!Defense!!Fatigue!!Damage!!Dammod!!Critical!!Block!!Block talent level&lt;br /&gt;
|-&lt;br /&gt;
|Iron shield||Shield||7||5||5||1||11 Str||2||4||6%||7-11||1.0 Str||2.5%||15-25||1&lt;br /&gt;
|-&lt;br /&gt;
|Steel shield||Shield||7||5||10||2||16 Str||2||6||8%||10-20||1.0 Str||3%||35-45||2&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel shield||Shield||7||5||15||3||24 Str||2||8||12%||25-35||1.0 Str||3.5%||70-90||3&lt;br /&gt;
|-&lt;br /&gt;
|Stralite shield||Shield||7||5||25||5||35 Str||2||10||14%||40-55||1.0 Str||4.5%||130-150||4&lt;br /&gt;
|-&lt;br /&gt;
|Voratun shield||Shield||7||5||35||5||48 Str||3||12||14%||60-75||1.0 Str||5%||180-220||5&lt;br /&gt;
|}&lt;br /&gt;
=== Digging implements ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Type!!Encumbrance!!Rarity!!Cost!!Material level!!Digging speed&lt;br /&gt;
|-&lt;br /&gt;
|Iron pickaxe||Digger||3||14||3||1||35-40&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven-steel pickaxe||Digger||3||14||3||3||27-33&lt;br /&gt;
|-&lt;br /&gt;
|Voratun pickaxe||Digger||3||14||3||5||20-25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[gems|Gems]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gem !! Tier !! Power !! Bomb Effect || Color || Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| Agate       || 1    || +1 all stats      || Bomb damage +5% || Black || Acid&lt;br /&gt;
|-&lt;br /&gt;
| Ametrine    || 1    || +2% all damage, +1% critical chance    || additional 1 lite damage || Yellow || Light&lt;br /&gt;
|-&lt;br /&gt;
| Citrine     || 1    || +1 light radius, +2 infravision   || Bomb thrown range +1 || Yellow || Light&lt;br /&gt;
|-&lt;br /&gt;
| Spinel      || 1    || +2 defense and physical, spell and mental saves || Mana regain 10 || Green || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Zircon      || 1    || +1% all resists, +1 armor   || 20% chance to daze for 3 turns || Yellow || Light&lt;br /&gt;
|-&lt;br /&gt;
| Amethyst    || 2    || +4% all damage, +2% critical chance || Additional 25 arcane damage || Violet || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Aquamarine  || 2    || +2% all resists, +2 armor   || Mana regain 20 || Blue || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Opal        || 2    || +2 all stats      || Bomb damage +10% || Blue || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Topaz       || 2    || +4 defense and physical, spell and mental saves || Bomb thrown range +3 || Blue || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Emerald     || 3    || +3% all resists, +3 armor   || Additional 50 poison damage || Green || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Garnet     || 3    || +6% all damage, +3% critical chance || Heals for 100% of damage done, up to 5% of max life || Red || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Lapis Lazuli || 3    || +6 defense and physical, spell and mental saves || Mana regain 30 || Blue || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Onyx        || 3    || +3 all stats      || Bomb damage +15% || Black || Acid&lt;br /&gt;
|-&lt;br /&gt;
| Quartz      || 3    || +30% stun resist  || Additional 10 spell knockback damage (3 tiles) || White || Cold&lt;br /&gt;
|-&lt;br /&gt;
| Amber       || 4    || +8% all damage, +4% critical chance || 10% chance to stun for 2 turns || Yellow || Light&lt;br /&gt;
|-&lt;br /&gt;
| Jade        || 4    || +4% all resists, +4 armor   || Additional 0 slow damage || Green || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Ruby        || 4    || +4 all stats      || Bomb damage +20% || Red || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire    || 4    || +8 defense and physical, spell and mental saves || Additional 30 ice damage || Blue || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Turquoise   || 4    || +10 see stealth and invisible || Additional 30 acid damage || Green || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Bloodstone  || 5    || +60% stun resist  || Heals for 100% of damage done, up to 10% of max life || Red || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Diamond     || 5    || +5 all stats      || Bomb damage +25% || White || Cold&lt;br /&gt;
|-&lt;br /&gt;
| Fire Opal   || 5    || +10% all damage, +5% critical chance || Additional 40 fire damage || Red || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Moonstone   || 5    || +10 defense and physical, spell and mental saves || 20% chance to stun for 3 turns || White || Cold&lt;br /&gt;
|-&lt;br /&gt;
| Pearl       || 5    || +5% all resist, +5 armor   || additional 1 lite damage || White || Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Materials are a cosmetic indicator of item abilities.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Metal !! Leather !! Jewelry !! Wood !! Cloth !! [[Mindstars]] !! Tridents !! Lites || Herbs&lt;br /&gt;
|-&lt;br /&gt;
| 1    || Iron  || Rough Leather || Copper || Elm || Linen || Mossy || Coral || Brass || Viperweed&lt;br /&gt;
|-&lt;br /&gt;
| 2    || Steel || Cured Leather || Steel || Ash || Wool(len) || Vined || Blue-steel ||  || Sessali&lt;br /&gt;
|-&lt;br /&gt;
| 3    || Dwarven-steel || Hardened Leather || Gold || Yew || Cashmere || Thorny || Deep-steel || Alchemist || Bilberry&lt;br /&gt;
|-&lt;br /&gt;
| 4    || Stralite || Reinforced Leather || Stralite || Elven-wood || Silk || Pulsing || Orite || || Burdock&lt;br /&gt;
|-&lt;br /&gt;
| 5    || Voratun  || Drakeskin Leather  || Voratun  || Dragon-bone || Elven-silk || Living || Orichalcum || Dwarven || Goldleaf&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=19972</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=19972"/>
				<updated>2022-07-24T06:52:46Z</updated>
		
		<summary type="html">&lt;p&gt;Kfoelsch: Reorganized, with a little consolidation.  Full content remains intact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
Items may be found on the ground, dropped by monsters, gained from quests, or bought from [[stores]].  Items are divided into different types, that usually fit into specific [[equipment]] slots of characters.  Most items are ranked into tiers, which is the first factor in determining how good the abilities of an item are.  Higher tier weapons do more damage, and have higher [[stats|stat]] requirements to equip.  Higher tier armor gives higher [[Armour]] and [[Defense]], and so on.   [[Gems]] also have tiers; see their page for details.    The [[materials]] that an item is made of have no other function in game other than to indicate its abilities.  There is also a full [[Item list]] for each tier of every base item.&lt;br /&gt;
&lt;br /&gt;
=== Item Color ===&lt;br /&gt;
There are 7 different item colors, based on rarity and [[ego]]s.&lt;br /&gt;
&lt;br /&gt;
* white - base items with no [[ego]] modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #00FF80;&amp;quot;&amp;gt;light green&amp;lt;/span&amp;gt; - one or two lesser ego modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #0080FF;&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; - one greater or one greater and one lesser ego modifier&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #8d55ff;&amp;quot;&amp;gt;violet&amp;lt;/span&amp;gt; - two greater ego modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FA8072;&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; - multiple randomized bonuses, including effects not normally found on this item type or from this power source&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FF7700;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; - random artifacts&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FFD700;&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; - standard [[Artifact]]s&lt;br /&gt;
&lt;br /&gt;
=== Power Source ===&lt;br /&gt;
All items are crafted by someone, or ''something''. A power source is the source of an item's power. In most cases, an item's power source does not impact gameplay, but there are some exceptions to this:&lt;br /&gt;
* Being [[Anti-magic]] prevents you from equipping {{arc}} powered items.&lt;br /&gt;
* Wearing {{am|arcane disrupting}} items will randomly cause any talent with the '''''is a spell''''' property to fail. This includes runes and sustained talents. The chance of failure is 10% per material level of the item. Items without a material level will be treated as if they were level 1.&lt;br /&gt;
* The [[Solipsist]]s' [[Psychometry (talent)|Psychometry]] grants bonus mindpower for nature, psionic, and arcane disrupting items &lt;br /&gt;
* The Tinker's [[Innovation_(talent)|Innovation]] grants bonuses to master-crafted and steamtech items&lt;br /&gt;
&lt;br /&gt;
There are 7 different power sources:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #8F00FF;&amp;quot;&amp;gt;Powered by arcane forces&amp;lt;/span&amp;gt; - Associated with mages&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #6B8E23;&amp;quot;&amp;gt;Infused by nature&amp;lt;/span&amp;gt; - Natural forces, originating from the land itself&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DA70D6;&amp;quot;&amp;gt;Infused by arcane disrupting forces&amp;lt;/span&amp;gt; - Items made by [[Anti-magic]] groups, like the Ziguranth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #D78E45;&amp;quot;&amp;gt;Crafted by a master:&amp;lt;/span&amp;gt; - Crafted by smiths and similar people through mundane techniques&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DDDD00;&amp;quot;&amp;gt;Infused by psionic forces&amp;lt;/span&amp;gt; - Items infused with mental or emotional energy.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DC143C;&amp;quot;&amp;gt;Powered by unknown forces&amp;lt;/span&amp;gt; - Mysterious or Otherworldly forces&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #B6BD69;&amp;quot;&amp;gt;Powered by steamtech&amp;lt;/span&amp;gt; - Steam powered! (introduced in [[Embers of Rage]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;!-- The &amp;quot;Avg. randomized damage&amp;quot; is the stat used times (the average of 1 and the damage range). I don't know if the stat and the damrange are applied in the same part of the damage formula or not? I'll leave it there for now. --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Two-handed || May wield in offhand? || Ammo || Stat requirement || Uses stat for base damage (Avg. randomized damage): || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxes || - || - || Strength || 120% (150%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Greatswords || - || - || Strength || 120% (156%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Greatmauls || - || - || Strength || 120% (150%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Staffs || - || - || Magic || 80% (88%) Magic || 2% Proc Damage! (1% for short staves)&lt;br /&gt;
|-&lt;br /&gt;
|Tridents || - || - || Strength || 120% (150%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!One-handed || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Waraxes || No || - || Strength || 100% (120%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Longswords || No || - || Strength || 100% (120%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Maces || No || - || Strength || 100% (120%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Daggers || Yes || - || Dexterity || 50% Strength 50% Dexterity (57.5%/57.5%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Whips || Yes || - || Dexterity || 100% (105%) Dexterity (for most whips) || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindstars]] || Yes (no offhand penalty) || - || Willpower || 50% Willpower 30% Cunning (52.5%/31.5%) (increased by {{t|Psiblades}}) ||Accuracy determined by Willpower, not Dexterity. 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Steamsaws || Yes || - || Strength || 100% (125%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
!Ranged  || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Bows || - || Quivers || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Slings || No || Pouches || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Steamguns || Yes (no offhand penalty), but need talent to fire offhand || Pouches || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
!Ammo || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Quivers of arrows || N/A || N/A || Dexterity || 70% Dexterity 50% Strength (77%/55%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Pouches of shots || N/A || N/A || Dexterity || 70% Dexterity 50% Cunning (77%/55%) || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!Unarmed|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed || N/A || - || N/A || 100% (105%) Strength || None&lt;br /&gt;
|-&lt;br /&gt;
|Gloves || N/A || - || None || 40% Dexterity 40% Strength 40% Cunning (42%/42%/42%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets || N/A || - || None || 40% Dexterity 40% Strength 40% Cunning (48%/48%/48%) || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!Special|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Shields || Offhand only (no offhand penalty), but need talent to attack || - || Strength || 100% (110%) Strength || 2% Proc Damage!&lt;br /&gt;
|-&lt;br /&gt;
!Non-item Weapons|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Throwing Knives}} || N/A || - || N/A || 70% Dexterity 50% Strength (84%/60%) || 0.5% APR&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Dream Smith|Dream Hammer}} || N/A || - || N/A || 120% (150%) Willpower || Accuracy determined by Willpower, not Dexterity. No accuracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Tentacles|Tentacle Hand}} || N/A || - || N/A || 100% (120%) Magic || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can attack with melee weapons by trying to move into an enemy (&amp;quot;bump attacks&amp;quot;), or equivalently by using the {{t|Attack}} talent. By default, you do not attack with shields. Some talents will specifically attack with your shield, and the {{t|Stoneshield}} talent makes your bump attacks and weapon attack talents include attacking with your shields (as well as letting you wield shields in your main hand). Most talents that specifically attack with your shield will only attack with one shield (offhand if available, mainhand otherwise), even if you have Stoneshield and are wielding two shields. Talents that attack with weapons, or weapon and shield, will attack with both shields. [[Stone Warden]]'s talents are coded to attack with your weapons (but require a shield), so they will attack with both shields.&lt;br /&gt;
&lt;br /&gt;
Melee weapons that are held in the offhand have a 50% damage penalty, except mindstars and shields. Some talents can increase the damage multiplier for offhand weapons above 50%. Ranged weapons have no offhand damage penalty.&lt;br /&gt;
&lt;br /&gt;
Steamsaws function as a combination of normal weapons and shields. You can attack with them as normal, and they are suffer from the offhand penalty, but talents that attack with your shield will also attack with them{{verify}}, you can {{t|Block}} with them, and they can get either weapon or shield [[egos]].&lt;br /&gt;
&lt;br /&gt;
You can attack with ranged weapons by using the {{t|Shoot}} talent. By default, characters cannot attack with ranged weapons in their offhands (i.e. a steamgun), but if they learn a talent from {{c|Gunner Training}}, {{c|Gunslinging}}, or {{c|Bullets Mastery}}, then it becomes possible.&lt;br /&gt;
&lt;br /&gt;
The accuracy bonus is a bonus given if the attacker's [[Accuracy]] exceeds the target's [[Defense]], per point of excess Accuracy. The maximum bonus is reached at 100 excess Accuracy.&lt;br /&gt;
&lt;br /&gt;
There exist unique artifacts that break the rules laid out in the above table for how each type of weapon behaves. One particular kind is &amp;quot;double weapons&amp;quot;. These weapons are all steamsaws and steamguns from [[Embers of Rage]], and they are two-handed, unlike ordinary weapons of their types. These double weapons can function as both a mainhand and offhand weapon at the same time (attacking twice), as long as you have nothing in your offhand (relevant because it is possible for an [[Ogre]] to have a two-handed weapon in their mainhand and something in their offhand at the same time). Two-handed steamgun double weapons will fire their offhand shots even if the user doesn't have a talent that would let them shoot with an ordinary offhand steamgun.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
&lt;br /&gt;
Armour generally increases your survivability.&lt;br /&gt;
&lt;br /&gt;
*Body&lt;br /&gt;
*Head&lt;br /&gt;
*Hands&lt;br /&gt;
*Feet&lt;br /&gt;
*Belt&lt;br /&gt;
*Cloak&lt;br /&gt;
&lt;br /&gt;
Body Armor comes in 4 categories, Robes, Light (leather), Heavy (chain), and Massive (plate)&lt;br /&gt;
* Heavier armor comes with higher [[fatigue]], increasing the stamina, mana, psi, hate, positive energy, and negative energy cost of skills, but not equilibrium, vim, paradox, steam, or insanity costs.&lt;br /&gt;
* Heavy armor cannot be equipped without rank 1 {{t|Heavy Armour Training}}; massive armour cannot be equipped without rank 3. {{t|Heavy Armour Training}} also increases the benefits of heavy and massive armor, granting bigger bonuses for massive.&lt;br /&gt;
* [[Mobile_defence_(talent)| Mobile Defence]], a Mobility talent, improves the effects of light armor.&lt;br /&gt;
* [[Rogue]]s and [[Shadowblade]]s cannot use {{t|Stealth}} in heavy or massive armor.&lt;br /&gt;
* Many [[Brawler]] skills cannot be used in massive armor.&lt;br /&gt;
&lt;br /&gt;
Head, Hand, and Foot armours come in just 3 types, cloth, leather, and metal. Level 1 {{t|Heavy Armour Training}} is required to equip metal, but there is no other difference. Talents like {{t|Stealth}} that cannot be used with metal body armor CAN be used with metal boots, helms, and gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
*Quiver&lt;br /&gt;
*Tool&lt;br /&gt;
*Lite&lt;br /&gt;
*Rings&lt;br /&gt;
*Amulet&lt;br /&gt;
&lt;br /&gt;
== Inscriptions ==&lt;br /&gt;
&lt;br /&gt;
{{:Inscriptions}}&lt;br /&gt;
See the full [[Inscriptions]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Plot Items ==&lt;br /&gt;
&lt;br /&gt;
=== Transmogrification Chest ===&lt;br /&gt;
&lt;br /&gt;
{{:Transmogrification Chest}}&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Materials are a cosmetic indicator of item abilities.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Metal !! Leather !! Jewelry !! Wood !! Cloth !! [[Mindstars]] !! Tridents !! Lites || Herbs&lt;br /&gt;
|-&lt;br /&gt;
| 1    || Iron  || Rough Leather || Copper || Elm || Linen || Mossy || Coral || Brass || Viperweed&lt;br /&gt;
|-&lt;br /&gt;
| 2    || Steel || Cured Leather || Steel || Ash || Wool(len) || Vined || Blue-steel ||  || Sessali&lt;br /&gt;
|-&lt;br /&gt;
| 3    || Dwarven-steel || Hardened Leather || Gold || Yew || Cashmere || Thorny || Deep-steel || Alchemist || Bilberry&lt;br /&gt;
|-&lt;br /&gt;
| 4    || Stralite || Reinforced Leather || Stralite || Elven-wood || Silk || Pulsing || Orite || || Burdock&lt;br /&gt;
|-&lt;br /&gt;
| 5    || Voratun  || Drakeskin Leather  || Voratun  || Dragon-bone || Elven-silk || Living || Orichalcum || Dwarven || Goldleaf&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kfoelsch</name></author>	</entry>

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