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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Recaiden</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-04-06T11:30:26Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=23176</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=23176"/>
				<updated>2026-01-21T20:32:01Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
Addons are way for third parties to modify existing modules inside t-engine, as well as publish them in the Steam Workshop. (Here's a non-comprensive [[Addon List]].)  This page covers how you write addons for ToME.&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
&lt;br /&gt;
You're making an addon. The addon is named &amp;quot;coolstuff&amp;quot;. The first thing you do is make a directory &amp;quot;tome-coolstuff&amp;quot; ('''the tome- prefix is mandatory or your addon will not load!''') inside your Steam install of ToME. On my mac, that path is:&lt;br /&gt;
 ~/Library/Application Support/Steam/SteamApps/common/TalesMajEyal/game/addons/&lt;br /&gt;
&lt;br /&gt;
And on Windows, it's usually something like&lt;br /&gt;
 C:\Program Files (x86)\Steam\SteamApps\common\TalesMajEyal\game\addons&lt;br /&gt;
&lt;br /&gt;
On Linux, the path is&lt;br /&gt;
 ~/.steam/steam/SteamApps/common/TalesMajEyal/game/addons&lt;br /&gt;
&lt;br /&gt;
Your addons directory should have these files in it already:&lt;br /&gt;
 tome-addon-dev.teaa&lt;br /&gt;
 tome-items-vault.teaa&lt;br /&gt;
 tome-possessors.teaa&lt;br /&gt;
&lt;br /&gt;
If you can't find the directory, search for one of those file names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Every addon has an &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file. The &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file looks like this:&lt;br /&gt;
&lt;br /&gt;
 -- My Cool Addon&lt;br /&gt;
 -- tome-coolstuff/init.lua&lt;br /&gt;
 &lt;br /&gt;
 long_name = &amp;quot;My Awesome Addon&amp;quot;&lt;br /&gt;
 short_name = &amp;quot;coolstuff&amp;quot; -- Needs to match the name of your addon's file.&lt;br /&gt;
 for_module = &amp;quot;tome&amp;quot;&lt;br /&gt;
 version = {1,3,1}&lt;br /&gt;
 addon_version = {1,0,0}&lt;br /&gt;
 weight = 100 -- The lower this value, the sooner your addon will load compared to other addons.&lt;br /&gt;
 author = {'coolguy@invalid.com'}&lt;br /&gt;
 homepage = 'iamsocool.geocities.com'&lt;br /&gt;
 description = [[Oh my god this stuff is so totally cool.&lt;br /&gt;
 Holy crap I mean it's really super cool, like, wow.&lt;br /&gt;
 ]] -- the [[ ]] things are like quote marks that can span multiple lines&lt;br /&gt;
 tags = {'cool', &amp;quot;stuff&amp;quot;, 'cool stuff'} -- tags MUST immediately follow description&lt;br /&gt;
 &lt;br /&gt;
 overload = true&lt;br /&gt;
 superload = false&lt;br /&gt;
 data = true&lt;br /&gt;
 hooks = true&lt;br /&gt;
&lt;br /&gt;
''addon_version'' is (unsurprisingly) the version of your addon. This is used by the game for automatically downloading addon updates. It's also useful if players want to see which addon version they're currently using. Set it to {1,0,0} initially and increment the value when releasing updates.&lt;br /&gt;
&lt;br /&gt;
''version'' is the module (i.e., ToME) version required for the addon. When making a new addon, you should typically set this to the current ToME version. When releasing addon updates, you should modify this value if your addon changes rely on features from a more recent ToME version.&lt;br /&gt;
&lt;br /&gt;
Properly setting ''overload'', ''superload'', ''hooks'', and ''data'' is super important, because they determine which directories in your addon will be loaded by the game.&lt;br /&gt;
&lt;br /&gt;
===Directory Structure===&lt;br /&gt;
&lt;br /&gt;
* '''overload''': Files in this directory will automatically replace files in the base game. This is very powerful but also incredibly dangerous. This is also used for adding new icons, sprites, sounds, etc.  &lt;br /&gt;
* '''superload''': Files in this directory will be read and executed after the base game's file of the same name. This is very powerful but much less dangerous. This is a great way to add content (like new Artifact items) or tweak content (modify a talent's cost or requirements) without accidentally stepping on other tweaks or future content updates.&lt;br /&gt;
* '''data''': Files in this directory will just sit there and be ignored unless you explicitly tell the game to read them. Files in this area live in their own &amp;quot;namespace&amp;quot; (&amp;quot;tome-coolstuff/data/talents&amp;quot; becomes &amp;quot;/data-coolstuff/talents&amp;quot;) and filenames here will not interfere with other addons or the base game. This is the preferred place to put new classes, talent trees, races, zones.&lt;br /&gt;
* '''hooks''': Only one file in this directory is automatically executed: &amp;lt;nowiki&amp;gt;load.lua&amp;lt;/nowiki&amp;gt;. This file is a great way to get your &amp;quot;data&amp;quot; files executed at the proper time. It's also a way to augment some parts of the game which specifically support hooks: the Example module shows how the &amp;quot;Actor:takeHit&amp;quot; function is hooked to make the tourist take no damage.  You can also use hooks to load add-on data in to the module, eg. new talents. Find a list of available hooks [[hooks|here]].&lt;br /&gt;
&lt;br /&gt;
The Example addon can be found here: http://te4.org/dl/tmp/tome-example.teaa&lt;br /&gt;
&lt;br /&gt;
A .teaa file is simply a renamed zip that contains the whole addon, so feel free to rename and unzip your favorite addon to see a living example of all the stuff discussed in this article. The &amp;lt;nowiki&amp;gt;tome-example.teaa&amp;lt;/nowiki&amp;gt; addon illustrates how to add a new class, new talents, new timed effects and how to hook onto a few useful locations in the code. (Note that it's a bit old, though.)  When zipping, make sure to zip the files but not the folder.  For example, tome-addonname.zip/init.lua, not tome-addonname.zip/tome-addonname/init.lua.&lt;br /&gt;
&lt;br /&gt;
You can also just put a folder 'tome-addonname' in addons and it will be loaded directly, no need to zip or rename.&lt;br /&gt;
&lt;br /&gt;
== Grammar and Syntax ==&lt;br /&gt;
* The addon folder must be in the format &amp;lt;nowiki&amp;gt;[ModuleName]-[AddonShortName]&amp;lt;/nowiki&amp;gt;. For you, that means &amp;lt;nowiki&amp;gt;tome-coolstuff&amp;lt;/nowiki&amp;gt; is your folder name.&lt;br /&gt;
&lt;br /&gt;
===Overloading===&lt;br /&gt;
Each &amp;lt;nowiki&amp;gt;.teaa&amp;lt;/nowiki&amp;gt; file is just a zip file. The main ToME game code is stored in &amp;lt;nowiki&amp;gt;game/modules/tome.team&amp;lt;/nowiki&amp;gt;, and it is also just a renamed zip file.&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt; somewhere, rename it to &amp;lt;nowiki&amp;gt;tome-1.1.5.zip&amp;lt;/nowiki&amp;gt; and unzip it.&lt;br /&gt;
&lt;br /&gt;
You'll see two directories: &amp;quot;data&amp;quot; and &amp;quot;mod&amp;quot;. Most of the stuff you'll want to mess with at first is in &amp;quot;data&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When you use overload to replace a file, the path and name must match exactly the structure in &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt;. So for example, to replace the types of leather boots in the game, I'd look in the unzipped ToME code and find:&lt;br /&gt;
 tome-1.1.5/data/general/objects/leather-boots.lua&lt;br /&gt;
... and so to overload that, I'd create a file in my addon:&lt;br /&gt;
 tome-coolstuff/overload/data/general/objects/leather-boots.lua&lt;br /&gt;
&lt;br /&gt;
===Superloading===&lt;br /&gt;
&lt;br /&gt;
Just like overloading, superloading requires that you know the file structure of the game so you can make your files get read and executed at the right time. When the game reads in your superload file, you can get access to the previous file's contents using the &amp;lt;nowiki&amp;gt;loadPrevious(...)&amp;lt;/nowiki&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
For example, if we wanted to add a new boot ego, we could do something like this. First, we'd find the boot ego code:&lt;br /&gt;
 data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
Next, we'd make a file in our &amp;lt;nowiki&amp;gt;superload&amp;lt;/nowiki&amp;gt; directory:&lt;br /&gt;
 tome-coolstuff/superload/data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
... and we'd make sure that our &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file had the line:&lt;br /&gt;
 superload = true&lt;br /&gt;
&lt;br /&gt;
We're ready to add the boot ego!&lt;br /&gt;
&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 newEntity{&lt;br /&gt;
 	power_source = {arcane=true},&lt;br /&gt;
 	name = &amp;quot; of sensing&amp;quot;, suffix=true, instant_resolve=true,&lt;br /&gt;
 	keywords = {sensing=true},&lt;br /&gt;
 	level_range = {1, 50},&lt;br /&gt;
 	rarity = 4,&lt;br /&gt;
 	cost = 2,&lt;br /&gt;
 	wielder = {&lt;br /&gt;
 		see_invisible = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		see_stealth = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		blind_immune = resolvers.mbonus_material(30, 20, function(e, v) v=v/100 return 0, v end),&lt;br /&gt;
 	},&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 return _M&lt;br /&gt;
====Modifying mod Stuff====&lt;br /&gt;
&lt;br /&gt;
Hold on, that example still didn't use _M at all! So what is _M for? Since most things in the &amp;lt;nowiki&amp;gt;data&amp;lt;/nowiki&amp;gt; directory are stored in easily accessible structures, you don't need _M to get them. _M is generally used for stuff in the &amp;lt;nowiki&amp;gt;mod&amp;lt;/nowiki&amp;gt; directory: the most dangerous stuff to modify. Here's an example which modifies the &amp;quot;levelup&amp;quot; function in &amp;lt;nowiki&amp;gt;mod/Actor.lua&amp;lt;/nowiki&amp;gt;. Your file for this code should be in &amp;lt;nowiki&amp;gt;/superload/mod/Actor.lua&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 local base_levelup = _M.levelup&lt;br /&gt;
 &lt;br /&gt;
 function _M:levelup()&lt;br /&gt;
   -- Do stuff &amp;quot;before&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- execute the original function&lt;br /&gt;
   local retval = base_levelup(self)&lt;br /&gt;
 &lt;br /&gt;
   -- Do stuff &amp;quot;after&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- return whatever the original function would have returned&lt;br /&gt;
   return retval&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 return _M&lt;br /&gt;
&lt;br /&gt;
Whenever possible, superloaded functions should call the original function rather than replacing it entirely.  This maintains compatibility with other addons.&lt;br /&gt;
&lt;br /&gt;
==Uploading your Addon==&lt;br /&gt;
&lt;br /&gt;
{{:Addon Uploading}}&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Lua&amp;diff=23168</id>
		<title>Lua</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Lua&amp;diff=23168"/>
				<updated>2025-12-28T21:55:06Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: Remove dead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
The language of ToME4.&lt;br /&gt;
&lt;br /&gt;
Some of the documentation for T-Engine 4 can be found here: http://te4.org/docs/t-engine4/1.2.3/index.html&lt;br /&gt;
&lt;br /&gt;
Here are some helpful links to learn Lua:&lt;br /&gt;
&lt;br /&gt;
* [http://lua-users.org/wiki/LuaDirectory The lua-users wiki]&lt;br /&gt;
* [http://www.lua.org/manual/5.1/manual.html &amp;lt;i&amp;gt;Lua 5.1 Reference Manual&amp;lt;/i&amp;gt;] (available in print and online)&lt;br /&gt;
* [http://www.lua.org/pil/ &amp;lt;i&amp;gt;Programming in Lua&amp;lt;/i&amp;gt;] (links to both print and online versions; the online version is outdated but still useful)&lt;br /&gt;
* http://lua.gts-stolberg.de/en/index.php (possibly outdated but this is an amazing resource, especially for beginners, I wish I would have known about it two years ago)&lt;br /&gt;
* [http://tylerneylon.com/a/learn-lua/ Learn Lua in 15 Minutes]&lt;br /&gt;
&lt;br /&gt;
When learning Lua, it helps to have a Lua environment to play around in.  [http://repl.it/languages/Lua repl.it] provides an online environment where you can type Lua commands and see their results.&lt;br /&gt;
&lt;br /&gt;
Once you know the basics of Lua you can start looking at the code of ToME4 and try to understand it, making small edits and observing if they do what you expect them to do to further increase your understanding.  &lt;br /&gt;
&lt;br /&gt;
Some comments on the talent code can also be found [http://tometalentcomments.blogspot.com/ on this page].&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Sanguine_Shield&amp;diff=22754</id>
		<title>Sanguine Shield</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Sanguine_Shield&amp;diff=22754"/>
				<updated>2024-12-27T18:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artifact&lt;br /&gt;
|name=Sanguine Shield&lt;br /&gt;
|image=Sanguine_shield.png&lt;br /&gt;
|unid=bloody shield&lt;br /&gt;
|type=Shield&lt;br /&gt;
|source={{mas}}&lt;br /&gt;
|require=39 Str, {{t|Heavy Armour Training}} (2)&lt;br /&gt;
|rarity=240&lt;br /&gt;
|level=35-45&lt;br /&gt;
|cost=120&lt;br /&gt;
|tier=4&lt;br /&gt;
|basepower=40-44&lt;br /&gt;
|critical=9%&lt;br /&gt;
|usestat=120% Str&lt;br /&gt;
|armor=+15&lt;br /&gt;
|fatigue=+19%&lt;br /&gt;
|stats=+10 Con&lt;br /&gt;
|when_hit=15 drain life&lt;br /&gt;
|resistances=+25% {{blight}}, +10% {{light}}&lt;br /&gt;
|abilities=Block: 220&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent mastery: +0.30 [[Bloodstained_(category)|Cursed/Bloodstained]],&lt;br /&gt;
Life regeneration: +5&amp;lt;br/&amp;gt;&lt;br /&gt;
Life steal: +8 (only shield attacks)&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent granted: [[Block_(talent) | Block]] (level 5)&amp;lt;br/&amp;gt;&lt;br /&gt;
|description=&lt;br /&gt;
''Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Callback&amp;diff=22572</id>
		<title>Callback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Callback&amp;diff=22572"/>
				<updated>2024-04-25T19:03:47Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
&amp;lt;big&amp;gt;Callbacks allow you to execute a batch of code at certain points of the game. Such as when you're healed, when you're taking damage, or when you've moved.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Callbacks can be used in Talents, Timed Effects, or Items. &lt;br /&gt;
Callbacks only happen if;&lt;br /&gt;
&lt;br /&gt;
An Actor has the Talent learnt, if its an Active or Passive.&lt;br /&gt;
&lt;br /&gt;
An Actor has the Talent sustained, if its a Sustain.&lt;br /&gt;
&lt;br /&gt;
An Actor has the Timed Effect on them.&lt;br /&gt;
&lt;br /&gt;
An Actor has the item equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a Callback, simply insert one into your talent, timed effect, or item like you would any function.&lt;br /&gt;
&lt;br /&gt;
If the Callback has additional arguments, add them onto the end, after your first two arguments.&lt;br /&gt;
&lt;br /&gt;
Talent callbacks use (self, t)&lt;br /&gt;
&lt;br /&gt;
Timed Effect callbacks use (self, eff)&lt;br /&gt;
&lt;br /&gt;
Item callbacks use (self, who)&lt;br /&gt;
&lt;br /&gt;
In the case of Item callbacks, 'self' refers to the item itself, while 'who' refers to the actor wearing said item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provided below is a simple example of a Talent callback.&lt;br /&gt;
&lt;br /&gt;
           e.g.     callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               self:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
 &lt;br /&gt;
The result of this particular callback is that you would heal yourself for half the damage dealt every time you land a melee attack that crits. &lt;br /&gt;
You could use the same callback in an effect by replacing 't' (which represents the talent making the call) with 'eff' (which represents the effect making the call).&lt;br /&gt;
 &lt;br /&gt;
However, converting this into an Item callback is slightly more tricky. First you must change 't' to 'who' (which is the actor wearing the item). You would than need to change all references to 'self' in the code to 'who' to achive the same effect, as 'self' now refers to the item this callback is attached to.&lt;br /&gt;
&lt;br /&gt;
                      callbackOnMeleeAttack = function(self, who, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               who:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
&lt;br /&gt;
List of callbacks in 1.2.5:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called once per global turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnActBase()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor begins their turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnAct()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor moves.&lt;br /&gt;
&lt;br /&gt;
callbackOnMove(moved, force, ox, oy, x, y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;moved(was a move completed? this can be tricky; we may technically 'move' and still be in the same spot)&lt;br /&gt;
&lt;br /&gt;
force(did somebody force us to move?)&lt;br /&gt;
&lt;br /&gt;
ox, oy(our starting location)&lt;br /&gt;
&lt;br /&gt;
x, y(where we moved to, or tried to move to (i.e. if we bump into a wall this will be the x and y of the wall)&lt;br /&gt;
&lt;br /&gt;
*Note* If you want the callback to check if the actor actually moved from one tile to another, make sure you include an if statement that compares the starting location (ox and oy) to the actor's location (self.x and self.y).&lt;br /&gt;
Something like:  ...if not (self.x == ox and self.y == oy) then...&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor is healed.&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal(value, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;value(amount healed)&lt;br /&gt;
&lt;br /&gt;
src(source of the healing)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes damage. This happens at the end of onTakeHit, and right before the damage is actually dealt.&lt;br /&gt;
&lt;br /&gt;
callbackOnHit(cb, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This passes along the damage dealt under cb.value. Make any changes you want to cb.value, than return cb, if you wish to change the damage dealt.&lt;br /&gt;
&lt;br /&gt;
src(source of the damage)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor deals damage.&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage(val, target, dead, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;val(damage dealt)&lt;br /&gt;
&lt;br /&gt;
target(who you're hitting)&lt;br /&gt;
&lt;br /&gt;
dead(did the attack kill your target?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who killed us?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a Summon of an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath(summon, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;summon(our summon)&lt;br /&gt;
&lt;br /&gt;
src(who killed our summon?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor kills something.&lt;br /&gt;
&lt;br /&gt;
callbackOnKill(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who we killed)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor has a stat changed.&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange(stat, v)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;stat(the stat that was changed)&lt;br /&gt;
&lt;br /&gt;
v(the value of the change)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor wears something.&lt;br /&gt;
&lt;br /&gt;
callbackOnWear(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object worn)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes something off.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object removed)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a magical or natural talent fails to activate.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that failed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called after a talent is used.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost(ab, ret, silent)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was used)&lt;br /&gt;
&lt;br /&gt;
ret(whatever the talent returned)&lt;br /&gt;
&lt;br /&gt;
Special note: Unless we are a sustain, we will fail if our talent returns anything but true.&lt;br /&gt;
&lt;br /&gt;
silent()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a sustain deactivates due to talent usage.&lt;br /&gt;
&lt;br /&gt;
callbackBreakOnTalent(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was deactivated)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a temporary effect tries to be applied.&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect(eff_id, e, p)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;eff_id(the effect id)&lt;br /&gt;
&lt;br /&gt;
e(the base effect info, as shown in its timed_effect file)&lt;br /&gt;
&lt;br /&gt;
p(the effect being applied, such as duration)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack hits us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit(dam, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(dam, damage dealt. src, who hit us?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack misses us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss(src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who failed to hit us?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack(target, hitted, crit, weapon, ammo, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
ammo(our ammo)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy hits us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit(target, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam( damage dealt by the attack)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy misses us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss(target, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a melee attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack(target, hitted, crit, weapon, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we crit.&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit(type, dam, chance, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: type refers to either &amp;quot;physical&amp;quot; &amp;quot;spell&amp;quot; or &amp;quot;mind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special note 2: Only &amp;quot;physical&amp;quot; also returns a target along with it. Spell and mind do not.&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&lt;br /&gt;
&lt;br /&gt;
chance(the chance of the crit happening)&lt;br /&gt;
&lt;br /&gt;
target(who did we hit?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we try to rest.&lt;br /&gt;
&lt;br /&gt;
callbackOnRest(status)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: status can either return &amp;quot;start&amp;quot; &amp;quot;stop&amp;quot; or &amp;quot;check&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;start&amp;quot; and &amp;quot;stop&amp;quot; simply allow you to do whatever you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;check&amp;quot; will ask you to return either true or false. True will stop resting from ending.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we run. (shift + direction)&lt;br /&gt;
&lt;br /&gt;
callbackOnRun()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: We will be unable to run if True is returned.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''damage_types.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called before we take damage. We can completely stop damage from ever happening from here.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage(src, x, y, type, dam, tmp)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This callback expects you to return a table. For our example's case, our table will be called 'data'.&lt;br /&gt;
&lt;br /&gt;
You may return either data.dam or data.stopped. data.dam will behave just like you were passing the damage on, while data.stopped will stop the damage completely.&lt;br /&gt;
&lt;br /&gt;
If stopped is a numerical value, the damage dealt will be set to this value before stopping.&lt;br /&gt;
&lt;br /&gt;
stopped has a higher priority than dam, and dam will not directly impact stopped.&lt;br /&gt;
&lt;br /&gt;
src(who is hitting us)&lt;br /&gt;
&lt;br /&gt;
x, y(where is the damage happening?)&lt;br /&gt;
&lt;br /&gt;
type(what damage type is hitting us?)&lt;br /&gt;
&lt;br /&gt;
dam(how much are we being hit for?)&lt;br /&gt;
&lt;br /&gt;
tmp()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamageBeforeResists = function(src, x, y, type, dam, state)&lt;br /&gt;
&lt;br /&gt;
Similar to the above, but happens before resists, flat reductions, etc.&lt;br /&gt;
&lt;br /&gt;
===Summons===&lt;br /&gt;
callbackOnSummonHit&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonKill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
callbackOnTeleport&lt;br /&gt;
&lt;br /&gt;
callbackOnActEnd&lt;br /&gt;
&lt;br /&gt;
callbackOnWait&lt;br /&gt;
&lt;br /&gt;
callbackOnCombat&lt;br /&gt;
&lt;br /&gt;
callbackOnLevelup&lt;br /&gt;
&lt;br /&gt;
callbackOnDeathbox&lt;br /&gt;
&lt;br /&gt;
callbackOnResurrect &lt;br /&gt;
&lt;br /&gt;
callbackOnDispelled&lt;br /&gt;
&lt;br /&gt;
callbackOnDispel &lt;br /&gt;
&lt;br /&gt;
callbackOnDie&lt;br /&gt;
&lt;br /&gt;
callbackOnCombatAttack&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttackBonuses&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal&lt;br /&gt;
&lt;br /&gt;
callbackOnQuickSwitchWeapons&lt;br /&gt;
&lt;br /&gt;
callbackOnWearTinker&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoffTinker&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentChange&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffectRemove&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffectAdd&lt;br /&gt;
&lt;br /&gt;
callbackOnBlock&lt;br /&gt;
&lt;br /&gt;
callbackOnChangeLevel&lt;br /&gt;
&lt;br /&gt;
callbackOnEffectSave&lt;br /&gt;
&lt;br /&gt;
callbackOnPartyAdd&lt;br /&gt;
&lt;br /&gt;
callbackOnPartyRemove&lt;br /&gt;
&lt;br /&gt;
callbackOnTargeted&lt;br /&gt;
&lt;br /&gt;
callbackOnCloned&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Callback&amp;diff=22571</id>
		<title>Callback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Callback&amp;diff=22571"/>
				<updated>2024-04-25T19:00:26Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
&amp;lt;big&amp;gt;Callbacks allow you to execute a batch of code at certain points of the game. Such as when you're healed, when you're taking damage, or when you've moved.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Callbacks can be used in Talents, Timed Effects, or Items. &lt;br /&gt;
Callbacks only happen if;&lt;br /&gt;
&lt;br /&gt;
An Actor has the Talent learnt, if its an Active or Passive.&lt;br /&gt;
&lt;br /&gt;
An Actor has the Talent sustained, if its a Sustain.&lt;br /&gt;
&lt;br /&gt;
An Actor has the Timed Effect on them.&lt;br /&gt;
&lt;br /&gt;
An Actor has the item equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a Callback, simply insert one into your talent, timed effect, or item like you would any function.&lt;br /&gt;
&lt;br /&gt;
If the Callback has additional arguments, add them onto the end, after your first two arguments.&lt;br /&gt;
&lt;br /&gt;
Talent callbacks use (self, t)&lt;br /&gt;
&lt;br /&gt;
Timed Effect callbacks use (self, eff)&lt;br /&gt;
&lt;br /&gt;
Item callbacks use (self, who)&lt;br /&gt;
&lt;br /&gt;
In the case of Item callbacks, 'self' refers to the item itself, while 'who' refers to the actor wearing said item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provided below is a simple example of a Talent callback.&lt;br /&gt;
&lt;br /&gt;
           e.g.     callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               self:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
 &lt;br /&gt;
The result of this particular callback is that you would heal yourself for half the damage dealt every time you land a melee attack that crits. &lt;br /&gt;
You could use the same callback in an effect by replacing 't' (which represents the talent making the call) with 'eff' (which represents the effect making the call).&lt;br /&gt;
 &lt;br /&gt;
However, converting this into an Item callback is slightly more tricky. First you must change 't' to 'who' (which is the actor wearing the item). You would than need to change all references to 'self' in the code to 'who' to achive the same effect, as 'self' now refers to the item this callback is attached to.&lt;br /&gt;
&lt;br /&gt;
                      callbackOnMeleeAttack = function(self, who, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               who:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
&lt;br /&gt;
List of callbacks in 1.2.5:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called once per global turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnActBase()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor begins their turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnAct()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor moves.&lt;br /&gt;
&lt;br /&gt;
callbackOnMove(moved, force, ox, oy, x, y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;moved(was a move completed? this can be tricky; we may technically 'move' and still be in the same spot)&lt;br /&gt;
&lt;br /&gt;
force(did somebody force us to move?)&lt;br /&gt;
&lt;br /&gt;
ox, oy(our starting location)&lt;br /&gt;
&lt;br /&gt;
x, y(where we moved to, or tried to move to (i.e. if we bump into a wall this will be the x and y of the wall)&lt;br /&gt;
&lt;br /&gt;
*Note* If you want the callback to check if the actor actually moved from one tile to another, make sure you include an if statement that compares the starting location (ox and oy) to the actor's location (self.x and self.y).&lt;br /&gt;
Something like:  ...if not (self.x == ox and self.y == oy) then...&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor is healed.&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal(value, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;value(amount healed)&lt;br /&gt;
&lt;br /&gt;
src(source of the healing)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes damage. This happens at the end of onTakeHit, and right before the damage is actually dealt.&lt;br /&gt;
&lt;br /&gt;
callbackOnHit(cb, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This passes along the damage dealt under cb.value. Make any changes you want to cb.value, than return cb, if you wish to change the damage dealt.&lt;br /&gt;
&lt;br /&gt;
src(source of the damage)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor deals damage.&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage(val, target, dead, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;val(damage dealt)&lt;br /&gt;
&lt;br /&gt;
target(who you're hitting)&lt;br /&gt;
&lt;br /&gt;
dead(did the attack kill your target?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who killed us?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a Summon of an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath(summon, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;summon(our summon)&lt;br /&gt;
&lt;br /&gt;
src(who killed our summon?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor kills something.&lt;br /&gt;
&lt;br /&gt;
callbackOnKill(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who we killed)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor has a stat changed.&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange(stat, v)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;stat(the stat that was changed)&lt;br /&gt;
&lt;br /&gt;
v(the value of the change)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor wears something.&lt;br /&gt;
&lt;br /&gt;
callbackOnWear(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object worn)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes something off.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object removed)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a magical or natural talent fails to activate.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that failed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called after a talent is used.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost(ab, ret, silent)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was used)&lt;br /&gt;
&lt;br /&gt;
ret(whatever the talent returned)&lt;br /&gt;
&lt;br /&gt;
Special note: Unless we are a sustain, we will fail if our talent returns anything but true.&lt;br /&gt;
&lt;br /&gt;
silent()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a sustain deactivates due to talent usage.&lt;br /&gt;
&lt;br /&gt;
callbackBreakOnTalent(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was deactivated)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a temporary effect tries to be applied.&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect(eff_id, e, p)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;eff_id(the effect id)&lt;br /&gt;
&lt;br /&gt;
e(the base effect info, as shown in its timed_effect file)&lt;br /&gt;
&lt;br /&gt;
p(the effect being applied, such as duration)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack hits us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit(dam, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(dam, damage dealt. src, who hit us?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack misses us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss(src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who failed to hit us?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack(target, hitted, crit, weapon, ammo, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
ammo(our ammo)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy hits us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit(target, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam( damage dealt by the attack)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy misses us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss(target, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a melee attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack(target, hitted, crit, weapon, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we crit.&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit(type, dam, chance, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: type refers to either &amp;quot;physical&amp;quot; &amp;quot;spell&amp;quot; or &amp;quot;mind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special note 2: Only &amp;quot;physical&amp;quot; also returns a target along with it. Spell and mind do not.&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&lt;br /&gt;
&lt;br /&gt;
chance(the chance of the crit happening)&lt;br /&gt;
&lt;br /&gt;
target(who did we hit?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we try to rest.&lt;br /&gt;
&lt;br /&gt;
callbackOnRest(status)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: status can either return &amp;quot;start&amp;quot; &amp;quot;stop&amp;quot; or &amp;quot;check&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;start&amp;quot; and &amp;quot;stop&amp;quot; simply allow you to do whatever you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;check&amp;quot; will ask you to return either true or false. True will stop resting from ending.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we run. (shift + direction)&lt;br /&gt;
&lt;br /&gt;
callbackOnRun()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: We will be unable to run if True is returned.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''damage_types.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called before we take damage. We can completely stop damage from ever happening from here.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage(src, x, y, type, dam, tmp)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This callback expects you to return a table. For our example's case, our table will be called 'data'.&lt;br /&gt;
&lt;br /&gt;
You may return either data.dam or data.stopped. data.dam will behave just like you were passing the damage on, while data.stopped will stop the damage completely.&lt;br /&gt;
&lt;br /&gt;
If stopped is a numerical value, the damage dealt will be set to this value before stopping.&lt;br /&gt;
&lt;br /&gt;
stopped has a higher priority than dam, and dam will not directly impact stopped.&lt;br /&gt;
&lt;br /&gt;
src(who is hitting us)&lt;br /&gt;
&lt;br /&gt;
x, y(where is the damage happening?)&lt;br /&gt;
&lt;br /&gt;
type(what damage type is hitting us?)&lt;br /&gt;
&lt;br /&gt;
dam(how much are we being hit for?)&lt;br /&gt;
&lt;br /&gt;
tmp()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamageBeforeResists = function(src, x, y, type, dam, state)&lt;br /&gt;
&lt;br /&gt;
Similar to the above, but happens before resists, flat reductions, etc.&lt;br /&gt;
&lt;br /&gt;
===Summons===&lt;br /&gt;
callbackOnSummonHit&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonKill&lt;br /&gt;
&lt;br /&gt;
callbackOnTeleport&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage&lt;br /&gt;
&lt;br /&gt;
callbackOnActEnd&lt;br /&gt;
&lt;br /&gt;
callbackOnMove&lt;br /&gt;
&lt;br /&gt;
callbackOnRest&lt;br /&gt;
&lt;br /&gt;
callbackOnWait&lt;br /&gt;
&lt;br /&gt;
callbackOnCombat&lt;br /&gt;
&lt;br /&gt;
callbackOnRun&lt;br /&gt;
&lt;br /&gt;
callbackOnLevelup&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath&lt;br /&gt;
&lt;br /&gt;
callbackOnDeathbox&lt;br /&gt;
&lt;br /&gt;
callbackOnResurrect &lt;br /&gt;
&lt;br /&gt;
callbackOnDispelled&lt;br /&gt;
&lt;br /&gt;
callbackOnDispel &lt;br /&gt;
&lt;br /&gt;
callbackOnDie&lt;br /&gt;
&lt;br /&gt;
callbackOnKill&lt;br /&gt;
&lt;br /&gt;
callbackOnCombatAttack&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttackBonuses&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamageBeforeResists&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal&lt;br /&gt;
&lt;br /&gt;
callbackOnQuickSwitchWeapons&lt;br /&gt;
&lt;br /&gt;
callbackOnWearTinker&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoffTinker&lt;br /&gt;
&lt;br /&gt;
callbackOnWear&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentChange&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffectRemove&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffectAdd&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed&lt;br /&gt;
&lt;br /&gt;
callbackOnBlock&lt;br /&gt;
&lt;br /&gt;
callbackOnChangeLevel&lt;br /&gt;
&lt;br /&gt;
callbackOnEffectSave&lt;br /&gt;
&lt;br /&gt;
callbackOnPartyAdd&lt;br /&gt;
&lt;br /&gt;
callbackOnPartyRemove&lt;br /&gt;
&lt;br /&gt;
callbackOnTargeted&lt;br /&gt;
&lt;br /&gt;
callbackOnCloned&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Flexible_combat_(talent)&amp;diff=22208</id>
		<title>Flexible combat (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Flexible_combat_(talent)&amp;diff=22208"/>
				<updated>2023-12-12T15:48:39Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.7.4&lt;br /&gt;
|image=Flexible combat.png&lt;br /&gt;
|name=Flexible Combat&lt;br /&gt;
|category_type=[[Prodigies]]&lt;br /&gt;
|category=[[Prodigies#Dexterity|Dexterity]]&lt;br /&gt;
|require=Dexterity 50&lt;br /&gt;
|use_mode=Passive&lt;br /&gt;
|desc=&lt;br /&gt;
Each time that you make a melee attack you have a 50% chance to execute an additional unarmed strike.&lt;br /&gt;
&lt;br /&gt;
Learning this talent allows you to see the combat stats on gloves.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tome_glossary&amp;diff=22038</id>
		<title>Tome glossary</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tome_glossary&amp;diff=22038"/>
				<updated>2023-08-08T21:36:22Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[Stats]] ==&lt;br /&gt;
* '''[[Strength]]''' &amp;lt;br /&amp;gt; Determines how much you can carry (encumbrance), and how much damage you do weapons.  It is the main prerequisite for many melee weapon talents, and other combat talents.&lt;br /&gt;
* '''[[Dexterity]]''' &amp;lt;br /&amp;gt; Determines how easily you can hit an opponent, and dodge enemy attacks (see [[Defense]]).  It also partially determines the damage you do with daggers, bows and slings.&lt;br /&gt;
* '''[[Constitution]]''' &amp;lt;br /&amp;gt; affects your maximum [[Life]] and your physical [[Character sheet#Power_and_saves|save]].&lt;br /&gt;
* '''[[Magic]]''' &amp;lt;br /&amp;gt; Affects [[Spellpower]], increases damage when hitting with staves, and increases your spell save.&lt;br /&gt;
* '''[[Willpower]]''' &amp;lt;br /&amp;gt; Increases or improves several resources, including Stamina, Equilibrium, Mana, Psi, and Paradox (see Resources below), as well as some mental save and spell save.  It also contributes to [[Mindpower]], which is used by some unusual talents. Improves weapon damage for mindstars.&lt;br /&gt;
* '''[[Cunning]]''' &amp;lt;br /&amp;gt; For all characters, improves critical hit chance, mental save, and stealth detection. Affects weapon damage with slings, mindstars, and, for some classes, daggers. [[Survival (category)|Survival]] skills, some warrior skills, and many rogue skills require and scale with cunning. Cunning contributes to Mindpower, and a few mind skills require cunning. In Embers of Rage, Cunning determines steampower and imrpoves weapon damage for steamguns.&lt;br /&gt;
* '''[[Luck]]''' &amp;lt;br /&amp;gt; Gives small bonuses to many attributes including (but not limited to) Accuracy, Defense, Critical hit chance, Physical save, Mental save and Spell save.&lt;br /&gt;
&lt;br /&gt;
== [[Resources]] ==&lt;br /&gt;
* '''[[Life]]''' &amp;lt;br /&amp;gt; Represents your physical wellness.  It works like Hit Points in many other RPGs. Damage done by attacks and spells is subtracted from the Life of the target. Once Life falls below 0, a character dies. Your Life depends on your race, class, character level, and Constitution stat, and slowly regenerates over time (faster when resting).&lt;br /&gt;
* '''[[Stamina]]''' &amp;lt;br /&amp;gt; Used for many physical talents.  Warrior and Rogue classes use this heavily. Stamina depends on class, level, and Willpower, and regenerates slowly over time (faster when resting).&lt;br /&gt;
* '''[[Mana]]''' &amp;lt;br /&amp;gt; Used in spellcasting and related magical talents.  Mage classes and hybrids like [[Arcane Blade]] and [[Shadowblade]] rely on this. Mana depends on class, level, and Willpower, but only true mages regenerate it over time.&lt;br /&gt;
* '''Other''' &amp;lt;br /&amp;gt;There are other resources used by other classes, which must be unlocked (see [[resources]] for full listing).  However, if you pick up a talent from an escort quest, you may find yourself with a new resource to go along with it.&lt;br /&gt;
 &lt;br /&gt;
== Combat Terms ==&lt;br /&gt;
The ToME combat system uses the following:&lt;br /&gt;
&lt;br /&gt;
* '''[[Accuracy]]''' &amp;lt;br /&amp;gt;Accuracy determines your chance to hit an opponent (versus the opponent's Defense). It depends on the Combat Accuracy talent, and in most cases on Strength and Dexterity.  It can also be boosted by equipment.  In older versions, this was sometimes called &amp;quot;attack&amp;quot;.&lt;br /&gt;
* '''[[Defense]]''' &amp;lt;br /&amp;gt;Defense increases the chance that an attack from an opponent will miss. It is subdivided into Defense for melee attacks and Ranged Defense for ranged attacks, and both are based mostly on Dexterity and the equipment worn.  Some talents also increase it.&lt;br /&gt;
** The chance to hit an opponent depends on the difference between the Accuracy value of the attacker and the Defense value of the defender. If both values are equal, the chance is 50%.&lt;br /&gt;
* '''[[Damage]]''' &amp;lt;br /&amp;gt;As displayed on the character sheet, the lowest amount of raw damage done if an attack is successful, before taking into account armour, talent multipliers, resistance, resistance penetration, and other penalties and bonuses. It depends mainly on the Stats mentioned in the weapon/ammo description, [[Physical power]], the damage displayed on the weapon, and the user's specific talent with said weapon (e.g., Weapon Mastery or Knife Mastery).&lt;br /&gt;
** This value is reduced by the Armour of the opponent (see below).  It is further modified by talents, critical hits, and various other bonuses.&lt;br /&gt;
* '''[[Armour]]''' &amp;lt;br /&amp;gt;Armour is the amount of raw damage that can be reduced once you have been hit. This value depends mainly on the equipment used, and on the Armour Training talent.  See &amp;quot;Armor Hardiness&amp;quot; below.&lt;br /&gt;
* '''[[Armour|Armour Hardiness]]''' &amp;lt;br /&amp;gt;Armour Hardiness determines the percentage of an enemy's raw damage that your Armor (see above) can be applied to. See the [[Armour]] page for more details on how this calculation works.&lt;br /&gt;
* '''[[Armour|APR]]''', '''Armor Piercing''', '''Armor Penetration''' &amp;lt;br /&amp;gt;The amount of the enemy's Armor that is ignored by your attacks.&lt;br /&gt;
* '''Critical Hits''' &amp;lt;br /&amp;gt;Some strikes may do additional damage. The chance of a weapon hit being critical is indicated by the '''physical critical hit chance'''.  There are separate values for the chances of spell criticals, and mind criticals.  Typically critial hits do 1.5 times the normal damage, but this multiplier may be increased by talents and equipment.  The critical hit multiplier is shared by all three types of criticals (physical, spell and mind).&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''[[Fatigue]]''' &amp;lt;br /&amp;gt; increases the costs of talents that use most (but not all) resources, like Stamina or Mana. Fatigue depends directly on the armour and equipment worn and is expressed as a percent. For example, at 21% fatigue a combat talent costs 1.21 times as much Stamina, and a spell costs 1.42 times as much Mana.&lt;br /&gt;
* '''[[Mastery]]''' &amp;lt;br /&amp;gt;A multiplier which is applied to your raw talent level (number of points spent) to determine the effective talent level.  For example, at mastery 1.30, a talent in which you have invested 4 points has an effective talent level of 5.20.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=22037</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=22037"/>
				<updated>2023-08-08T21:28:58Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &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.  Any item may be bound to a hotkey by dragging it to the hotkey bar for easy use or equipping.&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; - one ego and additional random bonuses&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: three egos and additional random bonuses&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;
|Staves (short staves are one-handed instead) || - (No for short staves) || - || 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;
Staves are normally two-handed weapons. Short staves do not exist as a separate base type of item, but there are 2 [[Staff Egos|egos for staves]] that convert them into short staves: &amp;quot;short&amp;quot; and &amp;quot;magewarrior's short&amp;quot;. Short staves are one-handed weapons instead of being two-handed. They can only be wielded in the mainhand, not in the offhand. Short staves only receive half the accuracy bonus that normal staves receive. There are also some unique artifacts that are short staves, including [[Telos's Staff (Bottom Half)]], which is wielded in the offhand and not the mainhand.&lt;br /&gt;
&lt;br /&gt;
Most ordinary weapons deal simple {{physical}} damage. However, ordinary mindstars deal {{nature}} damage by default, and the {{t|Attune Mindstar}} talent can be used to swap them between dealing {{nature}} and {{mind}} damage. Ordinary steamsaws deal {{physical}} damage but with an additional 50% {{bleed}} damage over 5 turns. (Bleeding is physical damage over time.)&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>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=20091</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=20091"/>
				<updated>2022-10-14T17:54:30Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
Addons are way for third parties to modify existing modules inside t-engine, as well as publish them in the Steam Workshop. (Here's a non-comprensive [[Addon List]].)  This page covers how you write addons for ToME.&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
&lt;br /&gt;
You're making an addon. The addon is named &amp;quot;coolstuff&amp;quot;. The first thing you do is make a directory &amp;quot;tome-coolstuff&amp;quot; inside your Steam install of ToME. On my mac, that path is:&lt;br /&gt;
 ~/Library/Application Support/Steam/SteamApps/common/TalesMajEyal/game/addons/&lt;br /&gt;
&lt;br /&gt;
And on Windows, it's usually something like&lt;br /&gt;
 C:\Program Files (x86)\Steam\SteamApps\common\TalesMajEyal\game\addons&lt;br /&gt;
&lt;br /&gt;
On Linux, the path is&lt;br /&gt;
 ~/.steam/steam/SteamApps/common/TalesMajEyal/game/addons&lt;br /&gt;
&lt;br /&gt;
Your addons directory should have these files in it already:&lt;br /&gt;
 tome-addon-dev.teaa&lt;br /&gt;
 tome-items-vault.teaa&lt;br /&gt;
 tome-possessors.teaa&lt;br /&gt;
&lt;br /&gt;
If you can't find the directory, search for one of those file names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Every addon has an &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file. The &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file looks like this:&lt;br /&gt;
&lt;br /&gt;
 -- My Cool Addon&lt;br /&gt;
 -- tome-coolstuff/init.lua&lt;br /&gt;
 &lt;br /&gt;
 long_name = &amp;quot;My Awesome Addon&amp;quot;&lt;br /&gt;
 short_name = &amp;quot;coolstuff&amp;quot; -- Determines the name of your addon's file.&lt;br /&gt;
 for_module = &amp;quot;tome&amp;quot;&lt;br /&gt;
 version = {1,3,1}&lt;br /&gt;
 addon_version = {1,0,0}&lt;br /&gt;
 weight = 100 -- The lower this value, the sooner your addon will load compared to other addons.&lt;br /&gt;
 author = {'coolguy@invalid.com'}&lt;br /&gt;
 homepage = 'iamsocool.geocities.com'&lt;br /&gt;
 description = [[Oh my god this stuff is so totally cool.&lt;br /&gt;
 Holy crap I mean it's really super cool, like, wow.&lt;br /&gt;
 ]] -- the [[ ]] things are like quote marks that can span multiple lines&lt;br /&gt;
 tags = {'cool', &amp;quot;stuff&amp;quot;, 'cool stuff'} -- tags MUST immediately follow description&lt;br /&gt;
 &lt;br /&gt;
 overload = true&lt;br /&gt;
 superload = false&lt;br /&gt;
 data = true&lt;br /&gt;
 hooks = true&lt;br /&gt;
&lt;br /&gt;
''addon_version'' is (unsurprisingly) the version of your addon. This is used by the game for automatically downloading addon updates. It's also useful if players want to see which addon version they're currently using. Set it to {1,0,0} initially and increment the value when releasing updates.&lt;br /&gt;
&lt;br /&gt;
''version'' is the module (i.e., ToME) version required for the addon. When making a new addon, you should typically set this to the current ToME version. When releasing addon updates, you should modify this value if your addon changes rely on features from a more recent ToME version.&lt;br /&gt;
&lt;br /&gt;
Properly setting ''overload'', ''superload'', ''hooks'', and ''data'' is super important, because they determine which directories in your addon will be loaded by the game.&lt;br /&gt;
&lt;br /&gt;
===Directory Structure===&lt;br /&gt;
&lt;br /&gt;
* '''overload''': Files in this directory will automatically replace files in the base game. This is very powerful but also incredibly dangerous. (Of course, replacing things like icons is less dangerous than replacing code.)&lt;br /&gt;
* '''superload''': Files in this directory will be read and executed after the base game's file of the same name. This is very powerful but much less dangerous. This is a great way to add content (like new Artifact items) or tweak content (modify a talent's cost or requirements) without accidentally stepping on other tweaks or future content updates.&lt;br /&gt;
* '''data''': Files in this directory will just sit there and be ignored unless you explicitly tell the game to read them. Files in this area live in their own &amp;quot;namespace&amp;quot; and filenames here will never interfere with other addons or the base game. This is a great place to put new classes, talent trees, or races.&lt;br /&gt;
* '''hooks''': Only one file in this directory is automatically executed: &amp;lt;nowiki&amp;gt;load.lua&amp;lt;/nowiki&amp;gt;. This file is a great way to get your &amp;quot;data&amp;quot; files executed at the proper time. It's also a way to augment some parts of the game which specifically support hooks: the Example module shows how the &amp;quot;Actor:takeHit&amp;quot; function is hooked to make the tourist take no damage.  You can also use hooks to load add-on data in to the module, eg. new talents. Find a list of available hooks [[hooks|here]].&lt;br /&gt;
&lt;br /&gt;
The Example addon can be found here: http://te4.org/dl/tmp/tome-example.teaa&lt;br /&gt;
&lt;br /&gt;
A .teaa file is simply a renamed zip that contains the whole addon, so feel free to rename and unzip your favorite addon to see a living example of all the stuff discussed in this article. The &amp;lt;nowiki&amp;gt;tome-example.teaa&amp;lt;/nowiki&amp;gt; addon illustrates how to add a new class, new talents, new timed effects and how to hook onto a few useful locations in the code. (Note that it's a bit old, though.)  When zipping, make sure to zip the files but not the folder.  For example, tome-addonname.zip/init.lua, not tome-addonname.zip/tome-addonname/init.lua.&lt;br /&gt;
&lt;br /&gt;
You can also just put a folder 'tome-addonname' in addons and it will be loaded directly, no need to zip or rename.&lt;br /&gt;
&lt;br /&gt;
== Grammar and Syntax ==&lt;br /&gt;
* The addon folder must be in the format &amp;lt;nowiki&amp;gt;[ModuleName]-[AddonShortName]&amp;lt;/nowiki&amp;gt;. For you, that means &amp;lt;nowiki&amp;gt;tome-coolstuff&amp;lt;/nowiki&amp;gt; is your folder name.&lt;br /&gt;
&lt;br /&gt;
===Overloading===&lt;br /&gt;
Each &amp;lt;nowiki&amp;gt;.teaa&amp;lt;/nowiki&amp;gt; file is just a zip file. The main ToME game code is stored in &amp;lt;nowiki&amp;gt;game/modules/tome.team&amp;lt;/nowiki&amp;gt;, and it is also just a renamed zip file.&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt; somewhere, rename it to &amp;lt;nowiki&amp;gt;tome-1.1.5.zip&amp;lt;/nowiki&amp;gt; and unzip it.&lt;br /&gt;
&lt;br /&gt;
You'll see two directories: &amp;quot;data&amp;quot; and &amp;quot;mod&amp;quot;. Most of the stuff you'll want to mess with at first is in &amp;quot;data&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When you use overload to replace a file, the path and name must match exactly the structure in &amp;lt;nowiki&amp;gt;tome.team&amp;lt;/nowiki&amp;gt;. So for example, to replace the types of leather boots in the game, I'd look in the unzipped ToME code and find:&lt;br /&gt;
 tome-1.1.5/data/general/objects/leather-boots.lua&lt;br /&gt;
... and so to overload that, I'd create a file in my addon:&lt;br /&gt;
 tome-coolstuff/overload/data/general/objects/leather-boots.lua&lt;br /&gt;
&lt;br /&gt;
===Superloading===&lt;br /&gt;
&lt;br /&gt;
Just like overloading, superloading requires that you know the file structure of the game so you can make your files get read and executed at the right time. When the game reads in your superload file, you can get access to the previous file's contents using the &amp;lt;nowiki&amp;gt;loadPrevious(...)&amp;lt;/nowiki&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
For example, if we wanted to add a new boot ego, we could do something like this. First, we'd find the boot ego code:&lt;br /&gt;
 data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
Next, we'd make a file in our &amp;lt;nowiki&amp;gt;superload&amp;lt;/nowiki&amp;gt; directory:&lt;br /&gt;
 tome-coolstuff/superload/data/general/objects/egos/light-boots.lua&lt;br /&gt;
&lt;br /&gt;
... and we'd make sure that our &amp;lt;nowiki&amp;gt;init.lua&amp;lt;/nowiki&amp;gt; file had the line:&lt;br /&gt;
 superload = true&lt;br /&gt;
&lt;br /&gt;
We're ready to add the boot ego!&lt;br /&gt;
&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 newEntity{&lt;br /&gt;
 	power_source = {arcane=true},&lt;br /&gt;
 	name = &amp;quot; of sensing&amp;quot;, suffix=true, instant_resolve=true,&lt;br /&gt;
 	keywords = {sensing=true},&lt;br /&gt;
 	level_range = {1, 50},&lt;br /&gt;
 	rarity = 4,&lt;br /&gt;
 	cost = 2,&lt;br /&gt;
 	wielder = {&lt;br /&gt;
 		see_invisible = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		see_stealth = resolvers.mbonus_material(20, 5),&lt;br /&gt;
 		blind_immune = resolvers.mbonus_material(30, 20, function(e, v) v=v/100 return 0, v end),&lt;br /&gt;
 	},&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 return _M&lt;br /&gt;
====Modifying mod Stuff====&lt;br /&gt;
&lt;br /&gt;
Hold on, that example still didn't use _M at all! So what is _M for? Since most things in the &amp;lt;nowiki&amp;gt;data&amp;lt;/nowiki&amp;gt; directory are stored in easily accessible structures, you don't need _M to get them. _M is generally used for stuff in the &amp;lt;nowiki&amp;gt;mod&amp;lt;/nowiki&amp;gt; directory: the most dangerous stuff to modify. Here's an example which modifies the &amp;quot;levelup&amp;quot; function in &amp;lt;nowiki&amp;gt;mod/Actor.lua&amp;lt;/nowiki&amp;gt;. Your file for this code should be in &amp;lt;nowiki&amp;gt;/superload/mod/Actor.lua&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 local base_levelup = _M.levelup&lt;br /&gt;
 &lt;br /&gt;
 function _M:levelup()&lt;br /&gt;
   -- Do stuff &amp;quot;before&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- execute the original function&lt;br /&gt;
   local retval = base_levelup(self)&lt;br /&gt;
 &lt;br /&gt;
   -- Do stuff &amp;quot;after&amp;quot; loading the original file&lt;br /&gt;
 &lt;br /&gt;
   -- return whatever the original function would have returned&lt;br /&gt;
   return retval&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 return _M&lt;br /&gt;
&lt;br /&gt;
Whenever possible, superloaded functions should call the original function rather than replacing it entirely.  This maintains compatibility with other addons.&lt;br /&gt;
&lt;br /&gt;
==Uploading your Addon==&lt;br /&gt;
&lt;br /&gt;
{{:Addon Uploading}}&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20058</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20058"/>
				<updated>2022-08-24T14:53:00Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &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 that are confirmed to be fully functional for the current version (1.7.4).  (This page is currently a work in progress.)&lt;br /&gt;
&lt;br /&gt;
The main addon listing is here. [[https://te4.org/addons/tome te4.org link]]&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 te4 addon page (optionally Steam workshop as well).  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
Addons that add a new campaign, with its own zones and quests.&lt;br /&gt;
* The Hammer of Urh'rok by Recaiden [[https://te4.org/games/addons/tome/campaign-hammer]] A short campaign following the invasion of Maj'Eyal by demons and their thralls. 9 main zones, 3 side zones, and a superboss.&lt;br /&gt;
* Light From Below by Erenion [[https://te4.org/games/addons/tome/lightbelow]] A short campaign following a mysterious subterranean artifact.  10 main zones, a post-game challenge, and unique item crafting.&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.org 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_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome te4.org 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;
==Classes==&lt;br /&gt;
This is a list of some current addons that add Classes:&lt;br /&gt;
* Class: Fallen by Recaiden [[https://te4.org/games/addons/tome/classfallen]] The original, non-prodigy version.&lt;br /&gt;
* Harrier class by astralinferno [[https://te4.org/games/addons/tome/knifeharrier te4.org link]]&lt;br /&gt;
* Class: Hekantonkheire by Recaiden [[https://te4.org/games/addons/tome/classhekatonkheire]] 4 horror-inspired classes with a new unique resource.&lt;br /&gt;
* Qlass Pack by minqmay [[https://te4.org/games/addons/tome/qlass-pack]]  Bladebender, Harbinger, Cooler Anorithil, Zephyr.  Lich race, Dreamelf race.&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver te4.org link]]  &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 by morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts te4.org link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack te4.org link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore te4.org link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents te4.org link]]&lt;br /&gt;
* Turn Tracker by Recaiden [[https://te4.org/games/addons/tome/turntracker]] Adds a UI element that shows the predicted order of upcoming creature turns.&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks te4.org link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks te4.org link]]&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;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun te4]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack]] Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20057</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20057"/>
				<updated>2022-08-24T14:52:23Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: Added addon campaigns.&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;
The main addon listing is here. [[https://te4.org/addons/tome te4.org link]]&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 te4 addon page (optionally Steam workshop as well).  Full descriptions can be added on a separate linked page.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
Addons that add a new campaign, with its own zones and quests.&lt;br /&gt;
* The Hammer of Urh'rok by Recaiden [[https://te4.org/games/addons/tome/campaign-hammer]] A short campaign following the invasion of Maj'Eyal by demons and their thralls. 9 main zones, 3 side zones, and a superboss.&lt;br /&gt;
* Light From Below by Erenion [[https://te4.org/games/addons/tome/lightbelow]] A short campaign following a mysterious subterranean artifact.  10 main zones, a post-game challenge, and unique item crafting.&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.org 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_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome te4.org 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;
==Classes==&lt;br /&gt;
This is a list of some current addons that add Classes:&lt;br /&gt;
* Class: Fallen by Recaiden [[https://te4.org/games/addons/tome/classfallen]] The original, non-prodigy version.&lt;br /&gt;
* Harrier class by astralinferno [[https://te4.org/games/addons/tome/knifeharrier te4.org link]]&lt;br /&gt;
* Class: Hekantonkheire by Recaiden [[https://te4.org/games/addons/tome/classhekatonkheire]] 4 horror-inspired classes with a new unique resource.&lt;br /&gt;
* Qlass Pack by minqmay [[https://te4.org/games/addons/tome/qlass-pack]]  Bladebender, Harbinger, Cooler Anorithil, Zephyr.  Lich race, Dreamelf race.&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver te4.org link]]  &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 by morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts te4.org link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack te4.org link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore te4.org link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents te4.org link]]&lt;br /&gt;
* Turn Tracker by Recaiden [[https://te4.org/games/addons/tome/turntracker]] Adds a UI element that shows the predicted order of upcoming creature turns.&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks te4.org link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks te4.org link]]&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;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun te4]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack]] Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20056</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20056"/>
				<updated>2022-08-24T14:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &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;
The main addon listing is here. [[https://te4.org/addons/tome te4.org link]]&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 te4 addon page (optionally Steam workshop as well).  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.org 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_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome te4.org 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;
==Classes==&lt;br /&gt;
This is a list of some current addons that add Classes:&lt;br /&gt;
* Class: Fallen by Recaiden [[https://te4.org/games/addons/tome/classfallen]] The original, non-prodigy version.&lt;br /&gt;
* Harrier class by astralinferno [[https://te4.org/games/addons/tome/knifeharrier te4.org link]]&lt;br /&gt;
* Class: Hekantonkheire by Recaiden [[https://te4.org/games/addons/tome/classhekatonkheire]] 4 horror-inspired classes with a new unique resource.&lt;br /&gt;
* Qlass Pack by minqmay [[https://te4.org/games/addons/tome/qlass-pack]]  Bladebender, Harbinger, Cooler Anorithil, Zephyr.  Lich race, Dreamelf race.&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver te4.org link]]  &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 by morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts te4.org link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack te4.org link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore te4.org link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents te4.org link]]&lt;br /&gt;
* Turn Tracker by Recaiden [[https://te4.org/games/addons/tome/turntracker]] Adds a UI element that shows the predicted order of upcoming creature turns.&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks te4.org link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks te4.org link]]&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;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun te4]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack]] Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addon_List&amp;diff=20055</id>
		<title>Addon List</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addon_List&amp;diff=20055"/>
				<updated>2022-08-24T14:39:56Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: added some race addons&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;
The main addon listing is here. [[https://te4.org/addons/tome te4.org link]]&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 te4 addon page (optionally Steam workshop as well).  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.org 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_They-Them [[https://te4.org/games/addons/tome/neka_therianthropy_summoner_for_current_tome te4.org 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;
==Classes==&lt;br /&gt;
This is a list of some current addons that add Classes:&lt;br /&gt;
* Class: Spellweaver by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_spellweaver te4.org link]]  &lt;br /&gt;
* Harrier class by astralinferno [[https://te4.org/games/addons/tome/knifeharrier te4.org link]]&lt;br /&gt;
* Qlass Pack by minqmay [[https://te4.org/games/addons/tome/qlass-pack]]  Bladebender, Harbinger, Cooler Anorithil, Zephyr.  Lich race, Dreamelf race.&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 by morvarc'h [[https://te4.org/games/addons/tome/morvarchsescorts te4.org link]] - Escorts provide category points to go with categories, and +2 talent points instead of one.  More diversity in escorts and categories, too.&lt;br /&gt;
&lt;br /&gt;
==Unlocks and Quality of Life==&lt;br /&gt;
* ZOmnibus Addon Pack by zizzo [[https://te4.org/games/addons/tome/zomnibus-addon-pack te4.org link]] - Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.&lt;br /&gt;
* Faster Run/Rest/Explore by johnnyzero [[https://te4.org/games/addons/tome/faster-runrestexplore te4.org link]] &lt;br /&gt;
* Quick Combos by Recaiden [[https://te4.org/games/addons/tome/combo-talents te4.org link]]&lt;br /&gt;
* Ignore Race/Class Locks by zizzo [[https://te4.org/games/addons/tome/ignore-raceclass-locks te4.org link]]&lt;br /&gt;
* Ignore Campaign/Difficulty Locks by zizzo [[https://te4.org/games/addons/tome/ignore_cd_locks te4.org link]]&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;
* Barachi by Mr.Frog [[https://te4.org/games/addons/tome/barachi_race]]&lt;br /&gt;
* Doomling by Recaiden (Requires Ashes DLC)  [[https://te4.org/games/addons/tome/race-doomling]]&lt;br /&gt;
* Gnomes by Werekracken [[https://te4.org/games/addons/tome/gnomes]]&lt;br /&gt;
* Leprechauns by Werekracken [[https://te4.org/games/addons/tome/leprechaun te4]]&lt;br /&gt;
* Oozewalker by Kamani_They-Them [[https://te4.org/games/addons/tome/kam_rise_of_oozetopia]]&lt;br /&gt;
* Undead Racepack by Recaiden [[https://te4.org/games/addons/tome/race-undeadpack]] Banshee, Wight, Mummy, and Dread (evolution for other undead).&lt;br /&gt;
* Zilquish by astralInferno [[https://te4.org/games/addons/tome/zilquishrace]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=20034</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=20034"/>
				<updated>2022-08-09T02:56:26Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
   Damage = (0.3 * (rescaled_physical_power + rescaled_stats) * weapon_power * talented_mod) ^1.04&lt;br /&gt;
&lt;br /&gt;
== Weapon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''50% Str, 50% Dex'' which means it uses your [[Strength]] (times 0.5) plus your [[Dexterity]] (times 0.5).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''50% Str'' part and forces the calculation to use your [[Cunning]] (times 0.5) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.5+Dex*0.5.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
This amount is then put through a [[rescaled combat stats|reducing formula]].&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.5 + 35*0.5, or 38.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.  Because this is less than 45, it is not changed by the scaling formula.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.&lt;br /&gt;
&lt;br /&gt;
This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
We convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
It may be displayed as a percentage, 134%.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Mastery Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is {{t|Weapons Mastery}}.  For daggers, it is {{t|Dagger Mastery}}.  Bows and slings use {{t|Bow Mastery}} and {{t|Sling Mastery}} respectively. For [[mindstars]], it is {{t|Psiblades}}. Other classes, such as [[Temporal Warden]]s, [[Brawler]]s, [[Stone Warden]]s, [[Sawbutcher]]s, [[Gunslinger]]s, and [[Psyshot]]s have their own class specific version of these talents.&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 1.5 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.76.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 76% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
Physical power is used here for all weapon based attacks, even for weapons such as steamguns, mindstars, and staves using {{t|Channel Staff}}.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 38) * 1.337 * 1.570, or about 40.93.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 40.93 ^ 1.04, or 47.48.&lt;br /&gt;
&lt;br /&gt;
This will be rounded to 47 on the character sheet.&lt;br /&gt;
&lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
====Step 1: Weapon damage====&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] (Smasher) smacking a [[Shalore]] [[Mindslayer]] (Squishy) with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
====Step 2: Damage Range====&lt;br /&gt;
Damage range is displayed if you have advanced weapon statistics turned on.&lt;br /&gt;
Otherwise, damage range can be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 50 (the damage) and 70 (damage * range).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
====Step 3: Armour and Armour Hardiness====&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum percentage of the attack that can be blocked by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 53.&lt;br /&gt;
&lt;br /&gt;
Result so far: 53&lt;br /&gt;
&lt;br /&gt;
====Step 4: Talents====&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  53 * 52% = 27.56&lt;br /&gt;
&lt;br /&gt;
Result so far: 27.56&lt;br /&gt;
&lt;br /&gt;
====Step 5: Critical Hits====&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  27.56 * 150% = 41.34&lt;br /&gt;
&lt;br /&gt;
Result so far: 41.34&lt;br /&gt;
&lt;br /&gt;
====Step 6: Offhand Multiplier====&lt;br /&gt;
Offhand weapons only do 50% damage, unless the attacker has a talent that increases this, such as  {{t|Dual Weapon Training}} or {{t|Corrupted Strength}}. Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Common Damage Modifiers===&lt;br /&gt;
All sources of damage are affected the same by the following things in this order.&lt;br /&gt;
&lt;br /&gt;
====Increased Damage====&lt;br /&gt;
Increased damage effects all add together. If you have +25% physical damage and +25% damage against living and attack a living foe with a physical attack, the resulting damage will be multiplied by 1.5.&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
It is at this point that [[Resistances]] are applied.&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
It is at this point that [[Damage reduction]]s are applied.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=20033</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=20033"/>
				<updated>2022-08-09T02:54:06Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
   Damage = (0.3 * (rescaled_physical_power + rescaled_stats) * weapon_power * talented_mod) ^1.04&lt;br /&gt;
&lt;br /&gt;
== Weapon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''50% Str, 50% Dex'' which means it uses your [[Strength]] (times 0.5) plus your [[Dexterity]] (times 0.5).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''50% Str'' part and forces the calculation to use your [[Cunning]] (times 0.5) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.5+Dex*0.5.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
This amount is then put through a [[rescaled combat stats|reducing formula]].&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.5 + 35*0.5, or 38.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.&lt;br /&gt;
&lt;br /&gt;
This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
We convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
It may be displayed as a percentage, 134%.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Mastery Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is {{t|Weapons Mastery}}.  For daggers, it is {{t|Dagger Mastery}}.  Bows and slings use {{t|Bow Mastery}} and {{t|Sling Mastery}} respectively. For [[mindstars]], it is {{t|Psiblades}}. Other classes, such as [[Temporal Warden]]s, [[Brawler]]s, [[Stone Warden]]s, [[Sawbutcher]]s, [[Gunslinger]]s, and [[Psyshot]]s have their own class specific version of these talents.&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 1.5 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.76.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 76% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
Physical power is used here for all weapon based attacks, even for weapons such as steamguns, mindstars, and staves using {{t|Channel Staff}}.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 38) * 1.337 * 1.570, or about 40.93.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 40.93 ^ 1.04, or 47.48.&lt;br /&gt;
&lt;br /&gt;
This will be rounded to 47 on the character sheet.&lt;br /&gt;
&lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
====Step 1: Weapon damage====&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] (Smasher) smacking a [[Shalore]] [[Mindslayer]] (Squishy) with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
====Step 2: Damage Range====&lt;br /&gt;
Damage range is displayed if you have advanced weapon statistics turned on.&lt;br /&gt;
Otherwise, damage range can be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 50 (the damage) and 70 (damage * range).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
====Step 3: Armour and Armour Hardiness====&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum percentage of the attack that can be blocked by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 53.&lt;br /&gt;
&lt;br /&gt;
Result so far: 53&lt;br /&gt;
&lt;br /&gt;
====Step 4: Talents====&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  53 * 52% = 27.56&lt;br /&gt;
&lt;br /&gt;
Result so far: 27.56&lt;br /&gt;
&lt;br /&gt;
====Step 5: Critical Hits====&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  27.56 * 150% = 41.34&lt;br /&gt;
&lt;br /&gt;
Result so far: 41.34&lt;br /&gt;
&lt;br /&gt;
====Step 6: Offhand Multiplier====&lt;br /&gt;
Offhand weapons only do 50% damage, unless the attacker has a talent that increases this, such as  {{t|Dual Weapon Training}} or {{t|Corrupted Strength}}. Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Common Damage Modifiers===&lt;br /&gt;
All sources of damage are affected the same by the following things in this order.&lt;br /&gt;
&lt;br /&gt;
====Increased Damage====&lt;br /&gt;
Increased damage effects all add together. If you have +25% physical damage and +25% damage against living and attack a living foe with a physical attack, the resulting damage will be multiplied by 1.5.&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
It is at this point that [[Resistances]] are applied.&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
It is at this point that [[Damage reduction]]s are applied.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=20032</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=20032"/>
				<updated>2022-08-09T02:44:24Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
   Damage = (0.3 * (rescaled_physical_power + rescaled_stats) * weapon_power * talented_mod) ^1.04&lt;br /&gt;
&lt;br /&gt;
== Weapon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''50% Str, 50% Dex'' which means it uses your [[Strength]] (times 0.5) plus your [[Dexterity]] (times 0.5).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''50% Str'' part and forces the calculation to use your [[Cunning]] (times 0.5) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.5+Dex*0.5.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
This amount is then put through a [[rescaled combat stats|reducing formula]].&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.5 + 35*0.5, or 38.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.&lt;br /&gt;
&lt;br /&gt;
This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
We convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
It may be displayed as a percentage, 134%.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Mastery Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is {{t|Weapons Mastery}}.  For daggers, it is {{t|Dagger Mastery}}.  Bows and slings use {{t|Bow Mastery}} and {{t|Sling Mastery}} respectively. For [[mindstars]], it is {{t|Psiblades}}. Other classes, such as [[Temporal Warden]]s, [[Brawler]]s, [[Stone Warden]]s, [[Sawbutcher]]s, [[Gunslinger]]s, and [[Psyshot]]s have their own class specific version of these talents.&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 1.5 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.76.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 76% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
Physical power is used here for all weapon based attacks, even for weapons such as steamguns, mindstars, and staves using {{t|Channel Staff}}.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 38) * 1.337 * 1.570, or about 40.93.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 40.93 ^ 1.04, or 47.48.&lt;br /&gt;
&lt;br /&gt;
This will be rounded to 47 on the character sheet.&lt;br /&gt;
&lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
====Step 1: Weapon damage====&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a [[Shalore]] [[Mindslayer]] with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
====Step 2: Armour and Armour Hardiness====&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
====Step 3: Damage Range====&lt;br /&gt;
Damage range is displayed if you have advanced weapon statistics turned on.&lt;br /&gt;
Otherwise, damage range can be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
====Step 4: Talents====&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
====Step 5: Critical Hits====&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
====Step 6: Offhand Multiplier====&lt;br /&gt;
Offhand weapons only do 50% damage, unless the attacker has a talent that increases this, such as  {{t|Dual Weapon Training}} or {{t|Corrupted Strength}}. Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Common Damage Modifiers===&lt;br /&gt;
All sources of damage are affected the same by the following things in this order.&lt;br /&gt;
&lt;br /&gt;
====Increased Damage====&lt;br /&gt;
Element category increases and enemy category increases are summed for the foe and then applied. If you have +25% physical damage and +25% damage against living and attack a living foe with a physical attack, the resulting damage will be multiplied by 1.5.&lt;br /&gt;
&lt;br /&gt;
=====Element Categories=====&lt;br /&gt;
These are applied to any damage you do of the corresponding type. The most common sources of this is from certain egos and always on staffs.&lt;br /&gt;
&lt;br /&gt;
=====Enemy Categories=====&lt;br /&gt;
These are applied to any damage you do to the corresponding type of foe. The most common sources of this is from certain egos and artifacts, such as [[Genocide]].&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
It is at this point that [[Resistances]] are applied.&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
It is at this point that [[Damage reduction]]s are applied.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=20031</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=20031"/>
				<updated>2022-08-09T02:42:01Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
   Damage = (0.3 * (rescaled_physical_power + rescaled_stats) * weapon_power * talented_mod) ^1.04&lt;br /&gt;
&lt;br /&gt;
== Weapon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''50% Str, 50% Dex'' which means it uses your [[Strength]] (times 0.5) plus your [[Dexterity]] (times 0.5).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''50% Str'' part and forces the calculation to use your [[Cunning]] (times 0.5) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.5+Dex*0.5.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
This amount is then put through a [[rescaled combat stats|reducing formula]].&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.5 + 35*0.5, or 38.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.&lt;br /&gt;
&lt;br /&gt;
This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
We convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
It may be displayed as a percentage, 134%.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Mastery Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is {{t|Weapons Mastery}}.  For daggers, it is {{t|Dagger Mastery}}.  Bows and slings use {{t|Bow Mastery}} and {{t|Sling Mastery}} respectively. For [[mindstars]], it is {{t|Psiblades}}. Other classes, such as [[Temporal Warden]]s, [[Brawler]]s, [[Stone Warden]]s, [[Sawbutcher]]s, [[Gunslinger]]s, and [[Psyshot]]s have their own class specific version of these talents.&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 1.5 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.76.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 76% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
Physical power is used here for all weapon based attacks, even for weapons such as steamguns, mindstars, and staves using {{t|Channel Staff}}.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 34.2) * 1.337 * 1.570, or about 38.539.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 38.539 ^ 1.04, or 44.60.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
&lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
====Step 1: Weapon damage====&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a [[Shalore]] [[Mindslayer]] with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
====Step 2: Armour and Armour Hardiness====&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
====Step 3: Damage Range====&lt;br /&gt;
Damage range is displayed if you have advanced weapon statistics turned on.&lt;br /&gt;
Otherwise, damage range can be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
====Step 4: Talents====&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
====Step 5: Critical Hits====&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
====Step 6: Offhand Multiplier====&lt;br /&gt;
Offhand weapons only do 50% damage, unless the attacker has a talent that increases this, such as  {{t|Dual Weapon Training}} or {{t|Corrupted Strength}}. Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Common Damage Modifiers===&lt;br /&gt;
All sources of damage are affected the same by the following things in this order.&lt;br /&gt;
&lt;br /&gt;
====Increased Damage====&lt;br /&gt;
Element category increases and enemy category increases are summed for the foe and then applied. If you have +25% physical damage and +25% damage against living and attack a living foe with a physical attack, the resulting damage will be multiplied by 1.5.&lt;br /&gt;
&lt;br /&gt;
=====Element Categories=====&lt;br /&gt;
These are applied to any damage you do of the corresponding type. The most common sources of this is from certain egos and always on staffs.&lt;br /&gt;
&lt;br /&gt;
=====Enemy Categories=====&lt;br /&gt;
These are applied to any damage you do to the corresponding type of foe. The most common sources of this is from certain egos and artifacts, such as [[Genocide]].&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
It is at this point that [[Resistances]] are applied.&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
It is at this point that [[Damage reduction]]s are applied.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Orcs:_Embers_of_Rage&amp;diff=19635</id>
		<title>Orcs: Embers of Rage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Orcs:_Embers_of_Rage&amp;diff=19635"/>
				<updated>2022-02-02T18:21:17Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
'''Orcs: Embers of Rage''' is a story [[campaign]], and the sequel to the first story campaign, [[Maj'Eyal: The Age of Ascendancy]]. It is added by the [[Embers of Rage]] DLC. Once the DLC is enabled, the campaign does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
The Prides lie in ruins!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Sorcerers have been defeated!&amp;lt;br/&amp;gt;&lt;br /&gt;
Orcs in all Var'Eyal are in dismay, hunted by the Sunwall and their newfound allies from the west.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Scourge from the West is back in the west, but her legacy stays strong: the orc race is once again upon the brink of destruction!&amp;lt;br/&amp;gt;&lt;br /&gt;
But not all hope is lost.&amp;lt;br/&amp;gt;&lt;br /&gt;
On the isolated Clork Peninsula lies the fifth pride: Kruk's Pride; unseen and unharmed by the Scourge.&amp;lt;br/&amp;gt;&lt;br /&gt;
Yet not all is great there either, the Sunwall offensive has set up an outpost blocking the way to the mainland.&amp;lt;br/&amp;gt;&lt;br /&gt;
But the worst threat comes from the peninsula itself, the main inhabitants are not the orcs, but the Atmos Tribe.&amp;lt;br/&amp;gt;&lt;br /&gt;
A civilization of steam giants whose mastery of steamtech makes them incredible foes.&amp;lt;br/&amp;gt;&lt;br /&gt;
Play an orc, prove your worth! Use steamtech against the giants, reclaim the far east and free it from Sunwall scum!&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft your own steamsaws, rocket boots, steam powered armours, and all kind of steamy technology!&amp;lt;br/&amp;gt;&lt;br /&gt;
This is your destiny! For Garkul's Legacy, for the Glory of the Pride!&lt;br /&gt;
&lt;br /&gt;
==Playable Characters==&lt;br /&gt;
Only [[race]]s introduced in the Embers of Rage DLC ([[Orc]], [[Kruk Yeti]], and [[Whitehoof]]) are playable in this campaign.&lt;br /&gt;
&lt;br /&gt;
All [[class]]es are eventually playable in this campaign. However, initially, you will only be able to use [[Tinker]] and [[Warrior]] classes in this campaign. The first time you complete the [[Internment Camp]], you will randomly unlock either [[Mage]] or [[Rogue]] classes for use in this campaign. (You can play as the classes from that metaclass that you have already unlocked in the [[main campaign]], as well as ones you unlock in the future.) The next time you complete it on a new character, you will unlock the other metaclass out of Mage and Rogue. The third time you complete it on a new character, you will unlock all the metaclasses (that you have unlocked in the main campaign) for use in this campaign.&lt;br /&gt;
&lt;br /&gt;
As a side note, the Tinker classes introduced in the Embers of Rage DLC are initially only playable in this campaign. To unlock them for other campaigns, you must defeat [[Outpost Leader John]] with any 2 different Tinker classes.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This campaign has similar features to [[Maj'Eyal: The Age of Ascendancy]], but it is shorter.&lt;br /&gt;
&lt;br /&gt;
This campaign features a world map set on the planet [[Eyal]], of which only the continent [[Var'Eyal]] is accessible. There are only 1 town to visit ([[Kruk Pride]]), but there are [[Store|shop]]s scattered around, in the form of [[Ancient Automated Archive]]s. There are many dungeons to explore. Most dungeons have procedurally-generated layouts. There are many [[quest]]s that can completed, including the [[Mystery of the Yetis]] (the replacement for [[escorts]]), which can reward the player with extra [[talent]]s or talent categories.&lt;br /&gt;
&lt;br /&gt;
The ability to use [[Tinkers]] is easily obtainable for any character in this campaign, via the Kruk Pride tinker store.&lt;br /&gt;
&lt;br /&gt;
==Story Overview==&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
''This is a general overview of the story from the perspective of an average player character. Some characters may start or end the story in different ways.''&lt;br /&gt;
The player starts in the Orcs' Kruk pride.  Composed of artisans and support professions, Kruk separated from the four main prides long ago to avoid an unspecified disaster, which kept them out of the way of the Scourge from the West, the Age of Ascendancy Player character.  The Kruk orcs found new allies in the Krimbul minotaurs and Atmos steam giants, but now the Atmos have turned on them.&lt;br /&gt;
&lt;br /&gt;
The hero fights off the giants' surprise invasion, and launches counterattacks on the Atmos yeti caves and merchant district.&lt;br /&gt;
Unprepared to launch a full invasion of the giants yet, they face down various minor threats: a Sunwall fort that controls the bridge to the mainland, a port full of troll pirates, and various wild monsters.  They rescue the remains of the other prides, who are kept in a prison camp under psionic suppression.  Finally, they take the chance for revenge against the old enemies, the Sunwall, and shut the farportal to the west.  Along the way they learn troubling news: far off in space, stars are going out at a rapid pace.&lt;br /&gt;
&lt;br /&gt;
Just after the battle at the Sunwall, a steam giant mining machine erupts from the ground, full of panicked giants and subterranean horrors.  Going through their records, the player learns the reason for the war: the giants were running low on geothermal power, and when their new leader Councillor Tantalos came to power, he decided that seizing orcish lands would solve their problems.  When the orcs won the first battles, however, the giants turned to a mysterious and powerful figure, The Loyalist, who immediately betrayed them.&lt;br /&gt;
&lt;br /&gt;
The player sabotages the giants' steam installation and storms their palace, attacking the council, only to find that the Loyalist has taken over and transformed Tantalos and many of the giants into horribly-mutated monsters.  Fighting their way through mutant-filled caves beneath the palace, the player confronts the Loyalist, who is revealed to be a surviving Sher'Tul, a priest of AMAKTHEL who is hell-bent on resurrecting his god (and then wiping all the other races who 'abandoned' him).  After a final battle, the player once again separates the undying pieces of AMAKTHEL's body, and chooses to spare the remaining steam giants as they evacuate.&lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=17085</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=17085"/>
				<updated>2021-02-02T18:44:38Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about. &lt;br /&gt;
&lt;br /&gt;
If you've got a suggestion for different zone order, '''please''' write it up on the [[{{TALKPAGENAME}}| talk page]] for discussion.&lt;br /&gt;
&lt;br /&gt;
This page is '''not for strategy''' about the individual zones; please put that on the actual zone's page.&lt;br /&gt;
&lt;br /&gt;
For an alternate guide with more details on each zone and several maps to not be lost on the overworld, check out [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cath's zone order guide]&lt;br /&gt;
&lt;br /&gt;
==Main Campaign==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
&lt;br /&gt;
# Starting zone(s) for your race/class.&lt;br /&gt;
# The Tier 1 Zones:&lt;br /&gt;
## [[Trollmire]]: Floors 1 to 3 only.&lt;br /&gt;
## [[Norgos Lair]]&lt;br /&gt;
## [[Ruins of Kor'Pul]] (Once you have enough Lite Radius)&lt;br /&gt;
## [[Scintillating Caves]]&lt;br /&gt;
## [[Rhaloren Camp]]&lt;br /&gt;
## [[Heart of the Gloom]]&lt;br /&gt;
## [[The Deep Bellow]] (Dwarf only)&lt;br /&gt;
# [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
# [[Trollmire]]: Floor 4&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
&lt;br /&gt;
# [[Lumberjack Village]]: Spawns after you randomly receive quest just north of the city of [[Last Hope]].&lt;br /&gt;
# The Into the Darkness Zones:&lt;br /&gt;
## [[The Maze]]&lt;br /&gt;
## [[Sandworm Lair]]&lt;br /&gt;
## [[Daikara]]: Don't enter [[Temporal Rift]].&lt;br /&gt;
## [[Old Forest]]: Don't descend into [[Lake of Nur]].&lt;br /&gt;
# [[Hidden Compound]]&lt;br /&gt;
# [[Ruined Halfling Complex]] (&amp;quot;Very old halfling ruins&amp;quot; on world map)&lt;br /&gt;
# [[Unknown Tunnels]]: Starting at level 18, can be encountered on world map randomly (especially in the snowy north). Can only be encountered once.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 === &lt;br /&gt;
&lt;br /&gt;
The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with [[The Master]].  Only Dreadfell and Reknor are mandatory for completing the story.&lt;br /&gt;
&lt;br /&gt;
# [[Tempest Peak]]: Enter [[Derth]] for [[Storming the city|Quest]] and clear Elementals. Then go to the [[Angolwen]] or [[Zigur]] leader to continue to Tempest Peak.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes.&lt;br /&gt;
# [[Mark of the Spellblaze]]&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]].&lt;br /&gt;
# [[Ruined Dungeon]]: Random minibosses. Can be super dangerous.&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]]. Quest giver only spawns in 30% of games unless you are a [[Shalore]] (100% chance)&lt;br /&gt;
# [[Dogroth Caldera]]: (Noxious Caldera on world map) Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss.&lt;br /&gt;
# [[Golem Graveyard]]: Just to clear for extra XP. Return in post-game.&lt;br /&gt;
# [[Dreadfell]]&lt;br /&gt;
# [[Dark Crypt]]: (Crypt of Kryl-Feijan) Encountered on world map randomly after lvl 25. Can only be encountered once. Very dangerous, especially for melee classes.&lt;br /&gt;
# [[Reknor]]: (Lost Dwarven Kingdom of Reknor on world map) Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== There and Back Again ===&lt;br /&gt;
&lt;br /&gt;
At this point you should be in the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder|Quest]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Spawns if you run into it on world map on the coast. Appears as ''Entrance to an Underwater Cave'' on the coast. No air bubbles. Requires water breathing.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Spawns after you start the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest.&lt;br /&gt;
# [[Briagh's Lair]]: (Sandpit of Briagh on world map) Spawns after you continue the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games (100% for [[Thalore]])&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this.&lt;br /&gt;
# [[Shadow Crypt]]&lt;br /&gt;
&lt;br /&gt;
=== The Prides ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest.&lt;br /&gt;
# The Orc Prides. Change order to suit your strengths.&lt;br /&gt;
## [[Gorbat Pride]]: Southern end of continent. (''Wilders'')&lt;br /&gt;
## [[Grushnak Pride]]: Northwest (''Fighters'') Don't enter the [[Slime Tunnels|Slimy Pit]].&lt;br /&gt;
## [[Vor Pride]]: Northeast (''Mages'')&lt;br /&gt;
## [[Rak'Shor Pride]]: Southwest (''Necromancers'')&lt;br /&gt;
# [[Eruan]]&lt;br /&gt;
# [[Slime Tunnels]]: Reached through [[Grushnak Pride]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=17084</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=17084"/>
				<updated>2021-02-02T18:13:48Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about. &lt;br /&gt;
&lt;br /&gt;
If you've got a suggestion for different zone order, '''please''' write it up on the [[{{TALKPAGENAME}}| talk page]] for discussion.&lt;br /&gt;
&lt;br /&gt;
This page is '''not for strategy''' about the individual zones; please put that on the actual zone's page.&lt;br /&gt;
&lt;br /&gt;
For an alternate guide with more details on each zone and several maps to not be lost on the overworld, check out [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cath's zone order guide]&lt;br /&gt;
&lt;br /&gt;
==Main Campaign==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
&lt;br /&gt;
# Starting zone(s) for your race/class.&lt;br /&gt;
# The Tier 1 Zones:&lt;br /&gt;
## [[Trollmire]]: Floors 1 to 3 only.&lt;br /&gt;
## [[Norgos Lair]]&lt;br /&gt;
## [[Ruins of Kor'Pul]] (Once you have enough Lite Radius)&lt;br /&gt;
## [[Scintillating Caves]]&lt;br /&gt;
## [[Rhaloren Camp]]&lt;br /&gt;
## [[Heart of the Gloom]]&lt;br /&gt;
## [[The Deep Bellow]] (Dwarf only)&lt;br /&gt;
# [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
# [[Trollmire]]: Floor 4&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
&lt;br /&gt;
# [[Lumberjack Village]]: Spawns after you randomly receive quest just north of the city of [[Last Hope]].&lt;br /&gt;
# The Into the Darkness Zones:&lt;br /&gt;
## [[The Maze]]&lt;br /&gt;
## [[Sandworm Lair]]&lt;br /&gt;
## [[Daikara]]: Don't enter [[Temporal Rift]].&lt;br /&gt;
## [[Old Forest]]: Don't descend into [[Lake of Nur]].&lt;br /&gt;
# [[Hidden Compound]]&lt;br /&gt;
# [[Ruined Halfling Complex]] (&amp;quot;Very old halfling ruins&amp;quot; on world map)&lt;br /&gt;
# [[Unknown Tunnels]]: Starting at level 18, can be encountered on world map randomly (especially in the snowy north). Can only be encountered once.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 === &lt;br /&gt;
&lt;br /&gt;
The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with [[The Master]].  Only Dreadfell and Reknor are mandatory for completing the story.&lt;br /&gt;
&lt;br /&gt;
# [[Tempest Peak]]: Enter [[Derth]] for [[Storming the city|Quest]] and clear Elementals. Then go to the [[Angolwen]] or [[Zigur]] leader to continue to Tempest Peak.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes.&lt;br /&gt;
# [[Mark of the Spellblaze]]&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]].&lt;br /&gt;
# [[Ruined Dungeon]]: Random minibosses. Can be super dangerous.&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]]. Quest giver only spawns in 30% of games unless you are a [[Shalore]] (100% chance)&lt;br /&gt;
# [[Dogroth Caldera]]: (Noxious Caldera on world map) Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss.&lt;br /&gt;
# [[Golem Graveyard]]: Just to clear for extra XP. Return in post-game.&lt;br /&gt;
# [[Dreadfell]]&lt;br /&gt;
# [[Dark Crypt]]: (Crypt of Kryl-Feijan) Encountered on world map randomly after lvl 25. Can only be encountered once. Very dangerous, especially for melee classes.&lt;br /&gt;
# [[Reknor]]: (Lost Dwarven Kingdom of Reknor on world map) Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== There and Back Again ===&lt;br /&gt;
&lt;br /&gt;
At this point you should be in the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder|Quest]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Spawns if you run into it on world map on the coast. Appears as ''Entrance to an Underwater Cave'' on the coast. No air bubbles. Requires water breathing.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Spawns after you start the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest.&lt;br /&gt;
# [[Briagh's Lair]]: (Sandpit of Briagh on world map) Spawns after you continue the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games (100% for [[Thalore]])&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this.&lt;br /&gt;
# [[Shadow Crypt]]&lt;br /&gt;
&lt;br /&gt;
=== The Prides ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest.&lt;br /&gt;
# The Orc Prides. Change order to suit your strengths.&lt;br /&gt;
## [[Gorbat Pride]]: Southern end of continent. (''Wilders'')&lt;br /&gt;
## [[Grushnak Pride]]: Northwest (''Fighters'') Don't enter the [[Slime Tunnels|Slimy Pit]].&lt;br /&gt;
## [[Vor Pride]]: Northeast (''Mages'')&lt;br /&gt;
## [[Rak'Shor Pride]]: Southwest (''Necromancers'')&lt;br /&gt;
# [[Eruan]]&lt;br /&gt;
# [[Slime Tunnels]]: Reached through [[Grushnak Pride]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# [[Vor Armoury]] vault&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=17013</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=17013"/>
				<updated>2021-01-08T19:03:30Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &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]]&lt;br /&gt;
&lt;br /&gt;
== Types of Items ==&lt;br /&gt;
Items are divided into different types, that usually fits into specific slots of characters.&lt;br /&gt;
&lt;br /&gt;
Most items are ranked into [[tier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Two-handed || May wield in offhand? || Stat requirement || Uses stat for base damage (Avg. randomized damage): || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxes || - || Strength || 120% (150%) Strength || 0.2% 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 || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Staffs || - || Magic || 80% (88%) Magic || 2.5% Proc Damage! (1.25% for short staves)&lt;br /&gt;
|-&lt;br /&gt;
||Tridents || - || Strength || 120% (?) Strength || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!One-handed || May wield in offhand? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Waraxe || No || Strength || 100% (120%) Strength || 0.2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Longsword || No || Strength || 100% (120%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Mace || No || Strength || 100% (120%) Strength || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Daggers || Yes || Dexterity || 45% Strength 45% Dexterity (51.75%/51.75%) || Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Whips || Yes || Dexterity || 100% Dexterity || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindstars]] || Yes || Willpower || Varies depending on tier and {{t|Psiblades}} talent level ||Accuracy determined by Willpower, not Dexterity. No bonus effect&lt;br /&gt;
|-&lt;br /&gt;
!Ranged  || Main-hand only? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Bows || No || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Slings || No || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
!Misc || May wield in offhand? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Quivers || N/A || Dexterity || 70% Dexterity 50% Strength (77%/55%) || 0.2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Pouches || N/A || Dexterity || 70% Dexterity 50% Cunning (77%/55%) || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|}&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, or steam costs.&lt;br /&gt;
*Heavy armor cannot be equipped without rank 1 [[Armour_training_(talent)|Armour Training]]; massive armour cannot be equipped without rank 3. [[Armour_training_(talent)|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;
*Rogues and Shadowblades cannot use 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 armour training is required to equip metal, but there is no other difference. Talents like 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;
== 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;
== Item Color ==&lt;br /&gt;
&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;
== Materials ==&lt;br /&gt;
Item materials have no other function in game other than to indicate the item [[tier]].&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;br /&gt;
&lt;br /&gt;
[[Tier]] is the first factor in determining an item's abilities.  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. There is also a full [[Item list]] for each tier of every base item.&lt;br /&gt;
&lt;br /&gt;
[[Gems]] also have tiers; see their page for details.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=17012</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=17012"/>
				<updated>2021-01-08T15:49:14Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &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]]&lt;br /&gt;
&lt;br /&gt;
== Types of Items ==&lt;br /&gt;
Items are divided into different types, that usually fits into specific slots of characters.&lt;br /&gt;
&lt;br /&gt;
Most items are ranked into [[tier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Two-handed || May wield in offhand? || Stat requirement || Uses stat for base damage (Avg. randomized damage): || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxes || - || Strength || 120% (150%) Strength || 0.2% 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 || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Staffs || - || Magic || 80% (88%) Magic || 2.5% Proc Damage! (1.25% for short staves)&lt;br /&gt;
|-&lt;br /&gt;
||Tridents || - || Strength || 120% (?) Strength || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!One-handed || May wield in offhand? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Waraxe || No || Strength || 100% (120%) Strength || 0.2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Longsword || No || Strength || 100% (120%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Mace || No || Strength || 100% (120%) Strength || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Daggers || Yes || Dexterity || 45% Strength 45% Dexterity (51.75%/51.75%) || Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Whips || Yes || Dexterity || 100% Dexterity || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindstars]] || Yes || Willpower || Varies depending on tier and {{t|Psiblades}} talent level ||Accuracy determined by Willpower, not Dexterity. No bonus effect&lt;br /&gt;
|-&lt;br /&gt;
!Ranged  || Main-hand only? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Bows || No || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Slings || No || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
!Misc || May wield in offhand? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Quivers || N/A || Dexterity || 70% Dexterity 50% Strength (77%/55%) || 0.2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Pouches || N/A || Dexterity || 70% Dexterity 50% Cunning (77%/55%) || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|}&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, or steam costs.&lt;br /&gt;
*Heavy armor cannot be equipped without rank 1 [[Armour_training_(talent)|Armour Training]]; massive armour cannot be equipped without rank 3. [[Armour_training_(talent)|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;
*Rogues and Shadowblades cannot use 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 armour training is required to equip metal, but there is no other difference. Talents like 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;
== 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; - 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;
== Item Color ==&lt;br /&gt;
&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;
== Materials ==&lt;br /&gt;
Item materials have no other function in game other than to indicate the item [[tier]].&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;br /&gt;
&lt;br /&gt;
[[Tier]] is the first factor in determining an item's abilities.  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. There is also a full [[Item list]] for each tier of every base item.&lt;br /&gt;
&lt;br /&gt;
[[Gems]] also have tiers; see their page for details.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unlockables&amp;diff=16956</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unlockables&amp;diff=16956"/>
				<updated>2020-12-24T20:52:33Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
== Fewer spoilers ==&lt;br /&gt;
&lt;br /&gt;
For a listing of the unlocks with specific information listed check: [[Unlockables (Reduced Spoilers)]]&lt;br /&gt;
&lt;br /&gt;
==  What is unlockable and how to unlock them ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of things that are unlockable in ToME 4 and how to unlock them.&lt;br /&gt;
&lt;br /&gt;
Those who wish to unlock all classes and races (including several 'unreleased' ones) immediately may do so by downloading zizzo's Ignore Race/Class Locks addon and adding it to their /Game/Addons folder: http://te4.org/games/addons/tome/ignore-raceclass-locks &lt;br /&gt;
&lt;br /&gt;
== [[Races]] ==&lt;br /&gt;
&lt;br /&gt;
* '''Undead ([[Skeleton]]s and [[Ghoul]]s)'''&lt;br /&gt;
** Kill ''[[The Master]]'' in [[Dreadfell]] to unlock one undead subrace, selected at random.  (Kill him again with a diffrerent character to unlock the other.)&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeek]]'''&lt;br /&gt;
** Rescue ''[[Yeek Wayist]]'' from ''[[Subject Z]]'' in the [[Ruined Halfling Complex]] as any race other than [[Halfling]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomelf]]''' ([[Ashes of Urh'Rok]] DLC)&lt;br /&gt;
**  Kill [[Walrog]], [[Kryl-Feijan]], and [[Shasshhiy'Kaish]] with one character.&lt;br /&gt;
*** Walrog can randomly spawn in dungeons with water and can be forced to spawn by killing both the dragon and naga bosses in the Eastern [[Flooded Cave|water dungeon]].&lt;br /&gt;
*** Kryl-Feijan can be found by entering the [[Dark Crypt]](World map event, 24+) and letting Melinda be sacrificed.&lt;br /&gt;
*** Shasshhiy'Kaish is summoned through a random event. This event has cultists standing next to monoliths, and killing one will start the countdown to her arrival.  This event can be found in [[Daikara]], [[Mark of the Spellblaze]], [[Elven Ruins]], [[Reknor]], and the [[Infinite Dungeon]] and has on average a ~72% chance to be found on a run (ignoring ID).&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ogre]]'''&lt;br /&gt;
** Find [[Director Hompalan]] on the third floor of the [[Ruined Halfling Complex]]. [[Shalore]] have a 100% chance of finding him, other races have a 30% chance. He will drop lore titled &amp;quot;order for Director Hompalan&amp;quot;. This will reveal the Old Conclave Vault on the world map to the south east.&lt;br /&gt;
** Enter the [[Old Conclave Vault]]. This dungeon scales from levels 20 to 30. Find [[Healer Astelrid]] on the 4th floor, kill her, and collect the lore she drops to unlock Ogres.&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeti]]''' ([[Embers of Rage]] DLC)&lt;br /&gt;
** Use all 8 charges on the Yeti Mind Controller&lt;br /&gt;
&lt;br /&gt;
* '''[[Whitehoof]]''' ([[Embers of Rage]] DLC)&lt;br /&gt;
** Defeat [[Nektosh the One-Horned]]  in [[Krimbul Territory]]&lt;br /&gt;
&lt;br /&gt;
* '''[[Drem]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Find the expanse portal and use the code from [[Kroshkkur]] ([[Demented_(Metaclass)|Demented]] starter zone) to enter a farportal dungeon. Defeat the boss of the dungeon, [[The Amalgamation]], to unlock [[Drem]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Krog]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Quest in [[Last Hope]] with a level 20+ Antimagic Character. Ogre must be unlocked to receive the quest. All four captive Krogs must survive.&lt;br /&gt;
&lt;br /&gt;
== [[Classes]] ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Adventurer]] ''(bonus class)'''''&lt;br /&gt;
** Complete any story campaign - either &amp;quot;Maj'Eyal: the Age of Ascendancy&amp;quot; or &amp;quot;Embers of Rage&amp;quot;.  Note that completing Embers will unlock it in the main campaign, but will ''not'' unlock it in Embers itself unless you have already defeated the [[Internment Camp]] three times to unlock all main-campaign classes in Embers.&lt;br /&gt;
&lt;br /&gt;
* '''[[Anorithil]] ''(Celestial meta class)'''''&lt;br /&gt;
** Kill ''Krogar'' and save ''Fillarel'' in the [[Unremarkable Cave]] in the ''Far East''.&lt;br /&gt;
&lt;br /&gt;
* '''[[Archmage]] ''(Mage meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;[[An apprentice task]]&amp;quot;'' on the world map.&lt;br /&gt;
&lt;br /&gt;
* '''[[Brawler]] ''(Warrior meta class)'''''&lt;br /&gt;
** Win the arena fight in the [[Hidden Compound]] (bring 150 gold).&lt;br /&gt;
&lt;br /&gt;
* '''[[Corruptor]] ''(Defiler meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;The fall of Zigur&amp;quot;'' which starts in [[Mark of the Spellblaze]] as a magic user. (Requires at least 10 points in spell talents, which use any of: [[Paradox]], [[Mana]], [[Vim]], [[Positive]], or [[Negative]].)&lt;br /&gt;
&lt;br /&gt;
* '''[[Cursed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;The beast within&amp;quot;'' which starts on the world map north of Last Hope.&lt;br /&gt;
&lt;br /&gt;
* '''[[Demonologist]] ''(Defiler meta class)'''''  (Ashes of Urh'Rok DLC)&lt;br /&gt;
** Start in Searing Halls. You can do this as a Doomelf or as a non-undead Doombringer.&lt;br /&gt;
** Beginning at level 18 you have a chance to be re-abducted by the demons each time you use your Rod of Recall. Witnessing the zone boss revive something as a husk will complete the unlock.&lt;br /&gt;
*** The chance of this happening when you recall is 15% at level 18 and scales to 90% at level 27.&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Kill your own shade in the [[Shadow Crypt]] in the ''Far East''.&lt;br /&gt;
&lt;br /&gt;
* '''[[Gunslinger]] ''(Tinker meta class)'''''&lt;br /&gt;
** Automatically unlocked in Embers of Rage.&lt;br /&gt;
** To use in the classic Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat [[Outpost Leader John]] with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Marauder]] ''(Rogue meta class)'''''&lt;br /&gt;
** Do over 600 damage in one hit as a [[Rogue]] or [[Shadowblade]].  Counts only for individual components of damage, ''not'' total damage.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Mindslayer]] ''(Psionic meta class)'''''&lt;br /&gt;
** Rescue ''Yeek Wayist'' from ''Subject Z'' in the [[Ruined halfling complex]] as a [[Yeek]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Necromancer]] ''(Mage meta class)'''''&lt;br /&gt;
** Kill the necromancer Celia in the [[Last Hope Graveyard]] ''after'' reading all 4 necromancer lore.&lt;br /&gt;
&lt;br /&gt;
* '''[[Oozemancer]] ''(Wilder meta class)'''''&lt;br /&gt;
** Find the [[Sludgenest]] and defeat the [[Corrupted Oozemancer]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Paradox Mage]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Get killed by your future self in [[Daikara]], playing as a [[Temporal Warden]].&lt;br /&gt;
** Note: if you you just press '5' and wait for your future self to win the fight you will miss out on an [[Epoch's Curve|artifact bow]] that goes well with [[Temporal Warden]]. You can bring your future self down to half health, defeat the optional boss and then get defeated by your future self if you want said artifact bow.&lt;br /&gt;
&lt;br /&gt;
* '''[[Possessor]] ''(Psionic meta class)'''''&lt;br /&gt;
** Be a [http://te4.org/donate donator] (and be online when starting the game).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psyshot]] ''(Tinker meta class)'''''&lt;br /&gt;
** To unlock in Embers of Rage, explore the [[Ruins of a lost_city|old ruins]] in the Eruan desert after you have completed the You Shall Pass! quest.&lt;br /&gt;
** To use in the classic Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat [[Outpost Leader John]] with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Reaver]] ''(Defiler meta class)'''''&lt;br /&gt;
** Kill 1,000 humanoids (counts over multiple games). You can check the progress of this unlock under the ''Reaver'' achievement.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Sawbutcher]] ''(Tinker meta class)'''''&lt;br /&gt;
** Automatically unlocked in Embers of Rage.&lt;br /&gt;
** To use in the regular classical Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat [[Outpost Leader John]] with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Skirmisher]] ''(Rogue meta class)'''''&lt;br /&gt;
** Counterstrike an enemy from a distance of 5 (or more ?) squares away. Can be achieved by blocking a ranged attack then [[Shoot (talent)|shooting]] the attacker, blocking up close and quickly getting far enough away to then shoot, or many other methods. Note, despite being previously mentioned here using [[Rush (talent)|Rush]] will not work as you are no longer the required number of squares away when you strike.&lt;br /&gt;
&lt;br /&gt;
* '''[[Solipsist]] ''(Psionic meta class)'''''&lt;br /&gt;
** Complete both dreams in [[Dogroth Caldera]], either by timer or by using the altar.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone Warden]] ''(Wilder meta class)'''''&lt;br /&gt;
** As a [[Dwarf]], have 10 points in both [[Spell (category type)]] and [[Wild-gift (category type)]].  This class must be played as a [[Dwarf]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Summoner]] ''(Wilder meta class)'''''&lt;br /&gt;
** See a summoner use their summon ability (''Honey Tree'' in [[Trollmire]] / [[Old Forest]] is your earliest bet).&lt;br /&gt;
&lt;br /&gt;
* '''[[Sun Paladin]] ''(Celestial meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;[[Eight legs of wonder]]&amp;quot;'' which starts in the Gates of Morning in the Far East.&lt;br /&gt;
&lt;br /&gt;
* '''[[Temporal Warden]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;Back and Back and Back to the Future&amp;quot;'' which starts in [[Daikara]] 3 (specifically the [[Temporal Rift]]).&lt;br /&gt;
&lt;br /&gt;
* '''[[Wyrmic]] ''(Wilder meta class)'''''&lt;br /&gt;
** Slay the ''Sandworm Queen'' in the [[Sandworm Lair]] and eat her heart.&lt;br /&gt;
&lt;br /&gt;
* '''All non-Tinker classes in [[Embers of Rage]]'''&lt;br /&gt;
** Initially, you will only be able to create Tinkers in [[Embers of Rage]].  A third of the classes you have already unlocked in the main ToME campaign (as well as ones you unlock in the future) will be unlocked every time you complete the [[Internment Camp]] on a new character; completing it three times will unlock all of them.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cultist of Entropy]] ''(Demented meta class)'''''&lt;br /&gt;
** Find and read the Artifact Book: ''[[Forbidden Tome: &amp;quot;The Day It Came&amp;quot;]]''. (Random Drop.)&lt;br /&gt;
&lt;br /&gt;
*'''[[Annihilator]] ''(Tinker meta class)'''''&lt;br /&gt;
** Learn to tinker, then destroy a greater hethugoroth (steam elemental), mecharachnid, and the boss of the [[Steam Quarry]]&lt;br /&gt;
&lt;br /&gt;
*'''{{t|Technomancer(class evolution)|Technomancer}} ''(Archmage class evolution)'''''&lt;br /&gt;
** As an Archmage, have at least 16 generic points put into talents in the physics and chemistry trees. Then craft tinkers until you get the unlock. &lt;br /&gt;
***This can be done in the main AoA campaign, but you'll have to luck into a tinker escort to do it. &lt;br /&gt;
***In Embers, these categories are purchasable with gold from the start in Kruk Pride.&lt;br /&gt;
&lt;br /&gt;
*'''{{t|High Thaumaturgist(class evolution)|High Thaumaturgist}} ''(Archmage class evolution)'''''&lt;br /&gt;
** As an Archmage, kill a level 10+ Boss using only &amp;quot;beam&amp;quot; talents (this does not include Chain Lightning).&lt;br /&gt;
&lt;br /&gt;
*'''{{t|Fallen(class evolution)|Fallen}} ''(Sun Paladin class evolution)'''''&lt;br /&gt;
** As a Paladin, do at least one of the following: Kill a hate-using enemy with Sun's Vengeance OR sacrifice High Sun Paladin Aeryn (in Age of Ascendancy) OR Destroy Crimson Templar John (in Embers)&lt;br /&gt;
***Each Paladin who wants to take the evolution will have to commit at least one heinous act: siding with the Grand Corruptor to destroy Zigur, playing the slavers' game, killing your own escort, letting every lumberjack die, letting Melinda be sacrificed, etc.&lt;br /&gt;
&lt;br /&gt;
== [[Talent]] Trees ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Wildfire_(category)|Wildfire]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Inflict over 1,000,000 fire damage, having already unlocked Archmages. It counts all damage done by the player, whatever the source -- spells, weapons, etc. -- and it counts over multiple games. You can check the progress of this unlock under the ''Pyromancer'' achievement.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ice_(category)|Ice]] ''(for [[Archmage]] and [[Necromancer]] classes)'''''&lt;br /&gt;
** Inflict over 1,000,000 cold damage, having already unlocked Archmages. It counts all damage done by the player, over multiple games. You can check the progress of this unlock under the ''Cryomancer'' achievement.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone_(category)|Stone]] ''(for [[Archmage]] and [[Arcane Blade]] and [[Stone Warden]] classes)'''''&lt;br /&gt;
** Kill the random boss ''[[Harkor'Zun]]''.&lt;br /&gt;
&lt;br /&gt;
* '''[[Storm_(category)|Storm]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;[[Storming the city]]&amp;quot;'' which starts at level 14 in [[Derth]] and terminates on [[Tempest Peak]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Poisons_(category)|Poisons]] ''(for [[Rogue]], [[Marauder]], [[Skirmisher]] and [[Archer]] classes)'''''&lt;br /&gt;
** Side with the ''[[Assassin Lord]]'' in the ''&amp;quot;Trapped!&amp;quot;'' quest in the [[Unknown Tunnels]].&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Undead drake}} ''(for [[Wyrmic]] classes, [[Embers of Rage]] DLC)''''' &lt;br /&gt;
** Kill ''[[Ureslak the Eternal]]'' in  [[Ureslak's Host]].&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Scourge drake}} ''(for [[Wyrmic]] classes, [[Forbidden Cults]] DLC)''''' &lt;br /&gt;
** Kill ''[[Kroltar the Scourge]]'' in  [[Scourged Pits]]. &lt;br /&gt;
***[[Scourged Pits]] is a zone that spawns after level 20 near the [[Iron Council]]: 100% Spawn chance if you are a [[Drem]], 30% for every other race.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|Infinite Dungeon: The Neverending Descent]]'''&lt;br /&gt;
** Open the sealed door in the [[Ruined Dungeon]] and read the last note.&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|The Arena: Challenge of the Master]]'''&lt;br /&gt;
** Complete the quest ''&amp;quot;The agent of the arena&amp;quot;'' which starts in [[Derth]].&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* '''Zigur Betrayal'''&lt;br /&gt;
** Read the signpost at the entrance to [[Zigur]] to enable all new qualifying characters (i.e. those without runes or magic talents) to [[escorts|betray escorts]] to Zigur.&lt;br /&gt;
&lt;br /&gt;
* '''Redhead cosmetic option'''&lt;br /&gt;
** Save ''Melinda'' in the [[Dark Crypt]] to unlock the redhead birth option for humans, elves, halflings and dwarves. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Female Dwarf Beards cosmetic option'''&lt;br /&gt;
** Defeat ''The Mouth'' in [[The Deep Bellow]] as a female dwarf to unlock the bearded female dwarf.  You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Insane Difficulty'''&lt;br /&gt;
** Win the game in ''Nightmare'' difficulty to unlock the even harder ''Insane'' difficulty. You have to win a story [[campaign]] (either the main ToME campaign or Embers of Rage); winning the arena mode in Nightmare difficulty will not unlock Insane. However, once you have Insane difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Madness Difficulty'''&lt;br /&gt;
** Win the game in ''Insane'' difficulty to unlock the uber-hard ''Madness'' difficulty. You have to win a story [[campaign]] (either the main ToME campaign or Embers of Rage); winning the arena mode in Insane difficulty will not unlock Madness. However, once you have Madness difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Bikini/Mankini cosmetic option'''&lt;br /&gt;
** Complete ''[[Melinda, lucky girl]]'' to unlock the Bikini and Mankini birth option. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Demon Horns cosmetic option'''&lt;br /&gt;
** Use the demonologist ability demon horns to kill an enemy. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Red Skin cosmetic option'''&lt;br /&gt;
** Have five demon seeds equipped at once as a Demonologist. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Tinker [[Escort]]''' ([[Embers of Rage]] DLC)&lt;br /&gt;
** Defeat [[Outpost Leader John]] with any two (2) tinker classes in the Embers of Rage campaign. The Tinker will then become an eligible [[escort]] in the classic Age of Ascendancy campaign.&lt;br /&gt;
&lt;br /&gt;
* '''Orc Headgear''' ([[Embers of Rage]] DLC)&lt;br /&gt;
** Level up any tinker class to level 10.&lt;br /&gt;
&lt;br /&gt;
* '''Drolem cosmetic option'''&lt;br /&gt;
** Complete ''[[Back and there again]]'' as an [[Alchemist]] to unlock the Drolem birth option. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Glass Golem cosmetic option''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Find and read the Artifact Book: ''[[Forbidden Tome: &amp;quot;The Illusory Castle&amp;quot;]]''  as an [[Alchemist]] to unlock the Glass Golem birth option.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Inscription&amp;diff=16951</id>
		<title>Inscription</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Inscription&amp;diff=16951"/>
				<updated>2020-12-11T16:55:20Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Inscriptions]] [[Category:Items]]&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Inscriptions''' are activated abilities available to all characters, which provide general purpose help for the character. They include healing, removal of bad status effects, shielding from damage, increased visibility in dark areas, increased movement speed, teleportation, and elemental damage attacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
ToME4's inscription system is one of the biggest gameplay changes from traditional roguelike games.  First introduced in beta 14, the inscriptions (infusions and runes) replace potions and scrolls.  The design goal behind inscriptions is to eliminate the time spent by the player &amp;quot;farming&amp;quot; potions and scrolls in weak zones, in order to make a run at a tougher zone. They are unlimited in use, but have cooldowns attached, so you must carefully time your use of them to survive.  Unlike many other RPGs you cannot rely on a large stack of potions to get you through a tough battle.  Mastery of the inscription system is a key step towards mastering ToME4.&lt;br /&gt;
&lt;br /&gt;
== Using Inscriptions ==&lt;br /&gt;
&lt;br /&gt;
Inscriptions come in two flavors: '''runes''' and '''infusions'''.  Runes are magical glyphs drawn on the body like temporary tattoos.  Infusions are natural substances smeared/attached to the body, like nicotine patches.&lt;br /&gt;
&lt;br /&gt;
Inscriptions work like [[talent]]s: they have a cooldown period before they can be reactivated.  Stunning can put your inscriptions on cooldown just as it does to talents.  Some inscriptions have a duration as well as a strength to their effect, such as a rune that activates for 100 shielding over 6 turns.  Some attack inscriptions have ranges of effect.  Evaluating which infusion to equip can involve careful comparison of effect, cooldown, range and duration.&lt;br /&gt;
&lt;br /&gt;
The character starts with 3 inscription ''slots''.  Each slot may hold a single infusion or rune.  Infusions and runes are objects that may be found in dungeons or bought in stores.  Using one will add the inscription to your body, using up a free slot.  If you have no free slots, then you may choose to destroy one of your existing inscriptions in order to make room for the new inscription.&lt;br /&gt;
&lt;br /&gt;
Additional slots may be purchased for the cost of a [[talent]] category point, up to a maximum total of 5 slots.  Category points are gained at levels 10, 20 and 36, and [[Cornac]]s also start the game with an extra category point.&lt;br /&gt;
&lt;br /&gt;
You may not have more than 2 of the same ''type'' of infusion or rune.  E.g. you may have 1 healing infusion and 2 regeneration infusions, but you may not have 3 regeneration infusions.&lt;br /&gt;
&lt;br /&gt;
Activating an infusion gives you an effect called [[effect#Infusion_Saturation|Infusion Saturation]].  Using another infusion while this effect is still active causes its cooldown period to be longer.  Likewise, the [[effect#Runic_Saturation|Runic Saturation]] effect increases the cooldown periods of runes.  The goal of this is to reduce &amp;quot;healing/regen spam&amp;quot; as a technique for outliving all incoming damage.  Before you think ''But I want to survive forever!'' keep in mind that monsters use infusions too.  If fighting an enemy who frustratingly keeps using a regeneration infusion remember that its cooldown will keep getting worse and worse as it uses it more, eventually allowing you to do sufficient damage to kill it before it heals again.&lt;br /&gt;
&lt;br /&gt;
== Race and Class Restrictions == &lt;br /&gt;
&lt;br /&gt;
Each character starts with 3 infusions or runes on its body, depending on race and class.  [[shalore|Shaloren]], [[Ogre|ogres]], [[skeleton]]s and [[ghoul]]s start with runes (Shielding, Blink, and Shatter Afflictions), all others races start with inscriptions (Regeneration, Healing, Wild(Physical)) and mana-using characters also start with a Manasurge Rune replacing one of their inscriptions&lt;br /&gt;
&lt;br /&gt;
[[Skeleton]]s and [[Ghoul]]s may not use infusions at all. Their undead bodies cannot accept nature's balms.  This means they require very carefully timed use of shield runes to survive the early game. Shield runes are essential to prevent taking damage in the first place, so that healing is made unnecessary.&lt;br /&gt;
&lt;br /&gt;
Characters who take the vow of [[Antimagic]] may not use runes.&lt;br /&gt;
&lt;br /&gt;
Note that an [[alchemist]]'s golem also has 3 rune slots (they cannot have infusions) and more can be granted through talents.  You must switch control to your golem to attach a rune.&lt;br /&gt;
&lt;br /&gt;
== [[Ego]] Inscriptions ==&lt;br /&gt;
&lt;br /&gt;
Like any other item, inscriptions can have an [[ego]]. Inscriptions egos give them increased power, based on the value of a specific stat (according to the ego). For example, &amp;quot;... of the sneak&amp;quot; increases the power based on your [[cunning]]. Sometimes they can scale much higher than regular inscriptions, making an ego relevant to your class especially desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infusions ==&lt;br /&gt;
Infusions are natural inscriptions. They only work on living things, so the undead and constructs such as golems cannot use infusions.&lt;br /&gt;
&lt;br /&gt;
=== Common Infusions ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;regeneration&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|image=Infusion_regeneration.png&lt;br /&gt;
|cooldown=12-17&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the infusion to heal yourself for x life over y turns.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;wild&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Wild&lt;br /&gt;
|image=Infusion_wild.png&lt;br /&gt;
|cooldown=12-17&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=13&lt;br /&gt;
|desc=Activate the infusion to cure yourself of one random (physical, mental, magical) [[effect#effect types|effect]] and reduce all damage taken by y for z turns.&lt;br /&gt;
Also removes cross-tier effects of the affected types for free.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;healing&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Healing&lt;br /&gt;
|image=Infusion_healing.png&lt;br /&gt;
|cooldown=7-12&lt;br /&gt;
|level=7-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to heal yourself for x life.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Infusions ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;movement&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Movement&lt;br /&gt;
|image=Infusion_movement.png&lt;br /&gt;
|cooldown=13-20&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the infusion to increase movement speed by x for y game turns.&lt;br /&gt;
		Any actions other than movement will cancel the effect.&lt;br /&gt;
		Also [[effect#free action|prevent stuns, dazes and pinning effects]] for z turns.&lt;br /&gt;
		Note: since you will be moving very fast, game turns will pass very slowly.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;heroism&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Heroism&lt;br /&gt;
|image=Infusion_heroism.png&lt;br /&gt;
|cooldown=25+&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to endure even the most grievous of wounds for 0 turns.&lt;br /&gt;
&lt;br /&gt;
While Heroism is active, you will only die when reaching -X life.&lt;br /&gt;
&lt;br /&gt;
The duration and life will increase by 1% for every 1% life you have lost (currently X life, Y duration)&lt;br /&gt;
&lt;br /&gt;
If your life is below 0 when this effect wears off it will be set to 1.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infusions ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;wild growth&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Wild Growth&lt;br /&gt;
|image=Infusion_wild_growth.png&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|level=unique&lt;br /&gt;
|rarity=unique&lt;br /&gt;
|desc=Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing (MindPower*3.6 + 10)/3 physical damage and (MindPower*3.6 + 10)*(2/3) nature damage.&lt;br /&gt;
		The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wild Growth infusion is obtained from the [[Alchemist Quest#Infusion of Wild Growth|alchemist quest]].&lt;br /&gt;
&amp;lt;span id=&amp;quot;primal&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; &lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Primal&lt;br /&gt;
|image=Infusion_wild.png&lt;br /&gt;
|cooldown=18&lt;br /&gt;
|level=?&lt;br /&gt;
|rarity=?&lt;br /&gt;
|desc=Activate the infusion to heal for X% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by Y each turn for Z turns.}}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
Runes are magical inscriptions. You may not use runes if you are [[Antimagic]]. Unlike infusions, runes can be used by the undead and constructs such as golems.&lt;br /&gt;
&lt;br /&gt;
=== Common Runes ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;shielding&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Shielding&lt;br /&gt;
|image=Rune_shielding.png&lt;br /&gt;
|cooldown=14-24&lt;br /&gt;
|level=5-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to create a protective shield absorbing at most x damage for y turns.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;phase_door&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Blink&lt;br /&gt;
|image=Rune_phase_door.png&lt;br /&gt;
|cooldown=10+&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to teleport up to X spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by Y%, your defense is increased by Y and all your resistances by Y%.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;teleport&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|image=Rune_teleportation.png&lt;br /&gt;
|cooldown=14-19&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to teleport randomly in a range of x with a minimum range of y.&lt;br /&gt;
Afterwards you stay out of phase for z turns. In this state all new negative status effects duration is reduced by a, your defense is increased by b and all your resistances by c.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;manasurge&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Manasurge&lt;br /&gt;
|image=Rune_manasurge.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=22&lt;br /&gt;
|desc=Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by x over 10 turns and instantly restoring z mana.&lt;br /&gt;
			Also when resting your mana will regenerate at 0.5 per turn.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Runes ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisibility&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Ethereal&lt;br /&gt;
|image=Rune_invisibility.png&lt;br /&gt;
|cooldown=14-24&lt;br /&gt;
|level=18-50&lt;br /&gt;
|rarity=19&lt;br /&gt;
|desc= Activate the rune to become ethereal for 5 turns.&lt;br /&gt;
&lt;br /&gt;
While ethereal all damage you deal is reduced by X%, you gain Y% all resistance, you move Z% faster, and you are invisible (power W).}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;biting_gale&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Biting Gale&lt;br /&gt;
|image=Rune_frozen_spear.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to direct a cone of chilling stormwind doing x cold damage. &lt;br /&gt;
The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of y.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;acid_wave&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Acid Wave&lt;br /&gt;
|image=Rune_acid_wave.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to unleash a cone dealing X acid damage.&lt;br /&gt;
The corrosive acid will also disarm enemies struck for Y turns. This effect can be resisted but not saved against.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;lightning&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Stormshield&lt;br /&gt;
|image=Rune_lightning.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to summon a protective storm around you for Y turns.&lt;br /&gt;
&lt;br /&gt;
While active the storm will completely block all damage over X up to Z times.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Runes ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;rune_of_the_rift&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription|name=Rune of the Rift|image=Rune_of_the_rift.png|cooldown=14|level=|rarity=unique|desc=Inflicts (150 + [[Willpower]]*4) temporal damage.  If your target survives, it will be sent 4 turns into the future.&lt;br /&gt;
		It will also lower your paradox by 60 (if you have any).&lt;br /&gt;
		Note that messing with the spacetime continuum may have unforeseen consequences.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;reflection_shield&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription|name=Reflection Shield|image=Rune_reflection_shield.png|cooldown=15|level=|rarity=unique|desc=Activate the rune to create a protective shield absorbing and reflecting at most x damage for y turns.&lt;br /&gt;
The effect will scale with your magic stat.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Taints ==&lt;br /&gt;
Taints are corrupted versions of runes, magical inscriptions tainted by darkness.&lt;br /&gt;
&lt;br /&gt;
There is only one taint obtainable by the player, from the [[Alchemist Quest#Taint of Telepathy|Brotherhood of Alchemists]] quest. Note that this is powered by {{Arc}} and so ''can not'' be used by player who use [[Antimagic]]!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Purging&lt;br /&gt;
|image=Taint_telepathy.png&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|range=10&lt;br /&gt;
|rarity=Special&lt;br /&gt;
|level=Special&lt;br /&gt;
|desc=Activate the taint to purge your body of physical afflictions for X turns.&lt;br /&gt;
Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following Taint is found only on the Withering Beast and unable to be acquired by the player.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Devourer&lt;br /&gt;
|image=Taint_devourer.png&lt;br /&gt;
|cooldown=?&lt;br /&gt;
|range=&amp;gt;&lt;br /&gt;
|rarity=Special&lt;br /&gt;
|level=Special&lt;br /&gt;
|desc=Activate the taint on a foe, removing x effects from it and healing you for y for each effect.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tinker's Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Steam Generator&lt;br /&gt;
|image=implant__steam_generator.png&lt;br /&gt;
|cooldown=20-32&lt;br /&gt;
|rarity=14&lt;br /&gt;
|level=1-50&lt;br /&gt;
|desc=Provides a certain amount of steam power regeneration each turn. Activating this can instantly regenerate a certain amount of steam power.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Medical Injector&lt;br /&gt;
|image=implant__medical_injector.png&lt;br /&gt;
|cooldown=50%-100%&lt;br /&gt;
|efficiency=80-120&lt;br /&gt;
|rarity=14&lt;br /&gt;
|level=1-50&lt;br /&gt;
|desc=The injector is not used by itself but is rather used by [[Tinkers|Salves]], utilising the injectors cooldown mod and power mod to modify the effect of the used [[Tinkers|Salves]] After usage the Injector goes on cooldown dependant the salve used and it's own cooldown mod used.}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resistances&amp;diff=16950</id>
		<title>Resistances</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resistances&amp;diff=16950"/>
				<updated>2020-12-11T16:51:47Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
'''Resistances''' (or &amp;quot;resists&amp;quot;) allow a character to reduce a fraction of damage taken based on the type of damage it is. For example, fire resistance decreases the damage taken from any kind of fire damage -- a fire drake's breath, or an archmage's Flame talent, etc. The formula for this is simply damage * (1 - resist%). For instance, 100 damage against 30% resist is 100 * (1 - .3) = 70 damage.&lt;br /&gt;
&lt;br /&gt;
'''Negative resists''' occur naturally on some enemy types and can also occur as the result of some [[artifacts]] or [[egos]]. This causes the target to take more than 100% damage from a hit, using the same formula as usual resistance. For instance, 100 damage against -30% resist is 100 * (1 - -.3) = 130 damage.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resist all&amp;quot; is applied independently of single elemental resists. If you have 15% resist all and 20% fire resistance, you will resist 1 - ((1 - 0.15) * (1 - 0.20)) or 32% of all fire damage (in the absence of any fire resistance penetration on your opponent). Resists as displayed on your character sheet include this step.&lt;br /&gt;
&lt;br /&gt;
Resists also have a cap. The standard resistance cap for the player is 70%, which is applied after the 1-(1-a)*(1-b) step shown above. This means that if you have 60% fire resistance and 30% resist all, your combined total resistance would be calculated as 1-(1-0.60)*(1-0.30) = 72%, but then the resistance cap would lower this to 70%. Some equipment or talents may raise the resistance cap for specific elements. In the previous example, if the player wore armor that gave +5% fire resistance cap, then the full 72% would take effect, as that is under the new fire resistance cap of 75%.&lt;br /&gt;
&lt;br /&gt;
'''Resistance penetration''' decreases the effective level of your opponent's corresponding resistance multiplicatively. For instance, if your opponent has 30% fire resistance, but you have 10% fire resistance penetration, and you hit your opponent with fire, his effective fire resistance will be reduced to 27%. Resistance penetration cannot cause enemies to take more than 100% damage from a hit.  Resistance Penetration is normally capped at 70%.&lt;br /&gt;
&lt;br /&gt;
'''Resistance Reduction''' reduces the effective level of your opponent's corresponding resistance additively. For instance, if your opponent has 30% fire resistance and you use a talent that reduces their fire resistance by 20%, they would have 10% fire resistance while under the effect of this talent. However, this '''can''' cause enemies to drop into negative resistance. The caveat to this is that it only affects the resistance before all resistance is applied.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vim&amp;diff=16949</id>
		<title>Vim</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vim&amp;diff=16949"/>
				<updated>2020-12-11T16:50:20Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Vim is the [[resources|resource]] used by [[Reaver|Reavers]], [[Corruptor|Corruptors]], [[Doombringer|Doombringers]], and [[Demonologist|Demonologists]].  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 2 [[Willpower]] plus a modifier based on the victim's rank.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, but they either need a victim (Drain) or require you to be hit (Leech).&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Character_sheet&amp;diff=16948</id>
		<title>Character sheet</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Character_sheet&amp;diff=16948"/>
				<updated>2020-12-11T16:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The character sheet can be found by pressing 'c' ingame.&lt;br /&gt;
It has 4 tabs:&lt;br /&gt;
* general&lt;br /&gt;
* attack&lt;br /&gt;
* defence&lt;br /&gt;
* talents&lt;br /&gt;
&lt;br /&gt;
These provide an overview of your character and its abilities. You can also hover your mouse over your own character, or use the 'L'ook command on yourself to see some of these stats.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
{{:Size}}&lt;br /&gt;
&lt;br /&gt;
== Accuracy and Defense ==&lt;br /&gt;
{{:Accuracy}}&lt;br /&gt;
&lt;br /&gt;
{{:Defense}}&lt;br /&gt;
&lt;br /&gt;
== Power and Saves ==&lt;br /&gt;
Power and saves are divided into tiers every 20 points. These are not related to item (material) [[tier]]s. It [[rescaled combat stats|costs more to increase scores]] that are in higher tiers. For each tier, here's the cost of increasing your score by one:&lt;br /&gt;
&lt;br /&gt;
*Tier 1: 1 point, from 0 to 20&lt;br /&gt;
*Tier 2: 2 points, from 20 to 40&lt;br /&gt;
*Tier 3: 3 points, from 40 to 60&lt;br /&gt;
*Tier 4: 4 points, from 60 to 80&lt;br /&gt;
*Tier 5: 5 points, from 80 to 100&lt;br /&gt;
*Tier 6: 6 points, from 100 to 120&lt;br /&gt;
...and so on.&lt;br /&gt;
&lt;br /&gt;
[[Physical power]] measures your ability to deal physical [[combat damage|damage in combat]]. When you use Physical power to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your physical power will reduce the duration of the effect by 5%.&lt;br /&gt;
&lt;br /&gt;
[[Spellpower]] represents how powerful your spells are. In addition, when your spells inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your spellpower will reduce the duration of the effect by 5%.&lt;br /&gt;
&lt;br /&gt;
[[Mindpower]] represents how powerful your mental abilities are. In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your  mindpower will reduce the duration of the effect by 5%.&lt;br /&gt;
&lt;br /&gt;
[[saves|Physical saving throw]] increases your chance to shrug off physically-induced effects.  Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
&lt;br /&gt;
[[saves|Spell saving throw]] increases your chance to shrug off magically-induced effects.  Also reduces duration of detrimental magical effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
&lt;br /&gt;
[[saves|Mental saving throw]] increases your chance to shrug off mentally-induced effects.  Also reduces duration of detrimental mental effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
&lt;br /&gt;
== Armour and armour hardiness ==&lt;br /&gt;
{{:Armour}}&lt;br /&gt;
&lt;br /&gt;
== Resistance, resistance penetration and immunity ==&lt;br /&gt;
{{:Resistances}}&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;br /&gt;
&lt;br /&gt;
== Encumbrance ==&lt;br /&gt;
&lt;br /&gt;
Encumbrance is the amount of weight your character can hold without becoming burdened. All items have a certain weight, usually standard by item type. For example, jewelry has encumbrance of 0.1; heavy armor has 14. Your character has a '''maximum encumbrance''' which is increased by increasing your [[Strength]] or by certain items. '''Current encumbrance''' is the amount being carried right now, and can be reduced by certain spells or abilities. &lt;br /&gt;
&lt;br /&gt;
If your current encumbrance rises above your maximum encumbrance, you will be unable to move. You will need to drop items, or wait for the effect reducing your maximum encumbrance to wear off.&lt;br /&gt;
&lt;br /&gt;
== Speeds ==&lt;br /&gt;
&lt;br /&gt;
'''[[Speed]]''' determine how quickly you can perform actions relative to the other actors in the game. Speed is always relative to YOU. Other actors (NPCs, monsters) will either act less quickly or more quickly, depending on your speeds. In practice it means you may be able to move, cast or attack several times before they do; or they may move, cast, or attack several times before you do.&lt;br /&gt;
&lt;br /&gt;
There are several measures of speed. &lt;br /&gt;
&lt;br /&gt;
* Global Speed: Affects all actions. At 100% speed you have the energy to perform one 'action' per turn. At 200% speed you can perform two 'actions' per turn. Other actors will appear to be acting less quickly in comparison to you.&lt;br /&gt;
&lt;br /&gt;
* Movement Speed: This is the ''increase'' or ''decrease'' from your normal movement speed. For example, 20.00% means you will move 20% farther in the same length of time as you would normally move. 100% would allow you to move twice as far. -100% would only let you move half as far.&lt;br /&gt;
&lt;br /&gt;
* Spell Speed: This is the ''increase'' or ''decrease'' from your normal movement speed. For example, 20.00% means you will be able to cast 20% more spells (or a spell takes 20% less time to cast) as you would be able to cast. 100% would allow you to cast spells twice as fast; -100% means spells would be cast twice as slowly. &lt;br /&gt;
&lt;br /&gt;
* Attack Speed: This is the ''increase'' or ''decrease'' from your attack movement speed. For example, 20.00% means you will be able to attack 20% faster as you would be able to normally. 100% would allow you to make twice as many attacks; -100% means you would make half the amount of attacks in the same amount of time - monsters would get more than one attack to your single.&lt;br /&gt;
&lt;br /&gt;
* Mental Speed:  This is the ''increase'' or ''decrease'' from your mental ability speed (any ability with &amp;quot;Is: a mind power&amp;quot;). For example, 20.00% means you will be able to use this ability 20% faster than usual. 100% would allow you to use the ability twice as often; -100% means you would use abilities at half the effective rate - monsters would get more than one action to your single.&lt;br /&gt;
&lt;br /&gt;
Global Speed and other speeds stack. If you have 200% speed and -100% movement speed, you have the energy to perform actions twice a round, but you  only move half the distance. You would end up moving the same distance each round.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_damage&amp;diff=16947</id>
		<title>Combat damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_damage&amp;diff=16947"/>
				<updated>2020-12-11T16:39:24Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions.&lt;br /&gt;
&lt;br /&gt;
''Updated for 1.0.0RC3.''&lt;br /&gt;
&lt;br /&gt;
== Basic damage calculation ==&lt;br /&gt;
&lt;br /&gt;
'''Step 1: Stats'''&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''50% Str, 50% Dex'' which means it uses your [[Strength]] (times 0.50) plus your [[Dexterity]] (times 0.50).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''50% Str'' part and forces the calculation to use your [[Cunning]] (times 0.50) instead.  So a [[Bulwark]]'s damage with a longsword is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.50+Dex*0.50.&lt;br /&gt;
&lt;br /&gt;
[[Mindslayer]]s have some additional modifications during this step, for telekinetically wielded weapons: the stats used for such weapons are swapped around, and multiplied by the telekinetic grasp talent level, and then multiplied by 0.6.  We won't be showing examples of this because it's already confusing enough just using the standard stuff.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the Lethality talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.50 + 35*0.50, or 38.  His Strength doesn't matter, because Lethality overrides it.&lt;br /&gt;
&lt;br /&gt;
'''Step 2: Base weapon damage'''&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.  &lt;br /&gt;
&lt;br /&gt;
This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
ToME 4 is all about diminishing returns (except when it isn't), and so we convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
&lt;br /&gt;
 power = (sqrt(base_dmg / 10) - 1) * 0.5 + 1&lt;br /&gt;
&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
If you have Advanced Weapon Statistics turned on, this is displayed as a percentage, 137%.&lt;br /&gt;
&lt;br /&gt;
'''Step 3: Talent modifier'''&lt;br /&gt;
Each type of weapon has a [[Technique (category type)|talent]] that boosts its damage output.  For most weapons, this is [[Weapons mastery (talent)|Weapons Mastery]].  For daggers, it is [[Dagger mastery (talent)|Dagger Mastery]] (called &amp;quot;Knife Mastery&amp;quot; in some versions).  Bows and slings use [[Bow mastery (talent)|Bow Mastery]] and [[Sling mastery (talent)|Sling Mastery]] respectively.  For [[Stone Warden]]s using shields as weapons, the relevant talent is [[Stoneshield (talent)|Stoneshield]].  For [[mindstars]], it is [[Psiblades (talent)|Psiblades]].&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 2 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw Knife Mastery talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.570.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 57% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
'''Step 4: Physical power'''&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
'''Step 5: Total damage before rescaling'''&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 38) * 1.337 * 1.570, or about 40.932.&lt;br /&gt;
&lt;br /&gt;
'''Step 6: Rescale damage'''&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 40.932 ^ 1.04, or 47.48.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
 &lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
'''Step 1: Weapon damage'''&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a Shalore Mindslayer with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
'''Step 2: Armour and Armour Hardiness'''&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
'''Step 3: Damage Range'''&lt;br /&gt;
Damage range can only be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
'''Step 4: Talents'''&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
'''Step 5: Critical Hits'''&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
'''Step 6: Offhand Multiplier'''&lt;br /&gt;
Offhand daggers only do 50% damage, unless the attacker has the Dual Weapon Training talent.  Offhand shields being used by [[Stone Warden]]s also do 50% damage.  Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
'''Step 7: Resistances, shields, +damage%, etc...'''&lt;br /&gt;
This is in common with talent damage, and will be found in a forthcoming page.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_damage&amp;diff=16946</id>
		<title>Combat damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_damage&amp;diff=16946"/>
				<updated>2020-12-11T16:32:35Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions.&lt;br /&gt;
&lt;br /&gt;
''Updated for 1.0.0RC3.''&lt;br /&gt;
&lt;br /&gt;
== Basic damage calculation ==&lt;br /&gt;
&lt;br /&gt;
'''Step 1: Stats'''&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage, because all the other factors go through a reducing formula first.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''50% Str, 50% Dex'' which means it uses your [[Strength]] (times 0.50) plus your [[Dexterity]] (times 0.50).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''50% Str'' part and forces the calculation to use your [[Cunning]] (times 0.50) instead.  So a [[Bulwark]]'s damage with a longsword is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.50+Dex*0.50.&lt;br /&gt;
&lt;br /&gt;
[[Mindslayer]]s have some additional modifications during this step, for telekinetically wielded weapons: the stats used for such weapons are swapped around, and multiplied by the telekinetic grasp talent level, and then multiplied by 0.6.  We won't be showing examples of this because it's already confusing enough just using the standard stuff.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the Lethality talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.50 + 35*0.50, or 38.  His Strength doesn't matter, because Lethality overrides it.&lt;br /&gt;
&lt;br /&gt;
'''Step 2: Base weapon damage'''&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.  This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
&lt;br /&gt;
ToME 4 is all about diminishing returns (except when it isn't), and so we convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
&lt;br /&gt;
 power = (sqrt(base_dmg / 10) - 1) * 0.5 + 1&lt;br /&gt;
&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
'''Step 3: Talent modifier'''&lt;br /&gt;
Each type of weapon has a [[Technique (category type)|talent]] that boosts its damage output.  For most weapons, this is [[Weapons mastery (talent)|Weapons Mastery]].  For daggers, it is [[Dagger mastery (talent)|Dagger Mastery]] (called &amp;quot;Knife Mastery&amp;quot; in some versions).  Bows and slings use [[Bow mastery (talent)|Bow Mastery]] and [[Sling mastery (talent)|Sling Mastery]] respectively.  For [[Stone Warden]]s using shields as weapons, the relevant talent is [[Stoneshield (talent)|Stoneshield]].  For [[mindstars]], it is [[Psiblades (talent)|Psiblades]].&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 2 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw Knife Mastery talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.570.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 57% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
'''Step 4: Physical power'''&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
'''Step 5: Total damage before rescaling'''&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 38) * 1.337 * 1.570, or about 40.932.&lt;br /&gt;
&lt;br /&gt;
'''Step 6: Rescale damage'''&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 40.932 ^ 1.04, or 47.48.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
 &lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
'''Step 1: Weapon damage'''&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a Shalore Mindslayer with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
'''Step 2: Armour and Armour Hardiness'''&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
'''Step 3: Damage Range'''&lt;br /&gt;
Damage range can only be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
'''Step 4: Talents'''&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
'''Step 5: Critical Hits'''&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
'''Step 6: Offhand Multiplier'''&lt;br /&gt;
Offhand daggers only do 50% damage, unless the attacker has the Dual Weapon Training talent.  Offhand shields being used by [[Stone Warden]]s also do 50% damage.  Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
'''Step 7: Resistances, shields, +damage%, etc...'''&lt;br /&gt;
This is in common with talent damage, and will be found in a forthcoming page.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=16944</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=16944"/>
				<updated>2020-12-02T16:20:09Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources''' are power pools used for various [[talents]] in Tales of Maj'Eyal.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]]. Each resource has a unique bar on the interface displaying the current level of the resource. &lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason. Being underwater, in a wall, or buried in sand will generally prevent you from breathing. You take an increasingly large amount of damage each turn after reaching 0 Air. Some items allow you to breathe underwater, or remove the need to breathe at all.  Some underwater areas will have bubbles that can restore air until they are depleted.&lt;br /&gt;
&lt;br /&gt;
Most races have 100 air, with [[yeek]] characters having 200.  Two artifacts, [[Coral Spray]] and [[Vargh Redemption]] will raise the cap by 50 air. &lt;br /&gt;
* The first turn you are underwater your air will drop by 5 and will then decrease by 2 each subsequent turn.&lt;br /&gt;
* The first turn you are in a wall your air will drop by 20 and will then decrease by 17 each subsequent turn.&lt;br /&gt;
* The first turn you are buried in sand your air will drop by 10 and will then decrease by 7 each subsequent turn.&lt;br /&gt;
* When you can breathe again normally you regain 3 air per turn.&lt;br /&gt;
* Underwater bubbles will restore 20 per turn (minus the loss of 2 from being underwater, for a total gain of 18).&lt;br /&gt;
* When your air runs out you begin taking damage. The first turn it is 20% of your max life and it increases by 5% each turn (so 25% on the second turn, 30% on the third). This is quickly fatal.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
Equilibrium is the [[resource]] used by the Wild Gift class of talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;. [[Fatigue]] does not impact equilibrium at all. &lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn. This can be seen in the resource bar as &amp;quot;% failure&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Equilibrium does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* Standing in the area of effect of a Font of Life&lt;br /&gt;
* Using the {{t|Meditation}} talent passively or actively&lt;br /&gt;
* Successfully killing an enemy with the {{t|Swallow}} talent&lt;br /&gt;
* Being hit while {{t|Resolve}} is active&lt;br /&gt;
* Coming under a life regeneration effect while under the influence of {{t|Ancestral Life}}&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;br /&gt;
&lt;br /&gt;
Note that if a player/creature has an [[Equilibrium]] bar, using [[Vim]]-based talents will increase it by 5 times the Vim cost.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the [[Solipsist]]'s {{c|Feedback}} and {{c|Discharge}} talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater). Feedback is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
Hate is the [[resource]] used by the Afflicted classes: [[Cursed]] and [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting or use of the {{t|Feed}} talent.  Hate is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your hate slowly decays (more quickly when the level is higher), down to a minimum of half your hate at the end of the most recent combat.  The strengths of many abilities also depend on your level of hate.&lt;br /&gt;
&lt;br /&gt;
Here are some ways Hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''Kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''Take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''Take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''Do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed {{c|Dark Sustenance}} tree has the talent {{t|Feed}}, which can be used to replenish hate.  Various Cursed talents also give Hate bonuses.&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Only Mage classes can regenerate Mana naturally. Certain class talents and gear can grant passive Mana regen, and having a Manasurge rune inscribed will grant some passive regen while resting. Your maximum increases with level (+4 per level), gear, and [[Willpower]] (+5 per point). Mana is doubly affected by [[fatigue]], making fatigue a primary concern for mana-using characters. &lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
Used by [[Necromancer]]s and [[Wyrmic]]s if they are using the Undead Drake category.  Each soul can become an undead minion.  The pool is only replenished by various talents, usually by killing enemies.&lt;br /&gt;
&lt;br /&gt;
==Negative energy==&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.  It slowly regenerates over time.&lt;br /&gt;
&lt;br /&gt;
It can be replenished by an Anorithil using:&lt;br /&gt;
* {{t|Twilight}} talent&lt;br /&gt;
* {{t|Twilight Surge}} talent&lt;br /&gt;
&lt;br /&gt;
Maximum negative energy is increased by 3 whenever a character gains a level. Negative energy is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Positive energy==&lt;br /&gt;
Positive energy is a resource used by both of the [[Celestial (Metaclass)|Celestial]] classes (the [[Sun Paladin]]s and [[Anorithil]]). Many early talents will actually replenish it rather than drain it, shown as negative numbers in costs.  It slowly regenerates over time.&lt;br /&gt;
&lt;br /&gt;
Maximum positive energy is increased by 3 whenever a character gains a level. Positive energy is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the {{c|Chronomancy}} talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600). [[Fatigue]] has a unique effect on paradox, increasing the failure rate but not the cost of feedback-using talents.&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, a modified paradox is calculated by the following formula: (Paradox - [[Willpower]] * 2). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form.&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3).&lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4).&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Players can increase psi pool by raising willpower (+1 per point invested in willpower except for the [[Solipsist]] class). Psi is doubly affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered. Stamina capacity is increased by raising willpower (+2.5 max stamina per point) and when gaining a level (+3 max stamina per level). Stamina is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Vim==&lt;br /&gt;
Vim is the resource used by the [[Defiler]] metaclass.  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  &lt;br /&gt;
If you don't have enough Vim to cast a talent, you pay twice as much life instead.&lt;br /&gt;
The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 2 [[Willpower]] plus a modifier based on the victim's rank.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, such as {{t|Drain}} and {{t|Leech}}.&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam is the resource used by the [[Tinker]] metaclass. It was introduced as part of the [[Embers of Rage]] DLC. [[Fatigue]] plays no role in determining steam costs.&lt;br /&gt;
&lt;br /&gt;
Steam is generated by steam generator injectors, which generate a constant amount of steam per turn. Steam is consumed by steam-powered weapons when used in melee or ranged fire, by steam-using talents, and by steam-using sustains. Unlike some other resources, steam-using sustains drain a fixed amount of steam ''per turn''. &lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talent&amp;diff=16938</id>
		<title>Talent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talent&amp;diff=16938"/>
				<updated>2020-11-20T16:31:55Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.4.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Talents''' are all of the skills and spells your character can learn.  Most are available based on your [[class]] or [[race]], although some can be learned from [[escorts|escort quests]] or other [[quests]].  &lt;br /&gt;
&lt;br /&gt;
Learnable talents are divided into two broad groups: '''Class talents''' and '''Generic talents'''.  Class talents are specialized skills that only specific [[classes]] may learn; Generic talents represent more general knowledge and are usually available to several classes.  Some (but not all) Generic talents may be purchased in [[stores]], or acquired as quest rewards. [[Race|Racial]] talents are also Generic. &lt;br /&gt;
&lt;br /&gt;
Certain equipment may bestow a talent on you, including talents not available any other way (for example, [[Block]]). These talents exist only while you have the item equipped.&lt;br /&gt;
&lt;br /&gt;
==Using Talent Points==&lt;br /&gt;
&lt;br /&gt;
For every [[character level]] gained, a character receives:&lt;br /&gt;
* 3 [[stats|stat]] points (2.5 in [[difficulty|insane and madness game modes]]) that can be used to increase [[Strength]], [[Dexterity]], [[Constitution]], [[Magic]], [[Willpower]], and [[Cunning]]. &lt;br /&gt;
&lt;br /&gt;
* 1 '''Class talent point''' and '''1 Generic talent point''' that can be used to increase Class or Generic talents, respectively. At intervals of five levels (levels: 5, 10, 15 ...) you will receive instead 2 Class talent points and zero generic talent points.&lt;br /&gt;
&lt;br /&gt;
Talent points are used to gain new abilities and skills, or to increase to power of those skills. Most talents have requirements of [[character level]] or [[stats]] which much be met in order to train that skill further. For example, the common talent [[Armour Training]] requires Strength 16 for level 1, Strength 26 for level 2, and on up to Strength 44 for level 5. &lt;br /&gt;
&lt;br /&gt;
Each talent point can be used to increase the '''Talent level''' of one particular talent. Only Generic points can be used for Generic talents, and only Class points for Class talents. Increasing the level of a talent will increase the effects of that talent, or unlock new abilities for that talent. All talents start at zero talent level and have a maximum level of five. There are a few special exceptions to this rule. &lt;br /&gt;
&lt;br /&gt;
===Mastery===&lt;br /&gt;
&lt;br /&gt;
Talent categories have a '''mastery''' value applied to them, which increases or decreases the effective talent level for all talents in that category. Your class and race will determine additional the mastery multipliers which can increase or decrease the final effective talent level - and therefore effectiveness - of your talents.&lt;br /&gt;
&lt;br /&gt;
For example, a [[Brawler]] has access to the {{c|Combat Training}} tree with a x1.10 multiplier. One point invested in any skill in this tree will make an effective talent level of 1.1. With five points invested, the effective talent level is 5.5. Meanwhile a [[Berserker]] has a x1.30 multiplier for the {{c|Combat Training}} tree. With five points invested, the effective talent level for the Berserker in any of those skills would be 6.5.&lt;br /&gt;
&lt;br /&gt;
==Using Category Points==&lt;br /&gt;
&lt;br /&gt;
Characters also receive 1 '''Talent category point''' at character levels 10, 20, and 36. These can be used to learn a new talent category (grey in the talent list), to increase the mastery of a known category by x0.2 (only once per category), or to add an additional [[inscriptions|infusion/rune slot]] (up to a maximum of 2 additional slots). The [[Cornac]] subrace of humans will start the game with one additional category point for the player's free use.&lt;br /&gt;
&lt;br /&gt;
==Prodigies==&lt;br /&gt;
&lt;br /&gt;
At characters levels 25 and 42, a character may learn [[Prodigies]]. These are separate from talents and do not cost any type of talent points.&lt;br /&gt;
&lt;br /&gt;
==Maximum Points==&lt;br /&gt;
&lt;br /&gt;
The typical maximums that can be reached by a character on easy/normal/nightmare difficulties are as follows:&lt;br /&gt;
&lt;br /&gt;
;Base Stat Points&amp;amp;#58; 232&lt;br /&gt;
*60 base points from 10 points in each of six stats at start&lt;br /&gt;
*9 points from [[class]] modifiers at start&lt;br /&gt;
*3 points from level 1 available to distribute at start&lt;br /&gt;
*147 points for leveling up to level 50&lt;br /&gt;
*10 bonus points upon reaching level 50&lt;br /&gt;
*3 points from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 9 points on average from consuming the [[Wyrm Bile]]''&lt;br /&gt;
&lt;br /&gt;
;Class Talent Points&amp;amp;#58; 70&lt;br /&gt;
*4-5 points from new character at start (depending on class)&lt;br /&gt;
*59 points for leveling up to level 50&lt;br /&gt;
*3 bonus points upon reaching level 50&lt;br /&gt;
*2 points from the [[Alchemist Quest]]&lt;br /&gt;
*1 point from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 1 irreversible point in {{t|Lichform}} for completing the [[From Death, Life]] quest''&lt;br /&gt;
&lt;br /&gt;
;Generic Talent Points&amp;amp;#58; 50&lt;br /&gt;
*2-6 points from new character at start (depending on class and race)&lt;br /&gt;
*39 points for leveling up to level 50&lt;br /&gt;
*3 bonus points upon reaching level 50&lt;br /&gt;
*2 points from [[The agent of the arena]] quest in [[Derth]]&lt;br /&gt;
:''You may select a party member to receive this reward''&lt;br /&gt;
*2 points from the [[Alchemist Quest]]&lt;br /&gt;
*1 point from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 1 irreversible point in {{t|Resolve}} for going [[Antimagic]]''&lt;br /&gt;
&lt;br /&gt;
;Category Points&amp;amp;#58; 4&lt;br /&gt;
*1 at level 10&lt;br /&gt;
*1 at level 20&lt;br /&gt;
*1 at level 36&lt;br /&gt;
*1 for consuming the [[Wyrm Bile]]&lt;br /&gt;
*''Not included in total above: 1 from start if [[Cornac]]''&lt;br /&gt;
&lt;br /&gt;
;Prodigy Points&amp;amp;#58; 2&lt;br /&gt;
*1 at level 30&lt;br /&gt;
*1 at level 42&lt;br /&gt;
&lt;br /&gt;
''Note: There is a small possibility that earning 2 class talent points from the [[Alchemist Quest]] will prevent the quest from ever rewarding you with 2 generic points, and vice versa.''&lt;br /&gt;
&lt;br /&gt;
== Additional Talents and Talent Categories ==&lt;br /&gt;
&lt;br /&gt;
Many talents or talent categories can be acquired by characters even if they do not initially have access to them. Escort quests rewards are listed on the [[Escort]] page. [[Prodigies]] can be learned by any character that can meet their requirements. There are also special traps that are shown on the {{t|Trap Mastery}} page. All other means of learning talents or talent categories are detailed below:&lt;br /&gt;
&lt;br /&gt;
=== {{c|Antimagic}} ===&lt;br /&gt;
::Complete the [[Antimagic]] trial in Zigur.&lt;br /&gt;
::If category was hidden or locked, unlock it at mastery level 1.0 and gain 1 free point in [[Resolve_(talent)|Resolve]]&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.1&lt;br /&gt;
&lt;br /&gt;
=== {{c|Combat Training}} ===&lt;br /&gt;
::Purchase for 50 gold at any [[Last Hope]] weapon store&lt;br /&gt;
::Unlocks category at mastery level 1.0&lt;br /&gt;
&lt;br /&gt;
=== {{c|Harmony}} ===&lt;br /&gt;
::Eat the [[Heart of the Sandworm Queen]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
&lt;br /&gt;
=== {{c|Hexes}} ===&lt;br /&gt;
::Complete [[the fall of Zigur]] quest&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
::''You may select a party member to receive this reward''&lt;br /&gt;
&lt;br /&gt;
=== {{c|Mindstar Mastery}} ===&lt;br /&gt;
::Purchase at mindstar store in [[Zigur]]&lt;br /&gt;
::Pay 100 gold to reveal category as locked at mastery level 1.0 (never do this)&lt;br /&gt;
::Pay 500 gold to unlock category at mastery level 1.0 if it was previously hidden.&lt;br /&gt;
::Pay 750 gold to increase mastery level by 0.2 if it was previously below 1.2&lt;br /&gt;
&lt;br /&gt;
=== {{t|Shoot}} ===&lt;br /&gt;
::Purchase for 8 gold at any [[Last Hope]] weapon store&lt;br /&gt;
&lt;br /&gt;
=== {{c|Staff Combat}} ===&lt;br /&gt;
::Purchase at the staff store in [[Angolwen]]&lt;br /&gt;
::Pay 100 gold to reveal category as locked at mastery level 1.0 (never do this)&lt;br /&gt;
::Pay 500 gold to unlock category at mastery level 1.0 if it was previously hidden.&lt;br /&gt;
::Pay 750 gold to increase mastery level by 0.2 if it was previously below 1.2&lt;br /&gt;
&lt;br /&gt;
=== {{c|Vile Life}} ===&lt;br /&gt;
::Eat the [[Corrupted heart of the Sandworm Queen]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
&lt;br /&gt;
==Talent Types==&lt;br /&gt;
&lt;br /&gt;
Talents are organized into '''trees''' (or [[:Category:Category|category]]) and '''[[:Category:Category_Type|category types]]'''. A 'tree' is a set of four talents which have a similar mastery level (how effective the player is with those talents) and which have a similar focus. A 'category type' is a collection of talent trees with similar themes, usually for use by a particular [[class]] or group of classes. &lt;br /&gt;
&lt;br /&gt;
For example, the '[[Chronomancy (category type)|Chronomancy]]' category type contains the trees: Age-manipulation, Chronomancy, Energy, Gravity, Matter, Paradox, Spacetime-folding, Spacetime-weaving, Speed-control, Temporal-combat, Timeline-threading and Timetravel.&lt;br /&gt;
&lt;br /&gt;
===All Category Types===&lt;br /&gt;
&lt;br /&gt;
*{{ct|Celestial}}&lt;br /&gt;
*{{ct|Chronomancy}}&lt;br /&gt;
*{{ct|Corruption}}&lt;br /&gt;
*{{ct|Cunning}}&lt;br /&gt;
*{{ct|Cursed}}&lt;br /&gt;
*{{ct|Psionic}}&lt;br /&gt;
*{{ct|Race}}&lt;br /&gt;
*{{ct|Spell}}&lt;br /&gt;
*{{ct|Technique}}&lt;br /&gt;
*{{ct|Steam}}&lt;br /&gt;
*{{ct|Undead}}&lt;br /&gt;
*{{ct|Wild-gift}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Categories not directly accessible by players:&lt;br /&gt;
&lt;br /&gt;
*[[NPC Only (category type)|NPC Only]]&lt;br /&gt;
*[[Objects (category type)|Objects]]&lt;br /&gt;
&lt;br /&gt;
==Talent Use Mode Details==&lt;br /&gt;
There are three basic ways of using talents, often called &amp;quot;use mode&amp;quot;: ''Passive'', ''Active'' and ''Sustained''.&lt;br /&gt;
&lt;br /&gt;
* '''Passive''' talents are always in effect once you know them; you don't have to do anything to make them work, and they cannot be deactivated by enemies.  An example of a passive talent is {{t|Combat Accuracy}}.&lt;br /&gt;
&lt;br /&gt;
* '''Active''' talents have to be triggered, either by pressing a hotkey or clicking an icon on the talent/hotkey bar at the bottom of the screen.  There is often (but not always) a [[resource]]s cost to activate the talent, and a cooldown period before the talent can be used again.&lt;br /&gt;
&lt;br /&gt;
:Most active talents cost 1 turn to activate, but some are instantaneous (notably, [[inscriptions|wild infusions and shielding runes]] and most of the basic racial talents).  Some active talents affect only the character using them (e.g. healing, teleport, shielding, ...), while others are targeted at a single opponent ({{t|Dirty Fighting}}, {{t|Assault}}), or a selectable area of the map ({{t|Fire Breath}}), or the tiles around the character ({{t|Death Dance}}), etc.  Some of them produce effects that linger for a while (on the map, or on characters); others are resolved immediately.  Each talent is different.&lt;br /&gt;
&lt;br /&gt;
* '''Sustained''' talents are triggered like active talents, but they remain in effect until deactivated.  Most of them produce an effect that benefits the character using them; for example, {{t|Icy Skin}} gives [[armour]] and cold retaliation damage.  Most sustained talents have a resource cost associated with them, which decreases the total available pool of that resource for as long as the talent is in effect.  For example, {{t|Blur Sight}} is a sustained talent with a [[Mana]] cost of 30.  If your character has a pool of 200 Mana, activating Blur Sight will decrease your Mana pool to 170.  [[Stamina]]-using sustained talents work similarly.&lt;br /&gt;
&lt;br /&gt;
:Sustained talents that use [[Equilibrium]] or [[Paradox]] work a little bit differently, since those resources operate in reverse.  Icy Skin has a sustained Equilibrium cost of 30.  Normally, your Equilibrium level will drop toward 0 when [[Meditation|Meditating]] or walking on the world map.  When Icy Skin is in effect, your Equilibrium level will not drop below 30.  Likewise, {{t|Weapon Folding}} has a sustained Paradox cost of 12.  When it's in effect, your Paradox level cannot drop below 12. Sustained talents, and effects obtained from active talents, can sometimes be deactivated by enemies.  Be careful out there!&lt;br /&gt;
 &lt;br /&gt;
For more details on how talents work see [[Talent mechanics]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Talents]][[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Callback&amp;diff=16845</id>
		<title>Callback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Callback&amp;diff=16845"/>
				<updated>2020-11-01T00:19:42Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
&amp;lt;big&amp;gt;Callbacks allow you to execute a batch of code at certain points of the game. Such as when you're healed, when you're taking damage, or when you've moved.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Callbacks can be used in Talents, Timed Effects, or Items. &lt;br /&gt;
Callbacks only happen if;&lt;br /&gt;
&lt;br /&gt;
An Actor has the Talent learnt, if its an Active or Passive.&lt;br /&gt;
&lt;br /&gt;
An Actor has the Talent sustained, if its a Sustain.&lt;br /&gt;
&lt;br /&gt;
An Actor has the Timed Effect on them.&lt;br /&gt;
&lt;br /&gt;
An Actor has the item equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a Callback, simply insert one into your talent, timed effect, or item like you would any function.&lt;br /&gt;
&lt;br /&gt;
If the Callback has additional arguments, add them onto the end, after your first two arguments.&lt;br /&gt;
&lt;br /&gt;
Talent callbacks use (self, t)&lt;br /&gt;
&lt;br /&gt;
Timed Effect callbacks use (self, eff)&lt;br /&gt;
&lt;br /&gt;
Item callbacks use (self, who)&lt;br /&gt;
&lt;br /&gt;
In the case of Item callbacks, 'self' refers to the item itself, while 'who' refers to the actor wearing said item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provided below is a simple example of a Talent callback.&lt;br /&gt;
&lt;br /&gt;
           e.g.     callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               self:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
 &lt;br /&gt;
The result of this particular callback is that you would heal yourself for half the damage dealt every time you land a melee attack that crits. &lt;br /&gt;
You could use the same callback in an effect by replacing 't' (which represents the talent making the call) with 'eff' (which represents the effect making the call).&lt;br /&gt;
 &lt;br /&gt;
However, converting this into an Item callback is slightly more tricky. First you must change 't' to 'who' (which is the actor wearing the item). You would than need to change all references to 'self' in the code to 'who' to achive the same effect, as 'self' now refers to the item this callback is attached to.&lt;br /&gt;
&lt;br /&gt;
                      callbackOnMeleeAttack = function(self, who, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               who:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
&lt;br /&gt;
List of callbacks in 1.2.5:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called once per global turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnActBase()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor begins their turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnAct()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor moves.&lt;br /&gt;
&lt;br /&gt;
callbackOnMove(moved, force, ox, oy, x, y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;moved(was a move completed? this can be tricky; we may technically 'move' and still be in the same spot)&lt;br /&gt;
&lt;br /&gt;
force(did somebody force us to move?)&lt;br /&gt;
&lt;br /&gt;
ox, oy(our starting location)&lt;br /&gt;
&lt;br /&gt;
x, y(where we moved to, or tried to move to (i.e. if we bump into a wall this will be the x and y of the wall)&lt;br /&gt;
&lt;br /&gt;
*Note* If you want the callback to check if the actor actually moved from one tile to another, make sure you include an if statement that compares the starting location (ox and oy) to the actor's location (self.x and self.y).&lt;br /&gt;
Something like:  ...if not (self.x == ox and self.y == oy) then...&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor is healed.&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal(value, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;value(amount healed)&lt;br /&gt;
&lt;br /&gt;
src(source of the healing)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes damage. This happens at the end of onTakeHit, and right before the damage is actually dealt.&lt;br /&gt;
&lt;br /&gt;
callbackOnHit(cb, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This passes along the damage dealt under cb.value. Make any changes you want to cb.value, than return cb, if you wish to change the damage dealt.&lt;br /&gt;
&lt;br /&gt;
src(source of the damage)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor deals damage.&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage(val, target, dead, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;val(damage dealt)&lt;br /&gt;
&lt;br /&gt;
target(who you're hitting)&lt;br /&gt;
&lt;br /&gt;
dead(did the attack kill your target?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who killed us?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a Summon of an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath(summon, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;summon(our summon)&lt;br /&gt;
&lt;br /&gt;
src(who killed our summon?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor kills something.&lt;br /&gt;
&lt;br /&gt;
callbackOnKill(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who we killed)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor has a stat changed.&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange(stat, v)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;stat(the stat that was changed)&lt;br /&gt;
&lt;br /&gt;
v(the value of the change)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor wears something.&lt;br /&gt;
&lt;br /&gt;
callbackOnWear(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object worn)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes something off.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object removed)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a magical or natural talent fails to activate.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that failed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called after a talent is used.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost(ab, ret, silent)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was used)&lt;br /&gt;
&lt;br /&gt;
ret(whatever the talent returned)&lt;br /&gt;
&lt;br /&gt;
Special note: Unless we are a sustain, we will fail if our talent returns anything but true.&lt;br /&gt;
&lt;br /&gt;
silent()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a sustain deactivates due to talent usage.&lt;br /&gt;
&lt;br /&gt;
callbackBreakOnTalent(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was deactivated)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a temporary effect tries to be applied.&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect(eff_id, e, p)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;eff_id(the effect id)&lt;br /&gt;
&lt;br /&gt;
e(the base effect info, as shown in its timed_effect file)&lt;br /&gt;
&lt;br /&gt;
p(the effect being applied, such as duration)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack hits us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit(dam, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(dam, damage dealt. src, who hit us?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack misses us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss(src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who failed to hit us?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack(target, hitted, crit, weapon, ammo, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
ammo(our ammo)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy hits us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit(target, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam( damage dealt by the attack)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy misses us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss(target, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a melee attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack(target, hitted, crit, weapon, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we crit.&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit(type, dam, chance, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: type refers to either &amp;quot;physical&amp;quot; &amp;quot;spell&amp;quot; or &amp;quot;mind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special note 2: Only &amp;quot;physical&amp;quot; also returns a target along with it. Spell and mind do not.&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&lt;br /&gt;
&lt;br /&gt;
chance(the chance of the crit happening)&lt;br /&gt;
&lt;br /&gt;
target(who did we hit?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we try to rest.&lt;br /&gt;
&lt;br /&gt;
callbackOnRest(status)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: status can either return &amp;quot;start&amp;quot; &amp;quot;stop&amp;quot; or &amp;quot;check&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;start&amp;quot; and &amp;quot;stop&amp;quot; simply allow you to do whatever you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;check&amp;quot; will ask you to return either true or false. True will stop resting from ending.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we run. (shift + direction)&lt;br /&gt;
&lt;br /&gt;
callbackOnRun()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: We will be unable to run if True is returned.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''damage_types.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called before we take damage. We can completely stop damage from ever happening from here.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage(src, x, y, type, dam, tmp, no_martyr)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This callback expects you to return a table. For our example's case, our table will be called 'data'.&lt;br /&gt;
&lt;br /&gt;
You may return either data.dam or data.stopped. data.dam will behave just like you were passing the damage on, while data.stopped will stop the damage completely.&lt;br /&gt;
&lt;br /&gt;
If stopped is a numerical value, the damage dealt will be set to this value before stopping.&lt;br /&gt;
&lt;br /&gt;
stopped has a higher priority than dam, and dam will not directly impact stopped.&lt;br /&gt;
&lt;br /&gt;
src(who is hitting us)&lt;br /&gt;
&lt;br /&gt;
x, y(where is the damage happening?)&lt;br /&gt;
&lt;br /&gt;
type(what damage type is hitting us?)&lt;br /&gt;
&lt;br /&gt;
dam(how much are we being hit for?)&lt;br /&gt;
&lt;br /&gt;
tmp()&lt;br /&gt;
&lt;br /&gt;
no_martyr(set to true if your effect has the slightest chance of looping forever, usually due to dealing damage back)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamageBeforeResists = function(src, x, y, type, dam, state)&lt;br /&gt;
&lt;br /&gt;
Similar to the above, but happens before resists, flat reductions, etc.&lt;br /&gt;
&lt;br /&gt;
===Summons===&lt;br /&gt;
callbackOnSummonHit&lt;br /&gt;
callbackOnSummonDeath&lt;br /&gt;
callbackOnSummonKill&lt;br /&gt;
&lt;br /&gt;
callbackOnTeleport&lt;br /&gt;
callbackOnDealDamage&lt;br /&gt;
callbackOnHit&lt;br /&gt;
callbackOnAct&lt;br /&gt;
callbackOnActBase&lt;br /&gt;
callbackOnActEnd&lt;br /&gt;
callbackOnMove&lt;br /&gt;
callbackOnRest&lt;br /&gt;
callbackOnWait&lt;br /&gt;
callbackOnCombat&lt;br /&gt;
callbackOnRun&lt;br /&gt;
callbackOnLevelup&lt;br /&gt;
callbackOnDeath&lt;br /&gt;
callbackOnDeathbox&lt;br /&gt;
callbackOnResurrect &lt;br /&gt;
callbackOnDispelled&lt;br /&gt;
callbackOnDispel &lt;br /&gt;
callbackOnDie&lt;br /&gt;
callbackOnKill&lt;br /&gt;
callbackOnCombatAttack&lt;br /&gt;
callbackOnMeleeAttackBonuses&lt;br /&gt;
callbackOnMeleeAttack&lt;br /&gt;
callbackOnMeleeHit&lt;br /&gt;
callbackOnMeleeMiss&lt;br /&gt;
callbackOnArcheryAttack&lt;br /&gt;
callbackOnArcheryHit&lt;br /&gt;
callbackOnArcheryMiss&lt;br /&gt;
callbackOnCrit&lt;br /&gt;
callbackOnStatChange&lt;br /&gt;
callbackOnTakeDamage&lt;br /&gt;
callbackOnTakeDamageBeforeResists&lt;br /&gt;
callbackOnHeal&lt;br /&gt;
callbackOnQuickSwitchWeapons&lt;br /&gt;
callbackOnWearTinker&lt;br /&gt;
callbackOnTakeoffTinker&lt;br /&gt;
callbackOnWear&lt;br /&gt;
callbackOnTakeoff&lt;br /&gt;
callbackOnTalentChange&lt;br /&gt;
callbackOnTalentPost&lt;br /&gt;
callbackOnTemporaryEffect&lt;br /&gt;
callbackOnTemporaryEffectRemove&lt;br /&gt;
callbackOnTemporaryEffectAdd&lt;br /&gt;
callbackOnTalentDisturbed&lt;br /&gt;
callbackOnBlock&lt;br /&gt;
callbackOnChangeLevel&lt;br /&gt;
callbackOnEffectSave&lt;br /&gt;
callbackOnPartyAdd&lt;br /&gt;
callbackOnPartyRemove&lt;br /&gt;
callbackOnTargeted&lt;br /&gt;
callbackOnCloned&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unlockables_(Reduced_Spoilers)&amp;diff=16840</id>
		<title>Unlockables (Reduced Spoilers)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unlockables_(Reduced_Spoilers)&amp;diff=16840"/>
				<updated>2020-10-29T18:30:48Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
==  What this page is==&lt;br /&gt;
&lt;br /&gt;
This attempts to list the unlockables but with more vague and less specific details. This is for those who desire less spoilers and would like to try and figure out some bits themselves. It isn't entirely spoiler-free as the names of the races/classes are listed but the specific details have been muddied up a bit.&lt;br /&gt;
&lt;br /&gt;
== [[Races]] ==&lt;br /&gt;
&lt;br /&gt;
* '''Undead ([[Skeleton]]s and [[Ghoul]]s)'''&lt;br /&gt;
** Defeat a certain vampire.&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeek]]'''&lt;br /&gt;
** Rescue a certain Yeek.&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomelf]]''' ([[Ashes of Urh'Rok]] DLC)&lt;br /&gt;
**  Kill three specific randomly-occurring unique demons with the same character.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ogre]]'''&lt;br /&gt;
** Find and defeat a certain undead, and clear the map he unlocks. 30% chance to find him, 100% as Shalore.&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeti]] ([[Embers of Rage]] DLC)'''&lt;br /&gt;
** Mind Control eight Yetis.&lt;br /&gt;
&lt;br /&gt;
* '''[[Whitehoof]] ([[Embers of Rage]] DLC)'''&lt;br /&gt;
** Defeat a mad Whitehoof.&lt;br /&gt;
&lt;br /&gt;
* '''[[Drem]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Enter a special egress dungeon and defeat its boss.&lt;br /&gt;
&lt;br /&gt;
* '''[[Krog]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** As a powerful anti-mage, accept and complete a rescue mission. (Ogre must have been unlocked.)&lt;br /&gt;
&lt;br /&gt;
== [[Classes]] ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Adventurer]] ''(bonus class)'''''&lt;br /&gt;
** Clear the game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Annihilator]] ''(Tinker meta class)'''''&lt;br /&gt;
** Destroy some steamtech bosses.&lt;br /&gt;
&lt;br /&gt;
* '''[[Anorithil]] ''(Celestial meta class)'''''&lt;br /&gt;
** Save an Anorithil in danger.&lt;br /&gt;
&lt;br /&gt;
* '''[[Archmage]] ''(Mage meta class)'''''&lt;br /&gt;
** Help a troubled mage.&lt;br /&gt;
&lt;br /&gt;
* '''[[Brawler]] ''(Warrior meta class)'''''&lt;br /&gt;
** Bet and win on a wrestling match.&lt;br /&gt;
&lt;br /&gt;
* '''[[Corruptor]] ''(Corruptor meta class)'''''&lt;br /&gt;
** Bargain with a Corruptor.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cultist of Entropy]] ''(Demented meta class)'''''&lt;br /&gt;
** Find and read a special book.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cursed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Help a lumberjack.&lt;br /&gt;
&lt;br /&gt;
* '''[[Demonologist]] ''(Defiler meta class)'''''  (Ashes of Urh'Rok DLC)&lt;br /&gt;
** Play a Doombringer or Doomelf to a certain level.&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Find a resting place for shadows and face your own shade.&lt;br /&gt;
&lt;br /&gt;
* '''[[Marauder]] ''(Rogue meta class)'''''&lt;br /&gt;
** Land a mighty blow as a Rogue or Shadowblade.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Mindslayer]] ''(Psionic meta class)'''''&lt;br /&gt;
** Rescue a certain Yeek, as a Yeek.&lt;br /&gt;
&lt;br /&gt;
* '''[[Necromancer]] ''(Mage meta class)'''''&lt;br /&gt;
** Collect necromantic lore, and '''then''' confront another necromancer.&lt;br /&gt;
&lt;br /&gt;
* '''[[Oozemancer]] ''(Wilder meta class)'''''&lt;br /&gt;
** Survive an ooze-filled dungeon and slay the boss. 30% chance to find it, 100% for Thalore.&lt;br /&gt;
&lt;br /&gt;
* '''[[Paradox Mage]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Play as Temporal Warden. In a place of disturbed time, surrender to a paradox.&lt;br /&gt;
&lt;br /&gt;
* '''[[Possessor]] ''(Psionic meta class)'''''&lt;br /&gt;
** Be a [http://te4.org/donate donator] (and be online when starting the game).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psyshot]] ''(Tinker meta class)'''''&lt;br /&gt;
** To unlock in Embers of Rage, explore a certain ruin.&lt;br /&gt;
** To use in the classic Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat a certain leader with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Reaver]] ''(Defiler meta class)'''''&lt;br /&gt;
** Kill so, so many enemies. &lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Sawbutcher]] ''(Tinker meta class)'''''&lt;br /&gt;
** Automatically unlocked in Embers of Rage.&lt;br /&gt;
** To use in the regular classical Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat a certain leader with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Skirmisher]] ''(Rogue meta class)'''''&lt;br /&gt;
** Do something specific related to both things this class is known for: shields and ranged.&lt;br /&gt;
&lt;br /&gt;
* '''[[Solipsist]] ''(Psionic meta class)'''''&lt;br /&gt;
** Give in to noxious fumes and overcome your dreams, twice. 30% chance to find, 100% for Yeek.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone Warden]] ''(Wilder meta class)'''''&lt;br /&gt;
**  As a Dwarf, become a master of both nature and the arcane. This class must be played as a [[Dwarf]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Summoner]] ''(Wilder meta class)'''''&lt;br /&gt;
** Witness a summoning, no place in particular.&lt;br /&gt;
&lt;br /&gt;
* '''[[Sun Paladin]] ''(Celestial meta class)'''''&lt;br /&gt;
** Face your fear of spiders.&lt;br /&gt;
&lt;br /&gt;
* '''[[Temporal Warden]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Assist the Temporal Wardens on a rift of ruined spacetime.&lt;br /&gt;
&lt;br /&gt;
* '''[[Wyrmic]] ''(Wilder meta class)'''''&lt;br /&gt;
** Explore a sandy dungeon.  Cannot be unlocked as [[Undead]].&lt;br /&gt;
&lt;br /&gt;
*'''{{t|Technomancer(class evolution)|Technomancer}} ''(Archmage class evolution)'''''&lt;br /&gt;
** Add technology alongside your magic.&lt;br /&gt;
&lt;br /&gt;
*'''{{t|Fallen(class evolution)|Fallen}} ''(Sun Paladin class evolution)'''''&lt;br /&gt;
** Confront evil or strike down a powerful but desperate paladin&lt;br /&gt;
&lt;br /&gt;
== [[Talent]] Trees ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Wildfire_(category)|Wildfire]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Do so, so much fire damage.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ice_(category)|Ice]] ''(for [[Archmage]] and [[Necromancer]] classes)'''''&lt;br /&gt;
** Do so, so much cold damage.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone_(category)|Stone]] ''(for [[Archmage]] and [[Arcane Blade]] classes)'''''&lt;br /&gt;
** Defeat a certain Earth elemental, no place in particular.&lt;br /&gt;
&lt;br /&gt;
* '''[[Storm_(category)|Storm]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Defeat a certain Storm Mage.&lt;br /&gt;
&lt;br /&gt;
* '''[[Poisons_(category)|Poisons]] ''(for [[Rogue]], [[Marauder]], [[Skirmisher]] and [[Archer]] classes)'''''&lt;br /&gt;
** Consort with some ne'er-do-wells.&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Undead drake}} ''(for [[Wyrmic]] classes, [[Embers of Rage]] DLC)''''' &lt;br /&gt;
** Defeat a certain undead in his lair.&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Scourge drake}} ''(for [[Wyrmic]] classes, [[Forbidden Cults]] DLC)''''' &lt;br /&gt;
** Defeat a certain dragon in his lair. 100% dungeon spawn chance if you are a [[Drem]], 30% for every other race.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|Infinite Dungeon: The Neverending Descent]]'''&lt;br /&gt;
** Find the entrance.&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|The Arena: Challenge of the Master]]'''&lt;br /&gt;
** Compete in an event.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* '''Transmogrification Chest'''&lt;br /&gt;
** Sometimes to be carried by a troll.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* '''Zigur Betrayal'''&lt;br /&gt;
** Read something in Zigur.&lt;br /&gt;
&lt;br /&gt;
* '''Redhead cosmetic option'''&lt;br /&gt;
** Rescue a redhead. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Female Dwarf Beards cosmetic option'''&lt;br /&gt;
** Defeat a certain boss as a Female Dwarf. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Insane Difficulty'''&lt;br /&gt;
** Win the game in ''Nightmare'' difficulty to unlock the even harder ''Insane'' difficulty. You have to win the main [[campaign]], or Embers of Rage; winning the arena mode in Nightmare difficulty will not unlock Insane. However, once you have Insane difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Madness Difficulty'''&lt;br /&gt;
** Win the game in ''Insane'' difficulty to unlock the uber-hard ''Madness'' difficulty. You have to win the main [[campaign]], or Embers of Rage; winning the arena mode in Insane difficulty will not unlock Madness. However, once you have Insane difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Bikini/Mankini cosmetic option'''&lt;br /&gt;
** Court a young damsel. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Demon Horns cosmetic option'''&lt;br /&gt;
** Make use of a certain Demonologist ability. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Red Skin cosmetic option'''&lt;br /&gt;
** Do what you do best as a Demonologist. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Drolem cosmetic option'''&lt;br /&gt;
** Defeat a certain Drolem as an Alchemist. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unlockables&amp;diff=16839</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unlockables&amp;diff=16839"/>
				<updated>2020-10-29T18:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
== Fewer spoilers ==&lt;br /&gt;
&lt;br /&gt;
For a listing of the unlocks with specific information listed check: [[Unlockables (Reduced Spoilers)]]&lt;br /&gt;
&lt;br /&gt;
==  What is unlockable and how to unlock them ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of things that are unlockable in ToME 4 and how to unlock them.&lt;br /&gt;
&lt;br /&gt;
Those who wish to unlock all classes and races (including several 'unreleased' ones) immediately may do so by downloading zizzo's Ignore Race/Class Locks addon and adding it to their /Game/Addons folder: http://te4.org/games/addons/tome/ignore-raceclass-locks &lt;br /&gt;
&lt;br /&gt;
== [[Races]] ==&lt;br /&gt;
&lt;br /&gt;
* '''Undead ([[Skeleton]]s and [[Ghoul]]s)'''&lt;br /&gt;
** Kill ''[[The Master]]'' in [[Dreadfell]] to unlock one undead subrace, selected at random.  (Kill him again with a diffrerent character to unlock the other.)&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeek]]'''&lt;br /&gt;
** Rescue ''[[Yeek Wayist]]'' from ''[[Subject Z]]'' in the [[Ruined Halfling Complex]] as any race other than [[Halfling]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomelf]]''' ([[Ashes of Urh'Rok]] DLC)&lt;br /&gt;
**  Kill [[Walrog]], [[Kryl-Feijan]], and [[Shasshhiy'Kaish]] with one character.&lt;br /&gt;
*** Walrog can randomly spawn in dungeons with water and can be forced to spawn by killing both the dragon and naga bosses in the Eastern [[Flooded Cave|water dungeon]].&lt;br /&gt;
*** Kryl-Feijan can be found by entering the [[Dark Crypt]](World map event, 24+) and letting Melinda be sacrificed.&lt;br /&gt;
*** Shasshhiy'Kaish is summoned through a random event. This event has cultists standing next to monoliths, and killing one will start the countdown to her arrival.  This event can be found in [[Daikara]], [[Mark of the Spellblaze]], [[Elven Ruins]], [[Reknor]], and the [[Infinite Dungeon]] and has on average a ~72% chance to be found on a run (ignoring ID).&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ogre]]'''&lt;br /&gt;
** Find [[Director Hompalan]] on the third floor of the [[Ruined Halfling Complex]]. [[Shalore]] have a 100% chance of finding him, other races have a 30% chance. He will drop lore titled &amp;quot;order for Director Hompalan&amp;quot;. This will reveal the Old Conclave Vault on the world map to the south east.&lt;br /&gt;
** Enter the [[Old Conclave Vault]]. This dungeon scales from levels 20 to 30. Find [[Healer Astelrid]] on the 4th floor, kill her, and collect the lore she drops to unlock Ogres.&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeti]]''' ([[Embers of Rage]] DLC)&lt;br /&gt;
** Use all 8 charges on the Yeti Mind Controller&lt;br /&gt;
&lt;br /&gt;
* '''[[Whitehoof]]''' ([[Embers of Rage]] DLC)&lt;br /&gt;
** Defeat [[Nektosh the One-Horned]]  in [[Krimbul Territory]]&lt;br /&gt;
&lt;br /&gt;
* '''[[Drem]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Find the expanse portal and use the code from [[Kroshkkur]] ([[Demented_(Metaclass)|Demented]] starter zone) to enter a farportal dungeon. Defeat the boss of the dungeon, [[The Amalgamation]], to unlock [[Drem]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Krog]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Quest in [[Last Hope]] with a level 20+ Antimagic Character. Ogre must be unlocked to receive the quest. All four captive Krogs must survive.&lt;br /&gt;
&lt;br /&gt;
== [[Classes]] ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Adventurer]] ''(bonus class)'''''&lt;br /&gt;
** Complete any story campaign - either &amp;quot;Maj'Eyal: the Age of Ascendancy&amp;quot; or &amp;quot;Embers of Rage&amp;quot;.  Note that completing Embers will unlock it in the main campaign, but will ''not'' unlock it in Embers itself unless you have already defeated the [[Internment Camp]] three times to unlock all main-campaign classes in Embers.&lt;br /&gt;
&lt;br /&gt;
* '''[[Anorithil]] ''(Celestial meta class)'''''&lt;br /&gt;
** Kill ''Krogar'' and save ''Fillarel'' in the [[Unremarkable Cave]] in the ''Far East''.&lt;br /&gt;
&lt;br /&gt;
* '''[[Archmage]] ''(Mage meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;[[An apprentice task]]&amp;quot;'' on the world map.&lt;br /&gt;
&lt;br /&gt;
* '''[[Brawler]] ''(Warrior meta class)'''''&lt;br /&gt;
** Win the arena fight in the [[Hidden Compound]] (bring 150 gold).&lt;br /&gt;
&lt;br /&gt;
* '''[[Corruptor]] ''(Defiler meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;The fall of Zigur&amp;quot;'' which starts in [[Mark of the Spellblaze]] as a magic user. (Requires at least 10 points in spell talents, which use any of: [[Paradox]], [[Mana]], [[Vim]], [[Positive]], or [[Negative]].)&lt;br /&gt;
&lt;br /&gt;
* '''[[Cursed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;The beast within&amp;quot;'' which starts on the world map north of Last Hope.&lt;br /&gt;
&lt;br /&gt;
* '''[[Demonologist]] ''(Defiler meta class)'''''  (Ashes of Urh'Rok DLC)&lt;br /&gt;
** Start in Searing Halls. You can do this as a Doomelf or as a non-undead Doombringer.&lt;br /&gt;
** Beginning at level 18 you have a chance to be re-abducted by the demons each time you use your Rod of Recall. Witnessing the zone boss revive something as a husk will complete the unlock.&lt;br /&gt;
*** The chance of this happening when you recall is 15% at level 18 and scales to 90% at level 27.&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Kill your own shade in the [[Shadow Crypt]] in the ''Far East''.&lt;br /&gt;
&lt;br /&gt;
* '''[[Gunslinger]] ''(Tinker meta class)'''''&lt;br /&gt;
** Automatically unlocked in Embers of Rage.&lt;br /&gt;
** To use in the classic Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat [[Outpost Leader John]] with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Marauder]] ''(Rogue meta class)'''''&lt;br /&gt;
** Do over 600 damage in one hit as a [[Rogue]] or [[Shadowblade]].  Counts only for individual components of damage, ''not'' total damage.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Mindslayer]] ''(Psionic meta class)'''''&lt;br /&gt;
** Rescue ''Yeek Wayist'' from ''Subject Z'' in the [[Ruined halfling complex]] as a [[Yeek]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Necromancer]] ''(Mage meta class)'''''&lt;br /&gt;
** Kill the necromancer Celia in the [[Last Hope Graveyard]] ''after'' reading all 4 necromancer lore.&lt;br /&gt;
&lt;br /&gt;
* '''[[Oozemancer]] ''(Wilder meta class)'''''&lt;br /&gt;
** Find the [[Sludgenest]] and defeat the [[Corrupted Oozemancer]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Paradox Mage]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Get killed by your future self in [[Daikara]], playing as a [[Temporal Warden]].&lt;br /&gt;
** Note: if you you just press '5' and wait for your future self to win the fight you will miss out on an [[Epoch's Curve|artifact bow]] that goes well with [[Temporal Warden]]. You can bring your future self down to half health, defeat the optional boss and then get defeated by your future self if you want said artifact bow.&lt;br /&gt;
&lt;br /&gt;
* '''[[Possessor]] ''(Psionic meta class)'''''&lt;br /&gt;
** Be a [http://te4.org/donate donator] (and be online when starting the game).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psyshot]] ''(Tinker meta class)'''''&lt;br /&gt;
** To unlock in Embers of Rage, explore the [[Ruins of a lost_city|old ruins]] in the Eruan desert after you have completed the You Shall Pass! quest.&lt;br /&gt;
** To use in the classic Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat [[Outpost Leader John]] with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Reaver]] ''(Defiler meta class)'''''&lt;br /&gt;
** Kill 1,000 humanoids (counts over multiple games). You can check the progress of this unlock under the ''Reaver'' achievement.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Sawbutcher]] ''(Tinker meta class)'''''&lt;br /&gt;
** Automatically unlocked in Embers of Rage.&lt;br /&gt;
** To use in the regular classical Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat [[Outpost Leader John]] with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Skirmisher]] ''(Rogue meta class)'''''&lt;br /&gt;
** Counterstrike an enemy from a distance of 5 (or more ?) squares away. Can be achieved by blocking a ranged attack then [[Shoot (talent)|shooting]] the attacker, blocking up close and quickly getting far enough away to then shoot, or many other methods. Note, despite being previously mentioned here using [[Rush (talent)|Rush]] will not work as you are no longer the required number of squares away when you strike.&lt;br /&gt;
&lt;br /&gt;
* '''[[Solipsist]] ''(Psionic meta class)'''''&lt;br /&gt;
** Complete both dreams in [[Dogroth Caldera]], either by timer or by using the altar.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone Warden]] ''(Wilder meta class)'''''&lt;br /&gt;
** As a [[Dwarf]], have 10 points in both [[Spell (category type)]] and [[Wild-gift (category type)]].  This class must be played as a [[Dwarf]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Summoner]] ''(Wilder meta class)'''''&lt;br /&gt;
** See a summoner use their summon ability (''Honey Tree'' in [[Trollmire]] / [[Old Forest]] is your earliest bet).&lt;br /&gt;
&lt;br /&gt;
* '''[[Sun Paladin]] ''(Celestial meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;[[Eight legs of wonder]]&amp;quot;'' which starts in the Gates of Morning in the Far East.&lt;br /&gt;
&lt;br /&gt;
* '''[[Temporal Warden]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;Back and Back and Back to the Future&amp;quot;'' which starts in [[Daikara]] 3 (specifically the [[Temporal Rift]]).&lt;br /&gt;
&lt;br /&gt;
* '''[[Wyrmic]] ''(Wilder meta class)'''''&lt;br /&gt;
** Slay the ''Sandworm Queen'' in the [[Sandworm Lair]] and eat her heart.&lt;br /&gt;
&lt;br /&gt;
* '''All non-Tinker classes in [[Embers of Rage]]'''&lt;br /&gt;
** Initially, you will only be able to create Tinkers in [[Embers of Rage]].  A third of the classes you have already unlocked in the main ToME campaign (as well as ones you unlock in the future) will be unlocked every time you complete the [[Internment Camp]] on a new character; completing it three times will unlock all of them.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cultist of Entropy]] ''(Demented meta class)'''''&lt;br /&gt;
** Find and read the Artifact Book: ''[[Forbidden Tome: &amp;quot;The Day It Came&amp;quot;]]''. (Random Drop.)&lt;br /&gt;
&lt;br /&gt;
*'''[[Annihilator]] ''(Tinker meta class)'''''&lt;br /&gt;
** Destroy a greater hethugoroth (steam elemental), mecharachnid, and the boss of the [[Steam Quarry]]&lt;br /&gt;
&lt;br /&gt;
*'''{{t|Technomancer(class evolution)|Technomancer}} ''(Archmage class evolution)'''''&lt;br /&gt;
** As an Archmage, have at least sixteen generic points put into talents in the physics and chemistry trees. Then craft tinkers until you get the unlock. &lt;br /&gt;
***This can be done in the main AoA campaign, but you'll have to luck into a tinker escort to do it. &lt;br /&gt;
***In Embers, these categories are purchasable with gold from the start in Kruk Pride.&lt;br /&gt;
&lt;br /&gt;
*'''{{t|Fallen(class evolution)|Fallen}} ''(Sun Paladin class evolution)'''''&lt;br /&gt;
** As a Paladin, either: Kill a hate-using enemy with Sun's Vengeance OR sacrifice High Sun Paladin Aeryn (in Age of Ascendancy) OR Destroy Crimson Templar John(in Embers)&lt;br /&gt;
***Each Paladin who wants to take the evolution will have to commit *one* of many heinous acts: siding with the grand corrupter, playing the slavers' game, killing your own escort, letting every lumberjack die, letting Melinda be sacrificed, etc.&lt;br /&gt;
&lt;br /&gt;
== [[Talent]] Trees ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Wildfire_(category)|Wildfire]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Inflict over 1,000,000 fire damage, having already unlocked Archmages. It counts all damage done by the player, whatever the source -- spells, weapons, etc. -- and it counts over multiple games. You can check the progress of this unlock under the ''Pyromancer'' achievement.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ice_(category)|Ice]] ''(for [[Archmage]] and [[Necromancer]] classes)'''''&lt;br /&gt;
** Inflict over 1,000,000 cold damage, having already unlocked Archmages. It counts all damage done by the player, over multiple games. You can check the progress of this unlock under the ''Cryomancer'' achievement.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone_(category)|Stone]] ''(for [[Archmage]] and [[Arcane Blade]] and [[Stone Warden]] classes)'''''&lt;br /&gt;
** Kill the random boss ''[[Harkor'Zun]]''.&lt;br /&gt;
&lt;br /&gt;
* '''[[Storm_(category)|Storm]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Complete the quest ''&amp;quot;[[Storming the city]]&amp;quot;'' which starts at level 14 in [[Derth]] and terminates on [[Tempest Peak]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Poisons_(category)|Poisons]] ''(for [[Rogue]], [[Marauder]], [[Skirmisher]] and [[Archer]] classes)'''''&lt;br /&gt;
** Side with the ''[[Assassin Lord]]'' in the ''&amp;quot;Trapped!&amp;quot;'' quest in the [[Unknown Tunnels]].&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Undead drake}} ''(for [[Wyrmic]] classes, [[Embers of Rage]] DLC)''''' &lt;br /&gt;
** Kill ''[[Ureslak the Eternal]]'' in  [[Ureslak's Host]].&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Scourge drake}} ''(for [[Wyrmic]] classes, [[Forbidden Cults]] DLC)''''' &lt;br /&gt;
** Kill ''[[Kroltar the Scourge]]'' in  [[Scourged Pits]]. &lt;br /&gt;
***[[Scourged Pits]] is a zone that spawns after level 20 near the [[Iron Council]]: 100% Spawn chance if you are a [[Drem]], 30% for every other race.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|Infinite Dungeon: The Neverending Descent]]'''&lt;br /&gt;
** Open the sealed door in the [[Ruined Dungeon]] and read the last note.&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|The Arena: Challenge of the Master]]'''&lt;br /&gt;
** Complete the quest ''&amp;quot;The agent of the arena&amp;quot;'' which starts in [[Derth]].&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* '''Zigur Betrayal'''&lt;br /&gt;
** Read the signpost at the entrance to [[Zigur]] to enable all new qualifying characters (i.e. those without runes or magic talents) to [[escorts|betray escorts]] to Zigur.&lt;br /&gt;
&lt;br /&gt;
* '''Redhead cosmetic option'''&lt;br /&gt;
** Save ''Melinda'' in the [[Dark Crypt]] to unlock the redhead birth option for humans, elves, halflings and dwarves. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Female Dwarf Beards cosmetic option'''&lt;br /&gt;
** Defeat ''The Mouth'' in [[The Deep Bellow]] as a female dwarf to unlock the bearded female dwarf.  You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Insane Difficulty'''&lt;br /&gt;
** Win the game in ''Nightmare'' difficulty to unlock the even harder ''Insane'' difficulty. You have to win a story [[campaign]] (either the main ToME campaign or Embers of Rage); winning the arena mode in Nightmare difficulty will not unlock Insane. However, once you have Insane difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Madness Difficulty'''&lt;br /&gt;
** Win the game in ''Insane'' difficulty to unlock the uber-hard ''Madness'' difficulty. You have to win a story [[campaign]] (either the main ToME campaign or Embers of Rage); winning the arena mode in Insane difficulty will not unlock Madness. However, once you have Madness difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Bikini/Mankini cosmetic option'''&lt;br /&gt;
** Complete ''[[Melinda, lucky girl]]'' to unlock the Bikini and Mankini birth option. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Demon Horns cosmetic option'''&lt;br /&gt;
** Use the demonologist ability demon horns to kill an enemy. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Red Skin cosmetic option'''&lt;br /&gt;
** Have five demon seeds equipped at once as a Demonologist. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Tinker [[Escort]]''' ([[Embers of Rage]] DLC)&lt;br /&gt;
** Defeat [[Outpost Leader John]] with any two (2) tinker classes in the Embers of Rage campaign. The Tinker will then become an eligible [[escort]] in the classic Age of Ascendancy campaign.&lt;br /&gt;
&lt;br /&gt;
* '''Orc Headgear''' ([[Embers of Rage]] DLC)&lt;br /&gt;
** Level up any tinker class to level 10.&lt;br /&gt;
&lt;br /&gt;
* '''Drolem cosmetic option'''&lt;br /&gt;
** Complete ''[[Back and there again]]'' as an [[Alchemist]] to unlock the Drolem birth option. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Glass Golem cosmetic option''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Find and read the Artifact Book: ''[[Forbidden Tome: &amp;quot;The Illusory Castle&amp;quot;]]''  as an [[Alchemist]] to unlock the Glass Golem birth option.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Callback&amp;diff=16836</id>
		<title>Callback</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Callback&amp;diff=16836"/>
				<updated>2020-10-23T21:49:21Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
&amp;lt;big&amp;gt;Callbacks allow you to execute a batch of code at certain points of the game. Such as when you're healed, when you're taking damage, or when you've moved.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Callbacks can be used in Talents, Timed Effects, or Items. &lt;br /&gt;
Callbacks only happen if;&lt;br /&gt;
&lt;br /&gt;
An Actor has the Talent learnt, if its an Active or Passive.&lt;br /&gt;
&lt;br /&gt;
An Actor has the Talent sustained, if its a Sustain.&lt;br /&gt;
&lt;br /&gt;
An Actor has the Timed Effect on them.&lt;br /&gt;
&lt;br /&gt;
An Actor has the item equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a Callback, simply insert one into your talent, timed effect, or item like you would any function.&lt;br /&gt;
&lt;br /&gt;
If the Callback has additional arguments, add them onto the end, after your first two arguments.&lt;br /&gt;
&lt;br /&gt;
Talent callbacks use (self, t)&lt;br /&gt;
&lt;br /&gt;
Timed Effect callbacks use (self, eff)&lt;br /&gt;
&lt;br /&gt;
Item callbacks use (self, who)&lt;br /&gt;
&lt;br /&gt;
In the case of Item callbacks, 'self' refers to the item itself, while 'who' refers to the actor wearing said item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provided below is a simple example of a Talent callback.&lt;br /&gt;
&lt;br /&gt;
           e.g.     callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               self:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
 &lt;br /&gt;
The result of this particular callback is that you would heal yourself for half the damage dealt every time you land a melee attack that crits. &lt;br /&gt;
You could use the same callback in an effect by replacing 't' (which represents the talent making the call) with 'eff' (which represents the effect making the call).&lt;br /&gt;
 &lt;br /&gt;
However, converting this into an Item callback is slightly more tricky. First you must change 't' to 'who' (which is the actor wearing the item). You would than need to change all references to 'self' in the code to 'who' to achive the same effect, as 'self' now refers to the item this callback is attached to.&lt;br /&gt;
&lt;br /&gt;
                      callbackOnMeleeAttack = function(self, who, target, hitted, crit, weapon, damtype, mult, dam) &lt;br /&gt;
                          if hitted and crit then&lt;br /&gt;
                               who:heal(dam/2) &lt;br /&gt;
                          end&lt;br /&gt;
                      end,&lt;br /&gt;
&lt;br /&gt;
List of callbacks in 1.2.5:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Actor.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called once per global turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnActBase()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor begins their turn.&lt;br /&gt;
&lt;br /&gt;
callbackOnAct()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor moves.&lt;br /&gt;
&lt;br /&gt;
callbackOnMove(moved, force, ox, oy, x, y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;moved(was a move completed? this can be tricky; we may technically 'move' and still be in the same spot)&lt;br /&gt;
&lt;br /&gt;
force(did somebody force us to move?)&lt;br /&gt;
&lt;br /&gt;
ox, oy(our starting location)&lt;br /&gt;
&lt;br /&gt;
x, y(where we moved to, or tried to move to (i.e. if we bump into a wall this will be the x and y of the wall)&lt;br /&gt;
&lt;br /&gt;
*Note* If you want the callback to check if the actor actually moved from one tile to another, make sure you include an if statement that compares the starting location (ox and oy) to the actor's location (self.x and self.y).&lt;br /&gt;
Something like:  ...if not (self.x == ox and self.y == oy) then...&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor is healed.&lt;br /&gt;
&lt;br /&gt;
callbackOnHeal(value, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;value(amount healed)&lt;br /&gt;
&lt;br /&gt;
src(source of the healing)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes damage. This happens at the end of onTakeHit, and right before the damage is actually dealt.&lt;br /&gt;
&lt;br /&gt;
callbackOnHit(cb, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This passes along the damage dealt under cb.value. Make any changes you want to cb.value, than return cb, if you wish to change the damage dealt.&lt;br /&gt;
&lt;br /&gt;
src(source of the damage)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor deals damage.&lt;br /&gt;
&lt;br /&gt;
callbackOnDealDamage(val, target, dead, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;val(damage dealt)&lt;br /&gt;
&lt;br /&gt;
target(who you're hitting)&lt;br /&gt;
&lt;br /&gt;
dead(did the attack kill your target?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnDeath(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who killed us?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a Summon of an Actor dies.&lt;br /&gt;
&lt;br /&gt;
callbackOnSummonDeath(summon, src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;summon(our summon)&lt;br /&gt;
&lt;br /&gt;
src(who killed our summon?)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor kills something.&lt;br /&gt;
&lt;br /&gt;
callbackOnKill(src, death_note)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who we killed)&lt;br /&gt;
&lt;br /&gt;
death_note()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor has a stat changed.&lt;br /&gt;
&lt;br /&gt;
callbackOnStatChange(stat, v)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;stat(the stat that was changed)&lt;br /&gt;
&lt;br /&gt;
v(the value of the change)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor wears something.&lt;br /&gt;
&lt;br /&gt;
callbackOnWear(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object worn)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an Actor takes something off.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeoff(o, bypass_set)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;o(the object removed)&lt;br /&gt;
&lt;br /&gt;
bypass_set()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a magical or natural talent fails to activate.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentDisturbed(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that failed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called after a talent is used.&lt;br /&gt;
&lt;br /&gt;
callbackOnTalentPost(ab, ret, silent)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was used)&lt;br /&gt;
&lt;br /&gt;
ret(whatever the talent returned)&lt;br /&gt;
&lt;br /&gt;
Special note: Unless we are a sustain, we will fail if our talent returns anything but true.&lt;br /&gt;
&lt;br /&gt;
silent()&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a sustain deactivates due to talent usage.&lt;br /&gt;
&lt;br /&gt;
callbackBreakOnTalent(ab)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;ab(the talent that was deactivated)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a temporary effect tries to be applied.&lt;br /&gt;
&lt;br /&gt;
callbackOnTemporaryEffect(eff_id, e, p)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;eff_id(the effect id)&lt;br /&gt;
&lt;br /&gt;
e(the base effect info, as shown in its timed_effect file)&lt;br /&gt;
&lt;br /&gt;
p(the effect being applied, such as duration)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack hits us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryHit(dam, src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(dam, damage dealt. src, who hit us?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack misses us.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryMiss(src)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;src(who failed to hit us?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an archery attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnArcheryAttack(target, hitted, crit, weapon, ammo, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
ammo(our ammo)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy hits us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeHit(target, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam( damage dealt by the attack)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever an enemy misses us with a melee attack.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeMiss(target, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: target in this case is the enemy making the attack, not the attack's target (which would be you).&lt;br /&gt;
&lt;br /&gt;
dam(our damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever a melee attack happens.&lt;br /&gt;
&lt;br /&gt;
callbackOnMeleeAttack(target, hitted, crit, weapon, damtype, mult, dam)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;target(who is being hit?)&lt;br /&gt;
&lt;br /&gt;
hitted(did we hit?)&lt;br /&gt;
&lt;br /&gt;
crit(did we crit?)&lt;br /&gt;
&lt;br /&gt;
weapon(our weapon)&lt;br /&gt;
&lt;br /&gt;
damtype(what type of damage did we do?)&lt;br /&gt;
&lt;br /&gt;
mult(our damage multiplier)&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we crit.&lt;br /&gt;
&lt;br /&gt;
callbackOnCrit(type, dam, chance, target)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: type refers to either &amp;quot;physical&amp;quot; &amp;quot;spell&amp;quot; or &amp;quot;mind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special note 2: Only &amp;quot;physical&amp;quot; also returns a target along with it. Spell and mind do not.&lt;br /&gt;
&lt;br /&gt;
dam(the damage dealt)&lt;br /&gt;
&lt;br /&gt;
chance(the chance of the crit happening)&lt;br /&gt;
&lt;br /&gt;
target(who did we hit?)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we try to rest.&lt;br /&gt;
&lt;br /&gt;
callbackOnRest(status)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: status can either return &amp;quot;start&amp;quot; &amp;quot;stop&amp;quot; or &amp;quot;check&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;start&amp;quot; and &amp;quot;stop&amp;quot; simply allow you to do whatever you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;check&amp;quot; will ask you to return either true or false. True will stop resting from ending.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called whenever we run. (shift + direction)&lt;br /&gt;
&lt;br /&gt;
callbackOnRun()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: We will be unable to run if True is returned.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''damage_types.lua'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Called before we take damage. We can completely stop damage from ever happening from here.&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamage(src, x, y, type, dam, tmp, no_martyr)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Special note: This callback expects you to return a table. For our example's case, our table will be called 'data'.&lt;br /&gt;
&lt;br /&gt;
You may return either data.dam or data.stopped. data.dam will behave just like you were passing the damage on, while data.stopped will stop the damage completely.&lt;br /&gt;
&lt;br /&gt;
If stopped is a numerical value, the damage dealt will be set to this value before stopping.&lt;br /&gt;
&lt;br /&gt;
stopped has a higher priority than dam, and dam will not directly impact stopped.&lt;br /&gt;
&lt;br /&gt;
src(who is hitting us)&lt;br /&gt;
&lt;br /&gt;
x, y(where is the damage happening?)&lt;br /&gt;
&lt;br /&gt;
type(what damage type is hitting us?)&lt;br /&gt;
&lt;br /&gt;
dam(how much are we being hit for?)&lt;br /&gt;
&lt;br /&gt;
tmp()&lt;br /&gt;
&lt;br /&gt;
no_martyr(set to true if your effect has the slightest chance of looping forever, usually due to dealing damage back)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
callbackOnTakeDamageBeforeResists = function(src, x, y, type, dam, state)&lt;br /&gt;
&lt;br /&gt;
Similar to the above, but happens before resists, flat reductions, etc.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zigur&amp;diff=16819</id>
		<title>Zigur</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zigur&amp;diff=16819"/>
				<updated>2020-08-28T19:19:43Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Zigur| floors = 1| min_level = 15| max_level = 50| min_ilevel = 2| max_ilevel = 4| width = 50| height = 50}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Zigur is a town in [[Maj'Eyal]] (the West). It is located on the south side of a lake, east of the [[Old Forest]], and northwest of [[Last Hope]]. It is not visible to spellcasters.&lt;br /&gt;
&lt;br /&gt;
Zigur is populated by a brotherhood known as the Ziguranth, who are vehemently opposed to the use of &amp;quot;unnatural&amp;quot; magic. Their entire town is inaccessible to spellcasters (characters who know any talent that &amp;quot;is a: spell&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Reading the sign near the entrance of Zigur [[unlockables|unlocks]] the ability to betray [[escorts|magic-using escortees]] to the Ziguranth, for the current character and all future characters.  (You must not have any magical talents, or [[inscriptions|runes]], to do this.)&lt;br /&gt;
&lt;br /&gt;
Zigur hosts the following shops:&lt;br /&gt;
*Horman's Plates (heavy armor)&lt;br /&gt;
*Infused Leather (light armor)&lt;br /&gt;
*Slash &amp;amp; Dash (swords)&lt;br /&gt;
*Nature's Punch (blunt weapons)&lt;br /&gt;
*Slice &amp;amp; Dice (axes)&lt;br /&gt;
*Nature's Reach (ranged weapons)&lt;br /&gt;
*A Million Cuts (daggers)&lt;br /&gt;
*Purification Tools ([[mindstars]])&lt;br /&gt;
*Library (lore)&lt;br /&gt;
*Nature's Emporium ([[inscriptions|infusions]])&lt;br /&gt;
&lt;br /&gt;
All merchandise sold in Zigur is certified to be free of the taint of arcane forces.&lt;br /&gt;
Store inventories are added to every 10 character levels.&lt;br /&gt;
&lt;br /&gt;
A unique feature of Zigur is the [[Antimagic]] quest, available at character level 10 to anyone willing to forsake the use of all magic forever.&lt;br /&gt;
&lt;br /&gt;
Finally, there is Protector Myssil, the leader of the Ziguranth. She will show you the way to [[Tempest Peak]] so that you can defeat [[Urkis]] after saving [[Derth]], if you have chosen a life of Antimagic (which prevents you from getting to Tempest Peak via [[Angolwen]]). Killing Urkis and returning to her lets you learn the [[Fungus (category)|Fungus talents]]. If you have no prior knowledge, you'll get the tree, locked, at 1.00 mastery; if you already have the locked tree, she will unlock it; or if you have already unlocked the tree, she will increase your mastery of it by 0.1. If you haven't forsworn magic, she will not speak with you at all.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Rescaled_combat_stats&amp;diff=16811</id>
		<title>Rescaled combat stats</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Rescaled_combat_stats&amp;diff=16811"/>
				<updated>2020-07-31T19:36:00Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Several combat stats in ToME are rescaled to produce diminishing returns.  The rescaling system uses tiers with increasing costs.  A raw input value is converted to a final (effective/rescaled) value according to the following system:&lt;br /&gt;
&lt;br /&gt;
== Saves and Powers ==&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Raw Values !! Final Values !! Cost per point&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || 0 to 20 || 0 to 20 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || 21 to 60 || 21 to 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || 61 to 120 || 41 to 60 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || 121 to 200 || 61 to 80 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || 201 to 300 || 81 to 100 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Tier 6 || 301 to 420 || 101 to 120 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Tier X || ... || ... || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Accuracy]], [[Defense]], [[Physical power]], [[Spellpower]], [[Mindpower]], [[saves|Physical Save, Spell Save and Mental Save]] are all rescaled this way.&lt;br /&gt;
&lt;br /&gt;
The raw values (inputs) are what you see on equipment.  For example, a shield that gives you +4 Defense is really giving you 4 ''raw'' points in Defense.  These points (plus all the other raw points) are added together, and then the rescaling is applied.&lt;br /&gt;
&lt;br /&gt;
You can see your ''rescaled'' Defense on your character sheet (Defense tab), and in your tooltip (when you hover the mouse over your character's icon/avatar).&lt;br /&gt;
 &lt;br /&gt;
Rescaling examples:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw Input !! Final Value !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 17 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 35 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 71 || 43.66 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Save Example: Suppose all of your ''raw'' bonuses to spell save (from stats, talents, items, etc.) add up to 72. This is then put through the formula, taking 1 point to increase your save while in tier 1, 2 in tier 2 and 3 in tier 3. &lt;br /&gt;
&lt;br /&gt;
Getting through tier 1 takes 20 points, leaving 52. &lt;br /&gt;
Getting through tier 2 takes 40 points (each increase needs 2), leaving 12&lt;br /&gt;
In tier 3, those 12 remaining are enough to give 4 more spell save.&lt;br /&gt;
&lt;br /&gt;
This means that you would have 44 ''rescaled'' spell save.&lt;br /&gt;
&lt;br /&gt;
Full tabulation with the step of 20:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw Input !! Final Value !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 30 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 46.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 53.3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 120 || 60 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 70 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 75 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 220 || 84 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 240 || 88 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 260 || 92 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 280 || 96 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 100 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage ==&lt;br /&gt;
The contribution of each [[Stat]] to [[Combat Damage]] is also rescaled, although less steeply.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Raw Values !! Final Values !! Stat per point&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || 0-45 || 0 to 45 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || 46-105 || 45 to 90 || 1.333&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || 106-180|| 91 to 135 || 1.666&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || 181-270 || 136 to 180 || 2.0&lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || 271-375|| 180 to 225 || 2.333&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Rescaled_combat_stats&amp;diff=16810</id>
		<title>Rescaled combat stats</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Rescaled_combat_stats&amp;diff=16810"/>
				<updated>2020-07-31T18:52:05Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Several combat stats in ToME are rescaled to produce diminishing returns.  The rescaling system uses 5 tiers, with increasing costs.  A raw input value is converted to a final (effective/rescaled) value according to the following system:&lt;br /&gt;
&lt;br /&gt;
== Saves and Powers ==&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Raw Values !! Final Values !! Cost per point&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || 0 to 20 || 0 to 20 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || 21 to 60 || 21 to 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || 61 to 120 || 41 to 60 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || 121 to 200 || 61 to 80 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || 201 to 300 || 81 to 100 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Tier 6 || 301 to 420 || 101 to 120 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Tier X || ... || ... || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Accuracy]], [[Defense]], [[Physical power]], [[Spellpower]], [[Mindpower]], [[saves|Physical Save, Spell Save and Mental Save]] are all rescaled this way.&lt;br /&gt;
&lt;br /&gt;
The raw values (inputs) are what you see on equipment.  For example, a shield that gives you +4 Defense is really giving you 4 ''raw'' points in Defense.  These points (plus all the other raw points) are added together, and then the rescaling is applied.&lt;br /&gt;
&lt;br /&gt;
You can see your ''rescaled'' Defense on your character sheet (Defense tab), and in your tooltip (when you hover the mouse over your character's icon/avatar).&lt;br /&gt;
 &lt;br /&gt;
Rescaling examples:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw Input !! Final Value !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 17 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 35 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 71 || 43.66 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Save Example: Suppose all of your ''raw'' bonuses to spell save (from stats, talents, items, etc.) add up to 72. This is then put through the formula, taking 1 point to increase your save while in tier 1, 2 in tier 2 and 3 in tier 3. &lt;br /&gt;
&lt;br /&gt;
Getting through tier 1 takes 20 points, leaving 52. &lt;br /&gt;
Getting through tier 2 takes 40 points (each increase needs 2), leaving 12&lt;br /&gt;
In tier 3, those 12 remaining are enough to give 4 more spell save.&lt;br /&gt;
&lt;br /&gt;
This means that you would have 44 ''rescaled'' spell save.&lt;br /&gt;
&lt;br /&gt;
Full tabulation with the step of 20:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw Input !! Final Value !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 30 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 46.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 53.3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 120 || 60 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 70 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 75 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 220 || 84 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 240 || 88 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 260 || 92 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 280 || 96 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 100 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage ==&lt;br /&gt;
The contribution of each [[Stat]] to [[Combat Damage]] is also rescaled, although less steeply.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Raw Values !! Final Values !! Stat per point&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || 0-45 || 0 to 45 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || 46-105 || 45 to 90 || 1.333&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || 106-180|| 91 to 135 || 1.666&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || 181-270 || 136 to 180 || 2.0&lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || 271-375|| 180 to 225 || 2.333&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_reduction&amp;diff=16808</id>
		<title>Damage reduction</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_reduction&amp;diff=16808"/>
				<updated>2020-07-25T22:32:26Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&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>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Class&amp;diff=16807</id>
		<title>Class</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Class&amp;diff=16807"/>
				<updated>2020-07-25T22:30:53Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.6.7&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 35 classes in ToME: 7 are available by default, 7 classes have been added through DLC (some of which require unlocking) and 24 classes are [[unlockables]].  Your class is the main factor in determining your character's play style.&lt;br /&gt;
&lt;br /&gt;
'''Bold''' numbers are bonuses.&lt;br /&gt;
''Italic'' numbers are penalties.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! [[Strength]] !! [[Dexterity]] !! [[Constitution]] !! [[Magic]] !! [[Willpower]] !! [[Cunning]] !! [[Life|Starting Life]] !! [[Life|Life Rating]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Warrior]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Berserker]] ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''120''' ||align=&amp;quot;center&amp;quot;| '''+3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Bulwark]] ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''120''' ||align=&amp;quot;center&amp;quot;| '''+6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Archer]] ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''110''' ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[Arcane Blade]] ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3'''||align=&amp;quot;center&amp;quot;| 100 ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Brawler|Brawler (*)]] ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| '''120''' ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Rogue_(Metaclass)|Rogue]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue]] ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| 100 ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadowblade]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| 100 ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[marauder|Marauder (*)]] ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| 100 ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[skirmisher|Skirmisher (*)]] ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| 100 ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Mage]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Alchemist]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-1''&lt;br /&gt;
|-&lt;br /&gt;
| [[archmage|Archmage (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-4''&lt;br /&gt;
|-&lt;br /&gt;
| [[necromancer|Necromancer (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-3''&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Wilder]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[summoner|Summoner (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[wyrmic|Wyrmic (*)]] ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''110''' ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[oozemancer|Oozemancer (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-3''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone Warden|Stone Warden (*)]] ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''110''' ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Celestial]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun Paladin|Sun Paladin (*)]] ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''110''' ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[anorithil|Anorithil (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+6''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Defiler]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[reaver|Reaver (*)]] ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''120''' ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[corruptor|Corruptor (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''120''' ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[Doombringer|Doombringer (#)]] ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| '''120''' ||align=&amp;quot;center&amp;quot;| '''+3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Demonologist|Demonologist (# *)]] ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''110''' ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Afflicted]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[cursed|Cursed (*)]] ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''110''' ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[doomed|Doomed (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Chronomancer]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Paradox Mage|Paradox Mage (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[Temporal Warden|Temporal Warden (*)]] ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| 100 ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Psionic]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[mindslayer|Mindslayer (*)]] ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''110''' ||align=&amp;quot;center&amp;quot;| ''-2''&lt;br /&gt;
|-&lt;br /&gt;
| [[solipsist|Solipsist (*)]] ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-4 (special)''&lt;br /&gt;
|-&lt;br /&gt;
| [[possessor|Possessor (*)]] ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-4''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Adventurer]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[adventurer|Adventurer (*)]] ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| '''+2''' ||align=&amp;quot;center&amp;quot;| 100 ||align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Tinker]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[sawbutcher|Sawbutcher (&amp;amp;)]] ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| 100 ||align=&amp;quot;center&amp;quot;| '''+2'''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[gunslinger|Gunslinger (&amp;amp;)]] ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| '''+1''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-1''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[psyshot|Psyshot (&amp;amp; *)]] ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-1''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Annihilator|Annihilator (&amp;amp; *)]] ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+4''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+5''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-1''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: [[Demented_(Metaclass)|Demented]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Writhing One|Writhing One (@)]] ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''110''' ||align=&amp;quot;center&amp;quot;| '''+3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Cultist of Entropy|Cultist of Entropy (@ *)]] ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+6''' ||align=&amp;quot;center&amp;quot;|  ||align=&amp;quot;center&amp;quot;| '''+3''' ||align=&amp;quot;center&amp;quot;| ''90'' ||align=&amp;quot;center&amp;quot;| ''-4''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) Class must be unlocked.&lt;br /&gt;
&lt;br /&gt;
(#) Requires [[Ashes of Urh'Rok]]&lt;br /&gt;
&lt;br /&gt;
(&amp;amp;) Requires [[Embers of Rage]]&lt;br /&gt;
&lt;br /&gt;
(@) Requires [[Forbidden Cults]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=16806</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=16806"/>
				<updated>2020-07-25T22:29:09Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
   Damage = (0.3 * (rescaled_physical_power + rescaled_stats) * weapon_power * talented_mod) ^1.04&lt;br /&gt;
&lt;br /&gt;
== Weapon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''45% Str, 45% Dex'' which means it uses your [[Strength]] (times 0.45) plus your [[Dexterity]] (times 0.45).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''45% Str'' part and forces the calculation to use your [[Cunning]] (times 0.45) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.45+Dex*0.45.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
This amount is then put through a [[rescaled combat stats|reducing formula]].&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.45 + 35*0.45, or 34.2.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.&lt;br /&gt;
&lt;br /&gt;
This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
We convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
It may be displayed as a percentage, 134%.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Mastery Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is {{t|Weapons Mastery}}.  For daggers, it is {{t|Dagger Mastery}}.  Bows and slings use {{t|Bow Mastery}} and {{t|Sling Mastery}} respectively. For [[mindstars]], it is {{t|Psiblades}}. Other classes, such as [[Temporal Warden]]s, [[Brawler]]s, [[Stone Warden]]s, [[Sawbutcher]]s, [[Gunslinger]]s, and [[Psyshot]]s have their own class specific way version of these talents.&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 2 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.570.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 57% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 34.2) * 1.337 * 1.570, or about 38.539.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 38.539 ^ 1.04, or 44.60.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
&lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
====Step 1: Weapon damage====&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a [[Shalore]] [[Mindslayer]] with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
====Step 2: Armour and Armour Hardiness====&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
====Step 3: Damage Range====&lt;br /&gt;
Damage range is displayed if you have advanced weapon statistics turned on.&lt;br /&gt;
Otherwise, damage range can be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
====Step 4: Talents====&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
====Step 5: Critical Hits====&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
====Step 6: Offhand Multiplier====&lt;br /&gt;
Offhand weapons only do 50% damage, unless the attacker has a talent that increases this, such as  {{t|Dual Weapon Training}} or {{t|Corrupted Strength}}. Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Common Damage Modifiers===&lt;br /&gt;
All sources of damage are affected the same by the following things in this order.&lt;br /&gt;
&lt;br /&gt;
====Increased Damage====&lt;br /&gt;
Element category increases and enemy category increases are summed for the foe and then applied. If you have +25% physical damage and +25% damage against living and attack a living foe with a physical attack, the resulting damage will be multiplied by 1.5.&lt;br /&gt;
&lt;br /&gt;
=====Element Categories=====&lt;br /&gt;
These are applied to any damage you do of the corresponding type. The most common sources of this is from certain egos and always on staffs.&lt;br /&gt;
&lt;br /&gt;
=====Enemy Categories=====&lt;br /&gt;
These are applied to any damage you do to the corresponding type of foe. The most common sources of this is from certain egos and artifacts, such as [[Genocide]].&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
It is at this point that [[Resistances]] are applied.&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
It is at this point that [[Damage reduction]]s are applied.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Rescaled_combat_stats&amp;diff=16805</id>
		<title>Rescaled combat stats</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Rescaled_combat_stats&amp;diff=16805"/>
				<updated>2020-07-25T22:11:12Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Several combat stats in ToME are rescaled to produce diminishing returns.  The rescaling system uses 5 tiers, with increasing costs.  A raw input value is converted to a final (effective/rescaled) value according to the following system:&lt;br /&gt;
&lt;br /&gt;
== Saves and Powers ==&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Final Values !! Cost per point&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || 0 to 20 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || 21 to 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || 41 to 60 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || 61 to 80 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || 81+ || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Accuracy]], [[Defense]], [[Physical power]], [[Spellpower]], [[Mindpower]], [[saves|Physical Save, Spell Save and Mental Save]] are all rescaled this way.&lt;br /&gt;
&lt;br /&gt;
The raw values (inputs) are what you see on equipment.  For example, a shield that gives you +4 Defense is really giving you 4 ''raw'' points in Defense.  These points (plus all the other raw points) are added together, and then the rescaling is applied.&lt;br /&gt;
&lt;br /&gt;
You can see your ''rescaled'' Defense on your character sheet (Defense tab), and in your tooltip (when you hover the mouse over your character's icon/avatar).&lt;br /&gt;
 &lt;br /&gt;
Rescaling examples:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw Input !! Final Value !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 17 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 35 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 71 || 43.66 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Save Example: Suppose all of your ''raw'' bonuses to spell save (from stats, talents, items, etc.) add up to 72. This is then put through the formula, taking 1 point to increase your save while in tier 1, 2 in tier 2 and 3 in tier 3. &lt;br /&gt;
&lt;br /&gt;
Getting through tier 1 takes 20 points, leaving 52. &lt;br /&gt;
Getting through tier 2 takes 40 points (each increase needs 2), leaving 12&lt;br /&gt;
In tier 3, those 12 remaining are enough to give 4 more spell save.&lt;br /&gt;
&lt;br /&gt;
This means that you would have 44 ''rescaled'' spell save.&lt;br /&gt;
&lt;br /&gt;
Full tabulation with the step of 20:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw Input !! Final Value !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 30 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 46.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 53.3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 120 || 60 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 70 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 75 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 220 || 84 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 240 || 88 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 260 || 92 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 280 || 96 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 100 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage ==&lt;br /&gt;
The contribution of each [[Stat]] to [[Combat Damage]] is also rescaled, although less steeply.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Raw Values !! Final Values !! Stat per point&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || 0-45 || 0 to 45 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || 46-105 || 45 to 90 || 1.333&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || 106-180|| 91 to 135 || 1.666&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || 181-270 || 136 to 180 || 2.0&lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || 271-375|| 180 to 225 || 2.333&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unlockables_(Reduced_Spoilers)&amp;diff=16804</id>
		<title>Unlockables (Reduced Spoilers)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unlockables_(Reduced_Spoilers)&amp;diff=16804"/>
				<updated>2020-07-20T18:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
==  What this page is==&lt;br /&gt;
&lt;br /&gt;
This attempts to list the unlockables but with more vague and less specific details. This is for those who desire less spoilers and would like to try and figure out some bits themselves. It isn't entirely spoiler-free as the names of the races/classes are listed but the specific details have been muddied up a bit.&lt;br /&gt;
&lt;br /&gt;
== [[Races]] ==&lt;br /&gt;
&lt;br /&gt;
* '''Undead ([[Skeleton]]s and [[Ghoul]]s)'''&lt;br /&gt;
** Defeat a certain vampire.&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeek]]'''&lt;br /&gt;
** Rescue a certain Yeek.&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomelf]]''' ([[Ashes of Urh'Rok]] DLC)&lt;br /&gt;
**  Kill three specific randomly-occurring unique demons with the same character.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ogre]]'''&lt;br /&gt;
** Find and defeat a certain undead, and clear the map he unlocks. 30% chance to find him, 100% as Shalore.&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeti]] ([[Embers of Rage]] DLC)'''&lt;br /&gt;
** Mind Control eight Yetis.&lt;br /&gt;
&lt;br /&gt;
* '''[[Whitehoof]] ([[Embers of Rage]] DLC)'''&lt;br /&gt;
** Defeat a mad Whitehoof.&lt;br /&gt;
&lt;br /&gt;
* '''[[Drem]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Enter a special egress dungeon and defeat its boss.&lt;br /&gt;
&lt;br /&gt;
* '''[[Krog]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** As a powerful anti-mage, accept and complete a rescue mission. (Ogre must have been unlocked.)&lt;br /&gt;
&lt;br /&gt;
== [[Classes]] ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Adventurer]] ''(bonus class)'''''&lt;br /&gt;
** Clear the game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Annihilator]] ''(Tinker meta class)'''''&lt;br /&gt;
** Destroy some steamtech bosses.&lt;br /&gt;
&lt;br /&gt;
* '''[[Anorithil]] ''(Celestial meta class)'''''&lt;br /&gt;
** Save an Anorithil in danger.&lt;br /&gt;
&lt;br /&gt;
* '''[[Archmage]] ''(Mage meta class)'''''&lt;br /&gt;
** Help a troubled mage.&lt;br /&gt;
&lt;br /&gt;
* '''[[Brawler]] ''(Warrior meta class)'''''&lt;br /&gt;
** Bet and win on a wrestling match.&lt;br /&gt;
&lt;br /&gt;
* '''[[Corruptor]] ''(Corruptor meta class)'''''&lt;br /&gt;
** Bargain with a Corruptor.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cultist of Entropy]] ''(Demented meta class)'''''&lt;br /&gt;
** Find and read a special book.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cursed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Help a lumberjack.&lt;br /&gt;
&lt;br /&gt;
* '''[[Demonologist]] ''(Defiler meta class)'''''  (Ashes of Urh'Rok DLC)&lt;br /&gt;
** Play a Doombringer or Doomelf to a certain level.&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Find a resting place for shadows and face your own shade.&lt;br /&gt;
&lt;br /&gt;
* '''[[Marauder]] ''(Rogue meta class)'''''&lt;br /&gt;
** Land a mighty blow as a Rogue or Shadowblade.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Mindslayer]] ''(Psionic meta class)'''''&lt;br /&gt;
** Rescue a certain Yeek, as a Yeek.&lt;br /&gt;
&lt;br /&gt;
* '''[[Necromancer]] ''(Mage meta class)'''''&lt;br /&gt;
** Collect necromantic lore, and '''then''' confront another necromancer.&lt;br /&gt;
&lt;br /&gt;
* '''[[Oozemancer]] ''(Wilder meta class)'''''&lt;br /&gt;
** Survive an ooze-filled dungeon and slay the boss. 30% chance to find it, 100% for Thalore.&lt;br /&gt;
&lt;br /&gt;
* '''[[Paradox Mage]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Play as Temporal Warden. In a place of disturbed time, surrender to a paradox.&lt;br /&gt;
&lt;br /&gt;
* '''[[Possessor]] ''(Psionic meta class)'''''&lt;br /&gt;
** Be a [http://te4.org/donate donator] (and be online when starting the game).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psyshot]] ''(Tinker meta class)'''''&lt;br /&gt;
** To unlock in Embers of Rage, explore a certain ruin.&lt;br /&gt;
** To use in the classic Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat a certain leader with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Reaver]] ''(Defiler meta class)'''''&lt;br /&gt;
** Kill so, so many enemies. &lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Sawbutcher]] ''(Tinker meta class)'''''&lt;br /&gt;
** Automatically unlocked in Embers of Rage.&lt;br /&gt;
** To use in the regular classical Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat a certain leader with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Skirmisher]] ''(Rogue meta class)'''''&lt;br /&gt;
** Do something specific related to both things this class is known for: shields and ranged.&lt;br /&gt;
&lt;br /&gt;
* '''[[Solipsist]] ''(Psionic meta class)'''''&lt;br /&gt;
** Give in to noxious fumes and overcome your dreams, twice. 30% chance to find, 100% for Yeek.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone Warden]] ''(Wilder meta class)'''''&lt;br /&gt;
**  As a Dwarf, become a master of both nature and the arcane. This class must be played as a [[Dwarf]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Summoner]] ''(Wilder meta class)'''''&lt;br /&gt;
** Witness a summoning, no place in particular.&lt;br /&gt;
&lt;br /&gt;
* '''[[Sun Paladin]] ''(Celestial meta class)'''''&lt;br /&gt;
** Face your fear of spiders.&lt;br /&gt;
&lt;br /&gt;
* '''[[Temporal Warden]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Assist the Temporal Wardens on a rift of ruined spacetime.&lt;br /&gt;
&lt;br /&gt;
* '''[[Wyrmic]] ''(Wilder meta class)'''''&lt;br /&gt;
** Explore a sandy dungeon.  Cannot be unlocked as [[Undead]].&lt;br /&gt;
&lt;br /&gt;
== [[Talent]] Trees ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Wildfire_(category)|Wildfire]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Do so, so much fire damage.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ice_(category)|Ice]] ''(for [[Archmage]] and [[Necromancer]] classes)'''''&lt;br /&gt;
** Do so, so much cold damage.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone_(category)|Stone]] ''(for [[Archmage]] and [[Arcane Blade]] classes)'''''&lt;br /&gt;
** Defeat a certain Earth elemental, no place in particular.&lt;br /&gt;
&lt;br /&gt;
* '''[[Storm_(category)|Storm]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Defeat a certain Storm Mage.&lt;br /&gt;
&lt;br /&gt;
* '''[[Poisons_(category)|Poisons]] ''(for [[Rogue]], [[Marauder]], [[Skirmisher]] and [[Archer]] classes)'''''&lt;br /&gt;
** Consort with some ne'er-do-wells.&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Undead drake}} ''(for [[Wyrmic]] classes, [[Embers of Rage]] DLC)''''' &lt;br /&gt;
** Defeat a certain undead in his lair.&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Scourge drake}} ''(for [[Wyrmic]] classes, [[Forbidden Cults]] DLC)''''' &lt;br /&gt;
** Defeat a certain dragon in his lair. 100% dungeon spawn chance if you are a [[Drem]], 30% for every other race.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|Infinite Dungeon: The Neverending Descent]]'''&lt;br /&gt;
** Find the entrance.&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|The Arena: Challenge of the Master]]'''&lt;br /&gt;
** Compete in an event.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* '''Transmogrification Chest'''&lt;br /&gt;
** Sometimes to be carried by a troll.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* '''Zigur Betrayal'''&lt;br /&gt;
** Read something in Zigur.&lt;br /&gt;
&lt;br /&gt;
* '''Redhead cosmetic option'''&lt;br /&gt;
** Rescue a redhead. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Female Dwarf Beards cosmetic option'''&lt;br /&gt;
** Defeat a certain boss as a Female Dwarf. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Insane Difficulty'''&lt;br /&gt;
** Win the game in ''Nightmare'' difficulty to unlock the even harder ''Insane'' difficulty. You have to win the main [[campaign]], or Embers of Rage; winning the arena mode in Nightmare difficulty will not unlock Insane. However, once you have Insane difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Madness Difficulty'''&lt;br /&gt;
** Win the game in ''Insane'' difficulty to unlock the uber-hard ''Madness'' difficulty. You have to win the main [[campaign]], or Embers of Rage; winning the arena mode in Insane difficulty will not unlock Madness. However, once you have Insane difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Bikini/Mankini cosmetic option'''&lt;br /&gt;
** Court a young damsel. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Demon Horns cosmetic option'''&lt;br /&gt;
** Make use of a certain Demonologist ability. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Red Skin cosmetic option'''&lt;br /&gt;
** Do what you do best as a Demonologist. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Drolem cosmetic option'''&lt;br /&gt;
** Defeat a certain Drolem as an Alchemist. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unlockables_(Reduced_Spoilers)&amp;diff=16803</id>
		<title>Unlockables (Reduced Spoilers)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unlockables_(Reduced_Spoilers)&amp;diff=16803"/>
				<updated>2020-07-20T18:15:44Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
==  What this page is==&lt;br /&gt;
&lt;br /&gt;
This attempts to list the unlockables but with more vague and less specific details. This is for those who desire less spoilers and would like to try and figure out some bits themselves. It isn't entirely spoiler-free as the names of the races/classes are listed but the specific details have been muddied up a bit.&lt;br /&gt;
&lt;br /&gt;
== [[Races]] ==&lt;br /&gt;
&lt;br /&gt;
* '''Undead ([[Skeleton]]s and [[Ghoul]]s)'''&lt;br /&gt;
** Defeat a certain vampire.&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeek]]'''&lt;br /&gt;
** Rescue a certain Yeek.&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomelf]]''' ([[Ashes of Urh'Rok]] DLC)&lt;br /&gt;
**  Kill three specific randomly-occurring unique demons with the same character.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ogre]]'''&lt;br /&gt;
** Find and defeat a certain undead, and clear the map he unlocks. 30% chance to find him, 100% as Shalore.&lt;br /&gt;
&lt;br /&gt;
* '''[[Yeti]] ([[Embers of Rage]] DLC)'''&lt;br /&gt;
** Mind Control eight Yetis.&lt;br /&gt;
&lt;br /&gt;
* '''[[Whitehoof]] ([[Embers of Rage]] DLC)'''&lt;br /&gt;
** Defeat a mad Whitehoof.&lt;br /&gt;
&lt;br /&gt;
* '''[[Drem]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Enter a special egress dungeon and defeat its boss.&lt;br /&gt;
&lt;br /&gt;
* '''[[Krog]]''' ([[Forbidden Cults]] DLC)&lt;br /&gt;
** Accept and complete a quest to save the Krogs. (Ogre must have been unlocked.)&lt;br /&gt;
&lt;br /&gt;
== [[Classes]] ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Adventurer]] ''(bonus class)'''''&lt;br /&gt;
** Clear the game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Annihilator]] ''(Tinker meta class)'''''&lt;br /&gt;
** Destroy some steamtech bosses.&lt;br /&gt;
&lt;br /&gt;
* '''[[Anorithil]] ''(Celestial meta class)'''''&lt;br /&gt;
** Save an Anorithil in danger.&lt;br /&gt;
&lt;br /&gt;
* '''[[Archmage]] ''(Mage meta class)'''''&lt;br /&gt;
** Help a troubled mage.&lt;br /&gt;
&lt;br /&gt;
* '''[[Brawler]] ''(Warrior meta class)'''''&lt;br /&gt;
** Bet and win on a wrestling match.&lt;br /&gt;
&lt;br /&gt;
* '''[[Corruptor]] ''(Corruptor meta class)'''''&lt;br /&gt;
** Bargain with a Corruptor.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cultist of Entropy]] ''(Demented meta class)'''''&lt;br /&gt;
** Find and read a special book.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cursed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Slay a certain Cursed.&lt;br /&gt;
&lt;br /&gt;
* '''[[Demonologist]] ''(Defiler meta class)'''''  (Ashes of Urh'Rok DLC)&lt;br /&gt;
** Play a Doombringer or Doomelf to a certain level.&lt;br /&gt;
&lt;br /&gt;
* '''[[Doomed]] ''(Afflicted meta class)'''''&lt;br /&gt;
** Find a resting place for shadows and face your own shade.&lt;br /&gt;
&lt;br /&gt;
* '''[[Marauder]] ''(Rogue meta class)'''''&lt;br /&gt;
** Land a mighty blow as a Rogue or Shadowblade.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Mindslayer]] ''(Psionic meta class)'''''&lt;br /&gt;
** Rescue a certain Yeek, as a Yeek.&lt;br /&gt;
&lt;br /&gt;
* '''[[Necromancer]] ''(Mage meta class)'''''&lt;br /&gt;
** Collect necromantic lore, and '''then''' confront another necromancer.&lt;br /&gt;
&lt;br /&gt;
* '''[[Oozemancer]] ''(Wilder meta class)'''''&lt;br /&gt;
** Survive an ooze-filled dungeon and slay the boss. 30% chance to find it, 100% for Thalore.&lt;br /&gt;
&lt;br /&gt;
* '''[[Paradox Mage]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Play as Temporal Warden. In a place of disturbed time, surrender to a paradox.&lt;br /&gt;
&lt;br /&gt;
* '''[[Possessor]] ''(Psionic meta class)'''''&lt;br /&gt;
** Be a [http://te4.org/donate donator] (and be online when starting the game).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psyshot]] ''(Tinker meta class)'''''&lt;br /&gt;
** To unlock in Embers of Rage, explore a certain ruins.&lt;br /&gt;
** To use in the classic Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat a certain leader with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Reaver]] ''(Defiler meta class)'''''&lt;br /&gt;
** Kill so, so many enemies. &lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Sawbutcher]] ''(Tinker meta class)'''''&lt;br /&gt;
** Automatically unlocked in Embers of Rage.&lt;br /&gt;
** To use in the regular classical Age of Ascendancy, Infinite Dungeon, and Arena campaign(s) defeat a certain leader with any two (2) tinker classes.&lt;br /&gt;
&lt;br /&gt;
* '''[[Skirmisher]] ''(Rogue meta class)'''''&lt;br /&gt;
** Do something specific related to both things this class is known for: shields and ranged.&lt;br /&gt;
&lt;br /&gt;
* '''[[Solipsist]] ''(Psionic meta class)'''''&lt;br /&gt;
** Give in to noxious fumes and overcome your dreams, twice. 30% chance to find, 100% for Yeek.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone Warden]] ''(Wilder meta class)'''''&lt;br /&gt;
**  As a Dwarf, become a master of both nature and the arcane. This class must be played as a [[Dwarf]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Summoner]] ''(Wilder meta class)'''''&lt;br /&gt;
** Witness a summoning, no place in particular.&lt;br /&gt;
&lt;br /&gt;
* '''[[Sun Paladin]] ''(Celestial meta class)'''''&lt;br /&gt;
** Rescue a certain Sun Paladin.&lt;br /&gt;
&lt;br /&gt;
* '''[[Temporal Warden]] ''(Chronomancer meta class)'''''&lt;br /&gt;
** Assist the Temporal Wardens on a rift of ruined spacetime.&lt;br /&gt;
&lt;br /&gt;
* '''[[Wyrmic]] ''(Wilder meta class)'''''&lt;br /&gt;
** Explore a sandy dungeon.  Cannot be unlocked as [[Undead]].&lt;br /&gt;
&lt;br /&gt;
== [[Talent]] Trees ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Wildfire_(category)|Wildfire]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Do so, so much fire damage.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Ice_(category)|Ice]] ''(for [[Archmage]] and [[Necromancer]] classes)'''''&lt;br /&gt;
** Do so, so much cold damage.&lt;br /&gt;
** This unlock is tied to an achievement and thus cannot be obtained on [[Difficulty|Easier mode]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone_(category)|Stone]] ''(for [[Archmage]] and [[Arcane Blade]] classes)'''''&lt;br /&gt;
** Defeat a certain Earth elemental.&lt;br /&gt;
&lt;br /&gt;
* '''[[Storm_(category)|Storm]] ''(for [[Archmage]] class)'''''&lt;br /&gt;
** Defeat a certain Storm Mage.&lt;br /&gt;
&lt;br /&gt;
* '''[[Poisons_(category)|Poisons]] ''(for [[Rogue]], [[Marauder]], [[Skirmisher]] and [[Archer]] classes)'''''&lt;br /&gt;
** Consort with some ne'er-do-wells.&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Undead drake}} ''(for [[Wyrmic]] classes, [[Embers of Rage]] DLC)''''' &lt;br /&gt;
** Defeat a certain undead in his lair.&lt;br /&gt;
&lt;br /&gt;
* '''{{c|Scourge drake}} ''(for [[Wyrmic]] classes, [[Forbidden Cults]] DLC)''''' &lt;br /&gt;
** Defeat a certain dragon in his lair. 100% dungeon spawn chance if you are a [[Drem]], 30% for every other race.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|Infinite Dungeon: The Neverending Descent]]'''&lt;br /&gt;
** Find the entrance.&lt;br /&gt;
&lt;br /&gt;
* '''[[Campaigns|The Arena: Challenge of the Master]]'''&lt;br /&gt;
** Compete in an event.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* '''Transmogrification Chest'''&lt;br /&gt;
** Sometimes to be carried by a troll.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* '''Zigur Betrayal'''&lt;br /&gt;
** Read something in Zigur.&lt;br /&gt;
&lt;br /&gt;
* '''Redhead cosmetic option'''&lt;br /&gt;
** Rescue a redhead. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Female Dwarf Beards cosmetic option'''&lt;br /&gt;
** Defeat a certain boss as a Female Dwarf. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Insane Difficulty'''&lt;br /&gt;
** Win the game in ''Nightmare'' difficulty to unlock the even harder ''Insane'' difficulty. You have to win the main [[campaign]], or Embers of Rage; winning the arena mode in Nightmare difficulty will not unlock Insane. However, once you have Insane difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Madness Difficulty'''&lt;br /&gt;
** Win the game in ''Insane'' difficulty to unlock the uber-hard ''Madness'' difficulty. You have to win the main [[campaign]], or Embers of Rage; winning the arena mode in Insane difficulty will not unlock Madness. However, once you have Insane difficulty unlocked, it will be available for all other game modes as well.&lt;br /&gt;
&lt;br /&gt;
* '''Bikini/Mankini cosmetic option'''&lt;br /&gt;
** Court a young damsel. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Demon Horns cosmetic option'''&lt;br /&gt;
** Make use of a certain Demonologist ability. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Red Skin cosmetic option'''&lt;br /&gt;
** Do what you do best as a Demonologist. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''Drolem cosmetic option'''&lt;br /&gt;
** Defeat a certain Drolem as an Alchemist. You must be a [http://te4.org/donate donator] to use this option once unlocked.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=16758</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=16758"/>
				<updated>2020-05-10T16:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: Bring more in line with the agreed upon guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about. &lt;br /&gt;
&lt;br /&gt;
If you've got a suggestion for different zone order, '''please''' write it up on the [[{{TALKPAGENAME}}| talk page]] for discussion.&lt;br /&gt;
&lt;br /&gt;
This page is '''not for strategy''' about the individual zones; please put that on the actual zone's page.&lt;br /&gt;
&lt;br /&gt;
For an alternate guide with more details on each zone and several maps to not be lost on the overworld, check out [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cath's zone order guide]&lt;br /&gt;
&lt;br /&gt;
==Main Campaign==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
&lt;br /&gt;
# Starting zone(s) for your race/class.&lt;br /&gt;
# The Tier 1 Zones:&lt;br /&gt;
## [[Trollmire]]: Floors 1 to 3 only.&lt;br /&gt;
## [[Norgos Lair]]&lt;br /&gt;
## [[Ruins of Kor'Pul]] (Once you have enough Lite Radius)&lt;br /&gt;
## [[Scintillating Caves]]&lt;br /&gt;
## [[Rhaloren Camp]]&lt;br /&gt;
## [[Heart of the Gloom]]&lt;br /&gt;
## [[The Deep Bellow]] (Dwarf only)&lt;br /&gt;
# [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
# [[Trollmire]]: Floor 4&lt;br /&gt;
# [[Unknown Tunnels]]: Starting at level 10, can be encountered on world map randomly (especially in the snowy north). Can only be encountered once.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
&lt;br /&gt;
# [[Lumberjack Village]]: Spawns after you randomly receive quest just north of the city of [[Last Hope]].&lt;br /&gt;
# The Into the Darkness Zones:&lt;br /&gt;
## [[The Maze]]&lt;br /&gt;
## [[Sandworm Lair]]&lt;br /&gt;
## [[Daikara]]: Don't enter [[Temporal Rift]].&lt;br /&gt;
## [[Old Forest]]: Don't descend into [[Lake of Nur]].&lt;br /&gt;
# [[Hidden Compound]]&lt;br /&gt;
# [[Ruined Halfling Complex]] (&amp;quot;Very old halfling ruins&amp;quot; on world map)&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 === &lt;br /&gt;
&lt;br /&gt;
The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with [[The Master]].  Only Dreadfell and Reknor are mandatory for completing the story.&lt;br /&gt;
&lt;br /&gt;
# [[Tempest Peak]]: Enter [[Derth]] for [[Storming the city|Quest]] and clear Elementals. Then go to the [[Angolwen]] or [[Zigur]] leader to continue to Tempest Peak.&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes.&lt;br /&gt;
# [[Mark of the Spellblaze]]&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]].&lt;br /&gt;
# [[Ruined Dungeon]]: Random minibosses. Can be super dangerous.&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]]. Quest giver only spawns in 30% of games unless you are a [[Shalore]] (100% chance)&lt;br /&gt;
# [[Dogroth Caldera]]: (Noxious Caldera on world map) Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss.&lt;br /&gt;
# [[Golem Graveyard]]: Just to clear for extra XP. Return in post-game.&lt;br /&gt;
# [[Dreadfell]]&lt;br /&gt;
# [[Dark Crypt]]: (Crypt of Kryl-Feijan) Encountered on world map randomly after lvl 25. Can only be encountered once. Very dangerous, especially for melee classes.&lt;br /&gt;
# [[Reknor]]: (Lost Dwarven Kingdom of Reknor on world map) Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== There and Back Again ===&lt;br /&gt;
&lt;br /&gt;
At this point you should be in the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder|Quest]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Spawns if you run into it on world map on the coast. Appears as ''Entrance to an Underwater Cave'' on the coast. No air bubbles. Requires water breathing.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Spawns after you start the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest.&lt;br /&gt;
# [[Briagh's Lair]]: (Sandpit of Briagh on world map) Spawns after you continue the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games (100% for [[Thalore]])&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this.&lt;br /&gt;
# [[Shadow Crypt]]&lt;br /&gt;
&lt;br /&gt;
=== The Prides ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest.&lt;br /&gt;
# The Orc Prides. Change order to suit your strengths.&lt;br /&gt;
## [[Gorbat Pride]]: Southern end of continent. (''Wilders'')&lt;br /&gt;
## [[Grushnak Pride]]: Northwest (''Fighters'') Don't enter the [[Slime Tunnels|Slimy Pit]].&lt;br /&gt;
## [[Vor Pride]]: Northeast (''Mages'')&lt;br /&gt;
## [[Rak'Shor Pride]]: Southwest (''Necromancers'')&lt;br /&gt;
# [[Eruan]]&lt;br /&gt;
# [[Slime Tunnels]]: Reached through [[Grushnak Pride]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# [[Vor Armoury]] vault&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=16350</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=16350"/>
				<updated>2019-11-19T15:51:39Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about. &lt;br /&gt;
&lt;br /&gt;
If you've got a suggestion for different zone order, '''please''' write it up on the [[{{TALKPAGENAME}}| talk page]] for discussion.&lt;br /&gt;
&lt;br /&gt;
This page is '''not for strategy''' about the individual zones; please put that on the actual zone's page.&lt;br /&gt;
&lt;br /&gt;
For an alternate guide with more details on each zone and several maps to not be lost on the overworld, check out [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cath's zone order guide]&lt;br /&gt;
&lt;br /&gt;
==Main Campaign==&lt;br /&gt;
&lt;br /&gt;
=== Starting Game to Level 10 ===&lt;br /&gt;
&lt;br /&gt;
# Starting zone(s) for your race/class.&lt;br /&gt;
# The Tier 1 Zones:&lt;br /&gt;
## [[Trollmire]]: Floors 1 to 3 only.&lt;br /&gt;
## [[Norgos Lair]]&lt;br /&gt;
## [[Ruins of Kor'Pul]] (Once you have enough Lite Radius)&lt;br /&gt;
## [[Scintillating Caves]]&lt;br /&gt;
## [[Rhaloren Camp]]&lt;br /&gt;
## [[Heart of the Gloom]]&lt;br /&gt;
## [[The Deep Bellow]] (Dwarf only)&lt;br /&gt;
# [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
# [[Trollmire]]: Floor 4&lt;br /&gt;
# [[Unknown Tunnels]]: Starting at level 10, can be encountered on world map randomly (especially in the snowy north). Can only be encountered once.&lt;br /&gt;
&lt;br /&gt;
=== Level 10 to Level 20 ===&lt;br /&gt;
&lt;br /&gt;
# [[Lumberjack Village]]: Spawns after you randomly receive quest just north of the city of [[Last Hope]].&lt;br /&gt;
# The Tier 2 Zones:&lt;br /&gt;
## [[Old Forest]]: Don't descend into [[Lake of Nur]].&lt;br /&gt;
## [[The Maze]]&lt;br /&gt;
## [[Sandworm Lair]]&lt;br /&gt;
## [[Daikara]]: Don't enter [[Temporal Rift]].&lt;br /&gt;
# [[Hidden Compound]]&lt;br /&gt;
# [[Ruined Halfling Complex]] (&amp;quot;Very old halfling ruins&amp;quot; on world map)&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]).&lt;br /&gt;
&lt;br /&gt;
=== Level 20 to Level 30 === &lt;br /&gt;
&lt;br /&gt;
The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with [[The Master]].&lt;br /&gt;
&lt;br /&gt;
# [[Ruined Dungeon]]: Random minibosses. Can be super dangerous.&lt;br /&gt;
# [[Dogroth Caldera]]: (Noxious Caldera on world map) Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]]. Quest giver only spawns in 30% of games unless you are a [[Shalore]] (100% chance)&lt;br /&gt;
# [[Golem Graveyard]]: Just to clear for extra XP. Return in post-game.&lt;br /&gt;
# [[Dreadfell]]&lt;br /&gt;
# [[Tempest Peak]]: Enter [[Derth]] for [[Storming the city|Quest]] and clear Elementals. Then go to the [[Angolwen]] or [[Zigur]] leader to continue to Tempest Peak.&lt;br /&gt;
# [[Dark Crypt]]: (Crypt of Kryl-Feijan) Encountered on world map randomly after lvl 25. Can only be encountered once. Very dangerous, especially for melee classes.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss.&lt;br /&gt;
# [[Mark of the Spellblaze]]&lt;br /&gt;
# [[Reknor]]: (Lost Dwarven Kingdom of Reknor on world map) Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Level 30 to Level 40 ===&lt;br /&gt;
&lt;br /&gt;
At this point you should be in the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder|Quest]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Spawns if you run into it on world map on the coast. Appears as ''Entrance to an Underwater Cave'' on the coast. No air bubbles. Requires water breathing.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Spawns after you start the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest.&lt;br /&gt;
# [[Briagh's Lair]]: (Sandpit of Briagh on world map) Spawns after you continue the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games (100% for [[Thalore]])&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this.&lt;br /&gt;
# [[Shadow Crypt]]&lt;br /&gt;
&lt;br /&gt;
=== Level 40 to Level 50 ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest.&lt;br /&gt;
# The Orc Prides. Change order to suit your strengths.&lt;br /&gt;
## [[Gorbat Pride]]: Southern end of continent. (''Wilders'')&lt;br /&gt;
## [[Grushnak Pride]]: Northwest (''Fighters'') Don't enter the [[Slime Tunnels|Slimy Pit]].&lt;br /&gt;
## [[Vor Pride]]: Northeast (''Mages'')&lt;br /&gt;
## [[Rak'Shor Pride]]: Southwest (''Necromancers'')&lt;br /&gt;
# [[Eruan]]&lt;br /&gt;
# [[Slime Tunnels]]: Reached through [[Grushnak Pride]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# [[Vor Armoury]] vault&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=16349</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=16349"/>
				<updated>2019-11-19T15:51:12Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about. &lt;br /&gt;
&lt;br /&gt;
If you've got a suggestion for different zone order, '''please''' write it up on the [[{{TALKPAGENAME}}| talk page]] for discussion.&lt;br /&gt;
&lt;br /&gt;
This page is '''not for strategy''' about the individual zones; please put that on the actual zone's page.&lt;br /&gt;
&lt;br /&gt;
For an alternate guide with more details on each zone and several maps to not be lost on the overworld, check out [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cath's zone order guide]&lt;br /&gt;
&lt;br /&gt;
==Main Campaign==&lt;br /&gt;
&lt;br /&gt;
=== Starting Game to Level 10 ===&lt;br /&gt;
&lt;br /&gt;
# Starting zone(s) for your race/class.&lt;br /&gt;
# The Tier 1 Zones:&lt;br /&gt;
## [[Trollmire]]: Floors 1 to 3 only.&lt;br /&gt;
## [[Norgos Lair]]&lt;br /&gt;
## [[Ruins of Kor'Pul]] (Once you have enough Lite Radius)&lt;br /&gt;
## [[Heart of the Gloom]]&lt;br /&gt;
## [[Scintillating Caves]]&lt;br /&gt;
## [[Rhaloren Camp]]&lt;br /&gt;
## [[The Deep Bellow]] (Dwarf only)&lt;br /&gt;
# [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
# [[Trollmire]]: Floor 4&lt;br /&gt;
# [[Unknown Tunnels]]: Starting at level 10, can be encountered on world map randomly (especially in the snowy north). Can only be encountered once.&lt;br /&gt;
&lt;br /&gt;
=== Level 10 to Level 20 ===&lt;br /&gt;
&lt;br /&gt;
# [[Lumberjack Village]]: Spawns after you randomly receive quest just north of the city of [[Last Hope]].&lt;br /&gt;
# The Tier 2 Zones:&lt;br /&gt;
## [[Old Forest]]: Don't descend into [[Lake of Nur]].&lt;br /&gt;
## [[The Maze]]&lt;br /&gt;
## [[Sandworm Lair]]&lt;br /&gt;
## [[Daikara]]: Don't enter [[Temporal Rift]].&lt;br /&gt;
# [[Hidden Compound]]&lt;br /&gt;
# [[Ruined Halfling Complex]] (&amp;quot;Very old halfling ruins&amp;quot; on world map)&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]).&lt;br /&gt;
&lt;br /&gt;
=== Level 20 to Level 30 === &lt;br /&gt;
&lt;br /&gt;
The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with [[The Master]].&lt;br /&gt;
&lt;br /&gt;
# [[Ruined Dungeon]]: Random minibosses. Can be super dangerous.&lt;br /&gt;
# [[Dogroth Caldera]]: (Noxious Caldera on world map) Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]]. Quest giver only spawns in 30% of games unless you are a [[Shalore]] (100% chance)&lt;br /&gt;
# [[Golem Graveyard]]: Just to clear for extra XP. Return in post-game.&lt;br /&gt;
# [[Dreadfell]]&lt;br /&gt;
# [[Tempest Peak]]: Enter [[Derth]] for [[Storming the city|Quest]] and clear Elementals. Then go to the [[Angolwen]] or [[Zigur]] leader to continue to Tempest Peak.&lt;br /&gt;
# [[Dark Crypt]]: (Crypt of Kryl-Feijan) Encountered on world map randomly after lvl 25. Can only be encountered once. Very dangerous, especially for melee classes.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss.&lt;br /&gt;
# [[Mark of the Spellblaze]]&lt;br /&gt;
# [[Reknor]]: (Lost Dwarven Kingdom of Reknor on world map) Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Level 30 to Level 40 ===&lt;br /&gt;
&lt;br /&gt;
At this point you should be in the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder|Quest]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Spawns if you run into it on world map on the coast. Appears as ''Entrance to an Underwater Cave'' on the coast. No air bubbles. Requires water breathing.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Spawns after you start the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest.&lt;br /&gt;
# [[Briagh's Lair]]: (Sandpit of Briagh on world map) Spawns after you continue the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games (100% for [[Thalore]])&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this.&lt;br /&gt;
# [[Shadow Crypt]]&lt;br /&gt;
&lt;br /&gt;
=== Level 40 to Level 50 ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest.&lt;br /&gt;
# The Orc Prides. Change order to suit your strengths.&lt;br /&gt;
## [[Gorbat Pride]]: Southern end of continent. (''Wilders'')&lt;br /&gt;
## [[Grushnak Pride]]: Northwest (''Fighters'') Don't enter the [[Slime Tunnels|Slimy Pit]].&lt;br /&gt;
## [[Vor Pride]]: Northeast (''Mages'')&lt;br /&gt;
## [[Rak'Shor Pride]]: Southwest (''Necromancers'')&lt;br /&gt;
# [[Eruan]]&lt;br /&gt;
# [[Slime Tunnels]]: Reached through [[Grushnak Pride]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# [[Vor Armoury]] vault&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=16348</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=16348"/>
				<updated>2019-11-19T15:50:49Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This guide is meant for newer users who need advice about which order to complete different zones. It is not true for all situations and all classes, and experienced players can choose to skip some zones or move the order about. &lt;br /&gt;
&lt;br /&gt;
If you've got a suggestion for different zone order, '''please''' write it up on the [[{{TALKPAGENAME}}| talk page]] for discussion.&lt;br /&gt;
&lt;br /&gt;
This page is '''not for strategy''' about the individual zones; please put that on the actual zone's page.&lt;br /&gt;
&lt;br /&gt;
For an alternate guide with more details on each zone and several maps to not be lost on the overworld, check out [http://forums.te4.org/viewtopic.php?f=41&amp;amp;t=48660 Cath's zone order guide]&lt;br /&gt;
&lt;br /&gt;
==Main Campaign==&lt;br /&gt;
&lt;br /&gt;
=== Starting Game to Level 10 ===&lt;br /&gt;
&lt;br /&gt;
# Starting zone(s) for your race/class.&lt;br /&gt;
# The Tier 1 Zones:&lt;br /&gt;
## [[Trollmire]]: Floors 1 to 3 only.&lt;br /&gt;
## [[Norgos Lair]]&lt;br /&gt;
## [[Ruins of Kor'Pul]] (Once you have enough Lite Radius)&lt;br /&gt;
## [[Heart of the Gloom]]&lt;br /&gt;
## [[Scintillating Caves]]&lt;br /&gt;
## [[Rhaloren Camp]]&lt;br /&gt;
## [[Deep Bellow]] (Dwarf only)&lt;br /&gt;
# [[Derth]]: Talk to the Shady Man in the North for his [[The agent of the arena|Quest]]. Must be done before lvl 14.&lt;br /&gt;
# [[Trollmire]]: Floor 4&lt;br /&gt;
# [[Unknown Tunnels]]: Starting at level 10, can be encountered on world map randomly (especially in the snowy north). Can only be encountered once.&lt;br /&gt;
&lt;br /&gt;
=== Level 10 to Level 20 ===&lt;br /&gt;
&lt;br /&gt;
# [[Lumberjack Village]]: Spawns after you randomly receive quest just north of the city of [[Last Hope]].&lt;br /&gt;
# The Tier 2 Zones:&lt;br /&gt;
## [[Old Forest]]: Don't descend into [[Lake of Nur]].&lt;br /&gt;
## [[The Maze]]&lt;br /&gt;
## [[Sandworm Lair]]&lt;br /&gt;
## [[Daikara]]: Don't enter [[Temporal Rift]].&lt;br /&gt;
# [[Hidden Compound]]&lt;br /&gt;
# [[Ruined Halfling Complex]] (&amp;quot;Very old halfling ruins&amp;quot; on world map)&lt;br /&gt;
# [[Temporal Rift]]: Reached through [[Daikara]]. Dangerous for Melee classes.&lt;br /&gt;
# [[Lake of Nur]]: Reached through [[Old Forest]]).&lt;br /&gt;
&lt;br /&gt;
=== Level 20 to Level 30 === &lt;br /&gt;
&lt;br /&gt;
The order at this level starts to become more fluid. You can do these zones in any order, but gaining levels before going into Dreadfell will be helpful for the battle with [[The Master]].&lt;br /&gt;
&lt;br /&gt;
# [[Ruined Dungeon]]: Random minibosses. Can be super dangerous.&lt;br /&gt;
# [[Dogroth Caldera]]: (Noxious Caldera on world map) Spawns after lvl 20 in 20% of all games unless you are a [[Yeek]] (100% chance)&lt;br /&gt;
# [[Old Conclave Vault]]: Only spawns if you receive quest in [[Ruined Halfling Complex]]. Quest giver only spawns in 30% of games unless you are a [[Shalore]] (100% chance)&lt;br /&gt;
# [[Golem Graveyard]]: Just to clear for extra XP. Return in post-game.&lt;br /&gt;
# [[Dreadfell]]&lt;br /&gt;
# [[Tempest Peak]]: Enter [[Derth]] for [[Storming the city|Quest]] and clear Elementals. Then go to the [[Angolwen]] or [[Zigur]] leader to continue to Tempest Peak.&lt;br /&gt;
# [[Dark Crypt]]: (Crypt of Kryl-Feijan) Encountered on world map randomly after lvl 25. Can only be encountered once. Very dangerous, especially for melee classes.&lt;br /&gt;
# [[Last Hope Graveyard]]: Go down a floor and then open all of the individual graves before engaging the boss.&lt;br /&gt;
# [[Mark of the Spellblaze]]&lt;br /&gt;
# [[Reknor]]: (Lost Dwarven Kingdom of Reknor on world map) Enter Farportal at the end.&lt;br /&gt;
&lt;br /&gt;
=== Level 30 to Level 40 ===&lt;br /&gt;
&lt;br /&gt;
At this point you should be in the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
# [[Unremarkable Cave]]: You spawn here.&lt;br /&gt;
# [[Ardhungol]]: Spawns after you receive [[Eight legs of wonder|Quest]] from [[Melnela]] in [[Gates of Morning]]. Turn in quest to her after.&lt;br /&gt;
# [[Temple of Creation]]: Spawns if you run into it on world map on the coast. Appears as ''Entrance to an Underwater Cave'' on the coast. No air bubbles. Requires water breathing.&lt;br /&gt;
# [[Vor Armoury]]: '''NOT''' Vor Pride. Spawns after you start the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest.&lt;br /&gt;
# [[Briagh's Lair]]: (Sandpit of Briagh on world map) Spawns after you continue the [[There and back again|Quest]] in [[Gates of Morning]]. Return after and turn in quest. Then enter the Farportal.&lt;br /&gt;
# [[Backup Guardians]]:&lt;br /&gt;
## [[Trollmire]] (floor 2)&lt;br /&gt;
## [[Kor'Pul]] (floor 3)&lt;br /&gt;
## [[Reknor]] (floor 4)&lt;br /&gt;
## [[Scintillating Caves]] (floor 3)&lt;br /&gt;
## [[The Maze]] (floor 2)&lt;br /&gt;
## [[Dreadfell]] (floor 1)&lt;br /&gt;
## [[Daikara]] (floor 4)&lt;br /&gt;
## [[Sandworm Lair]] (floor 1)&lt;br /&gt;
## [[Old Forest]] (floor 3)&lt;br /&gt;
## [[The Deep Bellow]] (floor 3) Dwarves only. &lt;br /&gt;
# [[Ancient Elven Ruins]]&lt;br /&gt;
# [[Sludgenest]]: Spawns after lvl 30 in 30% of all games (100% for [[Thalore]])&lt;br /&gt;
# [[Back and there again|Tannen's Quest]]: Ask around [[Last Hope]] to unlock this.&lt;br /&gt;
# [[Shadow Crypt]]&lt;br /&gt;
&lt;br /&gt;
=== Level 40 to Level 50 ===&lt;br /&gt;
&lt;br /&gt;
# [[Valley of the Moon]]: If you get the quest.&lt;br /&gt;
# The Orc Prides. Change order to suit your strengths.&lt;br /&gt;
## [[Gorbat Pride]]: Southern end of continent. (''Wilders'')&lt;br /&gt;
## [[Grushnak Pride]]: Northwest (''Fighters'') Don't enter the [[Slime Tunnels|Slimy Pit]].&lt;br /&gt;
## [[Vor Pride]]: Northeast (''Mages'')&lt;br /&gt;
## [[Rak'Shor Pride]]: Southwest (''Necromancers'')&lt;br /&gt;
# [[Eruan]]&lt;br /&gt;
# [[Slime Tunnels]]: Reached through [[Grushnak Pride]].&lt;br /&gt;
# [[High Peak]]&lt;br /&gt;
&lt;br /&gt;
=== Optional After Winning the Game ===&lt;br /&gt;
&lt;br /&gt;
# [[Vor Armoury]] vault&lt;br /&gt;
# Clear out the [[Sludgenest]], if it spawned&lt;br /&gt;
# Return to [[Golem Graveyard]].&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Difficulty&amp;diff=16309</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Difficulty&amp;diff=16309"/>
				<updated>2019-11-18T17:07:33Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: 1.6 difficulty settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has 5 difficulty settings:&lt;br /&gt;
&lt;br /&gt;
=Easier=&lt;br /&gt;
&lt;br /&gt;
Provides an easier game experience.&lt;br /&gt;
Use it if you feel uneasy tackling the harder modes.&lt;br /&gt;
&lt;br /&gt;
*All damage to the player decreased by 30%&lt;br /&gt;
*All healing for the player increased by 30%&lt;br /&gt;
*All detrimental status effects durations reduced by 50%&lt;br /&gt;
*Player starts at level 1 with 15 [[gold]]&lt;br /&gt;
&lt;br /&gt;
[[Achievement|Achievements]] are not granted, and thus any unlock dependent on an achievement cannot be obtained. Specific unlocks affected are mentioned on the [[unlockables]] page.&lt;br /&gt;
&lt;br /&gt;
=Normal=&lt;br /&gt;
&lt;br /&gt;
Provides the normal level of challenge.&lt;br /&gt;
&lt;br /&gt;
*Player starts at level 1 with 0 gold&lt;br /&gt;
&lt;br /&gt;
=Nightmare=&lt;br /&gt;
Unfair game setting&lt;br /&gt;
&lt;br /&gt;
*All zone levels increased by 50% by the time Player reaches level 10&lt;br /&gt;
*All creature talent levels increased by 30%&lt;br /&gt;
*Unique (fixed) bosses advance in bonus classes 30% faster&lt;br /&gt;
*Rare creatures are almost twice as frequent.&lt;br /&gt;
*Stairs can not be used for 3 turns after a kill.&lt;br /&gt;
Player can earn Nightmare version of achievements if also playing in Roguelike or Adventure [[Permadeath|permadeath]] mode.&lt;br /&gt;
&lt;br /&gt;
=Insane=&lt;br /&gt;
&amp;quot;Easy is for the weak! Normal is for the weak! Nightmare is too easy! Bring on the true pain!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*All zone levels increased by 50% + 1 by the time Player reaches level 10&lt;br /&gt;
*All creature talent levels increased by 80%&lt;br /&gt;
*Unique (fixed) bosses advance in bonus classes 80% faster&lt;br /&gt;
*Rare creatures are far more frequent and random bosses start to appear&lt;br /&gt;
*Stairs can not be used for 5 turns after a kill.&lt;br /&gt;
Player can earn Insane version of achievements if also playing in Roguelike or Adventure [[Permadeath|permadeath]] mode.&lt;br /&gt;
&lt;br /&gt;
=Madness=&lt;br /&gt;
&amp;quot;Insane is for the weak! Bring on the true mind-shattering experience!&amp;quot;&lt;br /&gt;
Absolutely unfair game setting. You really like pain and want to feel the wrath of DarkGod to play this mode!&lt;br /&gt;
&lt;br /&gt;
*All zone levels increased by 150% + 2 by the time Player reaches level 10&lt;br /&gt;
*All creature talent levels increased by 170%&lt;br /&gt;
*Unique (fixed) bosses advance in bonus classes 170% faster&lt;br /&gt;
*All enemies have 200% more life&lt;br /&gt;
*Rare creatures are far more frequent and random bosses start to appear&lt;br /&gt;
*Stairs can not be used for 9 turns after a kill.&lt;br /&gt;
*Player is being hunted! Randomly all foes in a radius will get a feeling of where she/he is.&lt;br /&gt;
Player can earn Madness version of achievements if also playing in Roguelike or Adventure [[Permadeath|permadeath]] mode.&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zone&amp;diff=13242</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zone&amp;diff=13242"/>
				<updated>2017-03-21T22:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;Recaiden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.4.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
'''Zones''' are places you can go, containing NPCs (monsters and/or friendlies) and items.  They are usually entered by traveling to a specific point on the wilderness map.  They contain one or more ''levels'' (maps) connected to each other by stairs.&lt;br /&gt;
&lt;br /&gt;
Items left on the ground of a level may vanish when you leave that level.  There are currently three known exceptions: anything in a [[vault]]; the storage chamber of the [[Sher'Tul Fortress]]; and the special vault zone in the [[Embers of Rage]] campaign. &lt;br /&gt;
&lt;br /&gt;
The denizens and objects in a zone scale to your level when you enter the zone, subject to a minimum (floor) and maximum (ceiling) defined for each zone.  &lt;br /&gt;
&lt;br /&gt;
A common trick (removed in 1.5.0) for some of the tougher zones wass to enter them early in order to set the level scaling to a low value, run away, and come back later when you're higher level (or otherwise stronger).&lt;br /&gt;
&lt;br /&gt;
Some zones are towns, which may have buildings ([[stores]]) as well as (primarily) non-hostile NPCs.  Inventory in a town's stores are updated using fixed character/power levels at specific points in the current [[campaign]].&lt;br /&gt;
&lt;br /&gt;
For the main campaign, these are: death of [[The Master]], and completion of the [[Charred Scar]].&lt;br /&gt;
&lt;br /&gt;
If you are a newer player, you may wish to read this general guide to the [[zone order]].&lt;br /&gt;
&lt;br /&gt;
==Continents==&lt;br /&gt;
The world of Eyal has three (known) continents: '''[[Maj'Eyal]]''' (West), '''[[Var'Eyal]]''' (the Far East) and '''[[Tar'Eyal]]''' (South).&lt;br /&gt;
&lt;br /&gt;
Players in the main [[campaign]] begin on the continent of Maj'Eyal.  Var'Eyal (the Far East) becomes accessible from the end of [[Reknor]].&lt;br /&gt;
&lt;br /&gt;
Players in [[Embers of Rage]] start on an island off of the main continent of Var'Eyal. Access to the main continent of Var'Eyal becomes possible mid-way through the [[Embers of Rage]] campaign.&lt;br /&gt;
&lt;br /&gt;
The continent of Tar'Eyal cannot be explored at the moment, but may become its own [[Campaigns#Tar'Eyal, the Southern Continent|campaign]] at a later date. &lt;br /&gt;
&lt;br /&gt;
This is an old, out of date map, but interesting still: http://te4.org/w/images/6/6b/Eyal2.png.&lt;br /&gt;
&lt;br /&gt;
==Main Campaign Zones==&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Min level !! Max level !! Zone name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Derth]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Elvala]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Irkkk]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Iron Council]] || [[Dwarf|Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Point Zero]] || Human/elven/halfling [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Shatur]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 14 || [[Lumberjack Village]] || Triggered by encounter north of [[Last Hope]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 50 || [[Zigur]] || Non-magic characters only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Angolwen]] || Triggered by novice mage (southwest of [[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 1 (starter) zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Abashed Expanse]] || Human/elven/halfling [[Archmage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[The Deep Bellow]] || [[Dwarf|Dwarves]] only, in [[Iron Council]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Escape from Reknor]] || [[Dwarf|Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Heart of the Gloom]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ruins of Kor'Pul]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Murgol Lair]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Norgos Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Rhaloren Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ritches Tunnels]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Scintillating Caves]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Slazish Fens]] || Human/elven [[Anorithil]]/[[Sun Paladin]] only, in [[Gates of Morning]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Trollmire]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Unhallowed Morass]] || [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 8 || [[Blighted Ruins]] || [[Skeleton]]/[[Ghoul]] only&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 2 zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Daikara]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[The Maze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Old Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Sandworm Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || [[Unknown Tunnels]] || Triggered by encounter; must be level 6 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Hidden Compound|Hidden Compound (Ring of Blood)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 30 || [[Ruined Dungeon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 20 || [[Golem Graveyard]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Mark of the Spellblaze]] ||&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 35 || [[Dark Crypt]] || Triggered by encounter; must be level 24+.&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 42 || [[Ancient Elven Ruins]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Developer-triggered zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 35 || [[Bearscape]] || looks like a small portal&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Lost land of Poosh]] || looks like a swirling portal&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Lust Forest]] || looks like a jungle tree&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Pikataclysm]] || looks like a red tree&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Santascape]] || looks like a snowman&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Hallowed Fields]] || looks like a carved pumpkin&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || [[Arena Mode|The Arena (unlock area)]] || Triggered by shady cornac ([[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Ruined Halfling Complex]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Tempest Peak]] || Triggered by Linaniil ([[Angolwen]]) or Protector Myssil ([[Zigur]]), after saving [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Lake of Nur]] || Reached from [[Old Forest]] level 4.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Tranquil Meadow]] || [[Cursed]] class only&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 26 || [[Dreadfell]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope Graveyard]] || Triggered by Ungrol ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Temporal Rift]] || In [[Daikara]] level 3&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Paradox Plane]] || Same place as Temporal Rift, [[Temporal Warden]]s only&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[Sher'Tul Fortress]] || At the end of [[Lake of Nur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 35 || [[Reknor]] || Triggered by Elder ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dogroth Caldera]] || Triggered at level 20+ in some games only. Always triggers for Yeek.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Ambush]] || Triggered by defeating The Master ([[Dreadfell]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Tannen's Tower]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Ruins of Telmur]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Fearscape (Tannen)]] || Triggered by item from Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Sludgenest]] || Trigger at level 30+ some games only. Always triggers for Thalore.&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 50 || [[Gates of Morning]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: Orc prides'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Rak'Shor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Gorbat Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Grushnak Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Vor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Flooded Cave]] || In water. Shows on map as Underwater Cave.&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Orc Breeding Pits]] || Removed in version 1.1.5&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 45 || [[Shadow Crypt]] || Shows on map as Dark Crypt. &lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 32 || [[Ardhungol]] || Triggered by Melnela ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Unremarkable Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Temple of Creation]] || At end of [[Flooded Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Valley of the Moon Caverns]] || Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning)&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 45 || [[Eruan]] || Triggered by defeating an orc pride &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 50 || [[Charred Scar]] || At end of [[Eruan]]&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Valley of the Moon]] || Triggered by Limmur ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Briagh's Lair]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Vor Armoury]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal zones: Endgame'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 55 || [[Slime Tunnels]] || At end of [[Grushnak Pride]]&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 80 || [[High Peak]] || At end of [[Slime Tunnels]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Other game modes'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Tutorial]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ∞ || [[Infinite Dungeon]] || In [[Ruined Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[The Arena]] || In [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Miscellaneous zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Eidolon Plane]] || Teleport to upon death (Adventure &amp;amp; Exploration difficulties)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Fearscape]] || Teleport to upon use of talent [[Fearscape (talent)|Fearscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Dreamscape]] || Teleport to upon use of talent [[Dreamscape (talent)|Dreamscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Damp Cave]] || Random location inside other zones?&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Orbital Fearscape Platform]] || Accessed by portal made by a Major Demon&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Not real zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Wilderness]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[Test]] ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Not used currently'''''&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 30 || [[Illusory Castle]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 100 || [[Void]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Ashes of Urh'Rok]] Expansion Zones==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Min level !! Max level !! Zone name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Searing Halls]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 25 || [[Anteroom of Agony]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Embers of Rage]] Campaign Zones==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Min level !! Max level !! Zone name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Kruk Pride]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Vaporous Emporium]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Yetis Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 12 || [[Sunwall Outpost]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 25 || [[Kaltor's Shop]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18 || [[Dominion Port]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18 || [[Ritch Hive]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 25 || [[Ruined Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Krimbul Territory]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Ruins of a lost city]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 22 || [[Sunwall Observatory]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 40 || [[Ancient Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 25 || [[Internment Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Gates of Morning (Embers of Rage)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Primal Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Cave of Hatred]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30  || 40 || [[G.E.M]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Steam Quarry]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Ureslak's Host]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 45 || [[Palace of Fumes]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 50 || [[Pocket of Distorted Time]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 88 || [[The Slumbering Caves]] ||&lt;br /&gt;
|}&lt;br /&gt;
 [[Category:Zones]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Recaiden</name></author>	</entry>

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