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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RedFeather</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RedFeather"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/RedFeather"/>
		<updated>2026-04-06T09:36:47Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Embers_of_Rage&amp;diff=14853</id>
		<title>Embers of Rage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Embers_of_Rage&amp;diff=14853"/>
				<updated>2018-06-19T21:50:51Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Embers of Rage''' is the 2nd expansion to Tales of Maj'Eyal. It was [http://te4.org/dlc/embers-rage released] on Feb. 23rd, 2016. It can be purchased for 70 voratun coins (7$ or 7€).&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
One year has passed since the one the Orcs call the &amp;quot;Scourge from the West&amp;quot; came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.&lt;br /&gt;
 &lt;br /&gt;
'''Features:'''&lt;br /&gt;
* Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...&lt;br /&gt;
&lt;br /&gt;
* Play as one of three new races: the battle-hardened [[Orc|Orcs]], the brutal [[Kruk Yeti|Yetis]], and the unstoppable [[Whitehoof|Whitehooves]]. Discover their stories, their pains, their hopes... and their awesome racial powers!&lt;br /&gt;
&lt;br /&gt;
* Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.&lt;br /&gt;
&lt;br /&gt;
* Play as one of the three new tinker classes: [[Gunslinger|Gunslingers]], [[Sawbutcher|Sawbutchers]], and [[Psyshot|Psyshots]]! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.&lt;br /&gt;
&lt;br /&gt;
* Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.&lt;br /&gt;
&lt;br /&gt;
* Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no &amp;quot;boring&amp;quot; talents here, everything has its own special applications and properties!&lt;br /&gt;
&lt;br /&gt;
* Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...&lt;br /&gt;
&lt;br /&gt;
* Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.&lt;br /&gt;
&lt;br /&gt;
* Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!&lt;br /&gt;
&lt;br /&gt;
* Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!&lt;br /&gt;
&lt;br /&gt;
* Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!&lt;br /&gt;
&lt;br /&gt;
* Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.&lt;br /&gt;
&lt;br /&gt;
* Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Egos-staves&amp;diff=6451</id>
		<title>Egos-staves</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Egos-staves&amp;diff=6451"/>
				<updated>2013-12-26T23:21:34Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Staff Egos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]] [[Category:Egos]]&lt;br /&gt;
&lt;br /&gt;
== Staff Egos ==&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! width=6% | Name&lt;br /&gt;
! width=5% | Greater&lt;br /&gt;
! width=3% | Rarity&lt;br /&gt;
! width=15% | Ability 1&lt;br /&gt;
! width=15% | Ability 2&lt;br /&gt;
! width=15% | Ability 3&lt;br /&gt;
! width=15% | Ability 4&lt;br /&gt;
! width=15% | Ability 5&lt;br /&gt;
|-&lt;br /&gt;
|Cruel||false||3||Increases critical multiplier&lt;br /&gt;
|Increases phys crit chance&lt;br /&gt;
|-&lt;br /&gt;
|Earthen||false||3||Increases armor and physical resist&lt;br /&gt;
|-&lt;br /&gt;
|Lifebinding||false||16||Provides healmod&lt;br /&gt;
|Increases constitution&lt;br /&gt;
|-&lt;br /&gt;
|Potent||false||5||Increases increased damage for the staff's element&lt;br /&gt;
|-&lt;br /&gt;
|Short||false||15||Are one-handed, rather than two-handed like most staves&lt;br /&gt;
|-&lt;br /&gt;
|Surging||false||5||Increases spell power when a critical spell is cast&lt;br /&gt;
|-&lt;br /&gt;
|Blighted||true||30||Increases maximum vim&lt;br /&gt;
|Adds vim when a critical spell is cast&lt;br /&gt;
|does infective blight damage on hit (melee)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal||true||30||Increases damage shield penetration&lt;br /&gt;
|Increases defense&lt;br /&gt;
|-&lt;br /&gt;
|Greater||true||30||Causes the staff to boost all elements in a category (mage, vile or star)&lt;br /&gt;
|-&lt;br /&gt;
|Infernal||true||16||Increases critical multiplier&lt;br /&gt;
|does shadowflame damage on hit (melee)&lt;br /&gt;
|bonus to see invisible&lt;br /&gt;
|-&lt;br /&gt;
|Magelord's||true||30||Greatly increases damage for the staff's element&lt;br /&gt;
|Increases maximum mana&lt;br /&gt;
|-&lt;br /&gt;
|Void walkers||true||40||Grants resist all, defense and effect duration reduction after a teleport&lt;br /&gt;
|-&lt;br /&gt;
|of fate||false||5||Increases armour, defense and saves&lt;br /&gt;
|-&lt;br /&gt;
|Of power||false||4||Increases spell power&lt;br /&gt;
|-&lt;br /&gt;
|Shimmering||false||3||Increases maximum mana&lt;br /&gt;
|-&lt;br /&gt;
|Of might||false||3||Increases spell critical chance&lt;br /&gt;
|-&lt;br /&gt;
|Of projection||false||10||Activates to fire a bolt dealing the staff's damage (5 turn charm cooldown)&lt;br /&gt;
|-&lt;br /&gt;
|Of warding||false||10||Grants +2 wards for the staff's element&lt;br /&gt;
|-&lt;br /&gt;
|Of breaching||false||10||Increases resistance penetration by half of the staff's elemental damage increase&lt;br /&gt;
|-&lt;br /&gt;
|Of blasting||true||30||Activates to project the staff's damage in a radius of 1 + material level around the user (10 turn charm cooldown)&lt;br /&gt;
|-&lt;br /&gt;
|Of greater warding||true||30||Grants +3 wards for the staff's element&lt;br /&gt;
|-&lt;br /&gt;
|Of invocation||true||30||Activates to project the staff's damage in a cone of radius of 2 * material level (8 turn charm cooldown)&lt;br /&gt;
|-&lt;br /&gt;
|Of protection||true||30||Grants half of the staff's increased damage as increased resistances&lt;br /&gt;
|-&lt;br /&gt;
|Of wizardry||true||18||Increases spell power, maximum mana, magic and willpower&lt;br /&gt;
|-&lt;br /&gt;
|Of illumination||false||8||Increases light radius by 3&lt;br /&gt;
|Activates for talent Illuminate, level 2 (6 turn charm cooldown)&lt;br /&gt;
|-&lt;br /&gt;
|Of warding||true||20||Increases spell power, combat defense and resistance to arcane&lt;br /&gt;
|Provides resistance to stunning&lt;br /&gt;
|Activates for talent Displacement Shield, level 4 (uses 80 power, max 80 power, regen 1)&lt;br /&gt;
|-&lt;br /&gt;
|Of channeling||true||20||Increases spell power and mana regeneration&lt;br /&gt;
|Activates for rapid mana regeneration (30 turn charm cooldown)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Frost_Treads&amp;diff=6233</id>
		<title>Frost Treads</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Frost_Treads&amp;diff=6233"/>
				<updated>2013-11-16T21:11:27Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artifact&lt;br /&gt;
|name=Frost Treads&lt;br /&gt;
|unid=ice-covered boots&lt;br /&gt;
|type=Boots&lt;br /&gt;
|source={{Nat}}&lt;br /&gt;
|require=16 Dex&lt;br /&gt;
|rarity=220&lt;br /&gt;
|level=10-18&lt;br /&gt;
|cost=40&lt;br /&gt;
|tier=2&lt;br /&gt;
|armor=+4&lt;br /&gt;
|defense=+1&lt;br /&gt;
|fatigue=+7%&lt;br /&gt;
|change_dam=+15% cold&lt;br /&gt;
|resistances=+20% cold, +10% nature&lt;br /&gt;
|stats=+4 Str&lt;br /&gt;
+4 Dex&lt;br /&gt;
&lt;br /&gt;
+4 Cun&lt;br /&gt;
|abilities=Light radius: +1&lt;br /&gt;
|description=''A pair of leather boots. Cold to the touch, they radiate a cold blue light.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Experience&amp;diff=6232</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Experience&amp;diff=6232"/>
				<updated>2013-11-14T14:37:00Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: corrected own mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most races have a bonus or minus to experience gained, see the [[Races]] page for more information about values. &lt;br /&gt;
&lt;br /&gt;
The XP required to reach level L from level L-1 is given by the ActorLevel.exp_chart function in /tome/load.lua .&lt;br /&gt;
If L is 29 or below, the XP required to reach it from level L-1 is:&lt;br /&gt;
&lt;br /&gt;
ceil(10 - L(L^2 - 88L + 87)/10)&lt;br /&gt;
&lt;br /&gt;
If L is 30 or above, the XP required is:&lt;br /&gt;
&lt;br /&gt;
ceil(10 - L(L^2 - 173L + 172)/20)&lt;br /&gt;
&lt;br /&gt;
Note that you will not gain any XP from killing enemies that are too far below yourself in level.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Experience&amp;diff=6231</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Experience&amp;diff=6231"/>
				<updated>2013-11-14T14:03:01Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most races have a bonus or minus to experience gained, see the [[Races]] page for more information about values. &lt;br /&gt;
&lt;br /&gt;
For Cornacs (who have no experience bonus or penalty), the XP needed to reach level L from level L-1 is:&lt;br /&gt;
&lt;br /&gt;
10 + L*(18+L)*(L-1)/2&lt;br /&gt;
&lt;br /&gt;
Or, equivalently:&lt;br /&gt;
(L^3 + 17*L^2 - 18*L + 20)/2&lt;br /&gt;
&lt;br /&gt;
So for instance, to get from level 2 to level 3 would take 73 XP.&lt;br /&gt;
&lt;br /&gt;
Note that you will not gain any XP from killing enemies that are more than seven levels below yourself.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Gem&amp;diff=6229</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Gem&amp;diff=6229"/>
				<updated>2013-11-10T00:56:40Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
[[Alchemist]]s can convert gems into [[Alchemist#Alchemist_Gems|alchemist gems]] which are used by their [[Explosive_admixtures_(category)|class talents]].&lt;br /&gt;
&lt;br /&gt;
[[Mindslayer]]s can use gems as psionic foci.&lt;br /&gt;
&lt;br /&gt;
For all characters including the two listed above, gems can be used to create '''rings''' (by paying a fee to the jeweler in [[Angolwen]] or the [[Gates of Morning]]), or to imbue a body armour (using the [[Imbue item (talent)|Imbue Item talent]]; classes other than alchemists and stone wardens will need to complete the [[Escorts#Alchemist (Arcane)|alchemist escort quest]] to get access to the stone alchemy category).&lt;br /&gt;
&lt;br /&gt;
Gems are rated in '''tiers''', and the tier you can use for imbuing or ring creation is dependent on the Imbue Item talent level or the ring's tier, respectively.  For Imbue Item, your talent level must be at least as high as the gem's tier.&lt;br /&gt;
&lt;br /&gt;
Gems may be found everywhere, and may also be purchased in the gem store in [[Derth]] (near the eastern edge).&lt;br /&gt;
&lt;br /&gt;
Non-magical rings may be found everywhere, and may also be purchased in the jewelry store in [[Angolwen]].&lt;br /&gt;
&lt;br /&gt;
High tier gems and rings are quite rare in Maj'Eyal.  They become less rare in the Far East.&lt;br /&gt;
&lt;br /&gt;
== Gems ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gem !! Tier !! Power !! Bomb Effect || Color&lt;br /&gt;
|-&lt;br /&gt;
| Agate       || 1    || +1 all stats      || Bomb damage +5% || Black&lt;br /&gt;
|-&lt;br /&gt;
| Citrine     || 1    || +1 light radius, +2 infravision   || Bomb thrown range +1 || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Spinel      || 1    || +2 defense and physical, spell and mental saves || Mana regain 10 || Green&lt;br /&gt;
|-&lt;br /&gt;
| Zircon      || 1    || +2% all resists   || 20% chance to daze for 3 turns || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Ametrine    || 1    || +2% all damage, +1% critical chance    || additional 1 lite damage || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Aquamarine  || 2    || +4% all resists   || Mana regain 20 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Topaz       || 2    || +4 defense and physical, spell and mental saves || Bomb thrown range +3 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Opal        || 2    || +2 all stats      || Bomb damage +10% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Amethyst    || 2    || +4% all damage, +2% critical chance || Additional 25 arcane damage || Violet&lt;br /&gt;
|-&lt;br /&gt;
| Onyx        || 3    || +3 all stats      || Bomb damage +15% || Black&lt;br /&gt;
|-&lt;br /&gt;
| Garnet     || 3    || +6% all damage, +3% critical chance || Life regen 5% of max life || Red&lt;br /&gt;
|-&lt;br /&gt;
| Lapis Lazuli || 3    || +6 defense and physical, spell and mental saves || Mana regain 30 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Emerald     || 3    || +6% all resists   || Additional 50 poison damage || Green&lt;br /&gt;
|-&lt;br /&gt;
| Quartz      || 3    || +30% stun resist  || Additional 10 spell knockback damage || White&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire    || 4    || +8 defense and physical, spell and mental saves || Additional 30 ice damage || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Jade        || 4    || +8% all resists   || Additional 0 slow damage || Green&lt;br /&gt;
|-&lt;br /&gt;
| Turquoise   || 4    || +10 see invisible || Additional 30 acid damage || Green&lt;br /&gt;
|-&lt;br /&gt;
| Amber       || 4    || +8% all damage, +4% critical chance || 10% chance to stun for 2 turns || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Ruby        || 4    || +4 all stats      || Bomb damage +20% || Red&lt;br /&gt;
|-&lt;br /&gt;
| Bloodstone  || 5    || +60% stun resist  || Life regen 10% if max life || Red&lt;br /&gt;
|-&lt;br /&gt;
| Fire Opal   || 5    || +10% all damage, +5% critical chance || Additional 40 fire damage || Red&lt;br /&gt;
|-&lt;br /&gt;
| Moonstone   || 5    || +10 defense and physical, spell and mental saves || 20% chance to stun for 3 turns || White&lt;br /&gt;
|-&lt;br /&gt;
| Pearl       || 5    || +10% all resist   || additional 1 lite damage || White&lt;br /&gt;
|-&lt;br /&gt;
| Diamond     || 5    || +5 all stats      || Bomb damage +25% || White&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rings ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rings are also classed in '''tiers'''.  For ring creation, the [[materials|ring's tier]] must be at least as high as the gem's tier.  (Annoyingly, the game asks you for the ring before asking for the gem.  It's possible to waste a high-tier ring on a low-tier gem without realizing it!  Conversely, if you aren't reading these spoilers, you may have to undergo trial and error to figure out which ring will work with the gem you wanted to use.)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ring       !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 1&lt;br /&gt;
|-&lt;br /&gt;
| Steel  || 2&lt;br /&gt;
|-&lt;br /&gt;
| Gold   || 3&lt;br /&gt;
|-&lt;br /&gt;
| Stralite   || 4&lt;br /&gt;
|-&lt;br /&gt;
| Voratun    || 5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Anmalice&amp;diff=6228</id>
		<title>Anmalice</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Anmalice&amp;diff=6228"/>
				<updated>2013-11-08T21:32:04Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artifact&lt;br /&gt;
|name=Anmalice&lt;br /&gt;
|unid=twisted blade&lt;br /&gt;
|description=''The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. ''&lt;br /&gt;
''Tentacles surround the hilt, latching onto your hand.''&lt;br /&gt;
|use_stat=20% Wil, 80% Str&lt;br /&gt;
|type=longsword&lt;br /&gt;
|source={{psi}},{{unk}}&lt;br /&gt;
|require=20 Wil, 32 Str&lt;br /&gt;
|rarity=250&lt;br /&gt;
|level=30-40&lt;br /&gt;
|cost=300&lt;br /&gt;
|tier=4&lt;br /&gt;
|basepower=&lt;br /&gt;
|damtype=Physical&lt;br /&gt;
|apr=+20&lt;br /&gt;
|critical=+7%&lt;br /&gt;
|dam_conv=+8% Mind&lt;br /&gt;
|abilities=&amp;amp;nbsp;&lt;br /&gt;
* Mental Save: -30 (penalty decreases by 2 on each kill)&lt;br /&gt;
* Mindpower: +9&lt;br /&gt;
* Special effect on hit: Torments target with many mental effects&lt;br /&gt;
* Special effect when kills: Reduces loss of mental save&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
While looking bad on paper, the mental save penalty will reduce to 0 if the user is killing frequently. The high APR and mental effect torment on each hit make this weapon very deadly indeed.&lt;br /&gt;
&lt;br /&gt;
On equipping this weapon, you will receive the message: {{color|red|As you wield the sword, the tentacles on its hilt wrap around your arm. You feel the sword's will invading your mind!}}&lt;br /&gt;
&lt;br /&gt;
You'll also see these messages frequently in any zone based on what monster/NPC is near: ''Anima's eye glares at (monster name), piercing their mind!''&lt;br /&gt;
&lt;br /&gt;
The special 'torment' effects appear to be: Receptive Mind (which reduces mental save by X, and ''increases'' mindpower by Y - this may not be a good effect if you're combating monsters that use mental effects!), Silence, Malign, Agony, Brainlock, and Stunned by madness.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Anmalice&amp;diff=6227</id>
		<title>Anmalice</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Anmalice&amp;diff=6227"/>
				<updated>2013-11-08T21:27:48Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: clarified that the magnitude was decreasing, rather than becoming more sever. Also specified amount.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artifact&lt;br /&gt;
|name=Anmalice&lt;br /&gt;
|description=''The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. ''&lt;br /&gt;
''Tentacles surround the hilt, latching onto your hand.''&lt;br /&gt;
|use_stat=20% Wil, 80% Str&lt;br /&gt;
|type=longsword&lt;br /&gt;
|unid=-&lt;br /&gt;
|source={{psi}},{{unk}}&lt;br /&gt;
|require=20 Wil, 32 Str&lt;br /&gt;
|basepower=&lt;br /&gt;
|damtype=Physical&lt;br /&gt;
|apr=+20&lt;br /&gt;
|critical=+7%&lt;br /&gt;
|dam_conv=+8% Mind&lt;br /&gt;
|abilities=&amp;amp;nbsp;&lt;br /&gt;
* Mental Save: -30 (penalty decreases by 2 on each kill)&lt;br /&gt;
* Mindpower: +9&lt;br /&gt;
* Special effect on hit: Torments target with many mental effects&lt;br /&gt;
* Special effect when kills: Reduces loss of mental save&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
While looking bad on paper, the mental save penalty will reduce to 0 if the user is killing frequently. The high APR and mental effect torment on each hit make this weapon very deadly indeed.&lt;br /&gt;
&lt;br /&gt;
On equipping this weapon, you will receive the message: {{color|red|As you wield the sword, the tentacles on its hilt wrap around your arm. You feel the sword's will invading your mind!}}&lt;br /&gt;
&lt;br /&gt;
You'll also see these messages frequently in any zone based on what monster/NPC is near: ''Anima's eye glares at (monster name), piercing their mind!''&lt;br /&gt;
&lt;br /&gt;
The special 'torment' effects appear to be: Receptive Mind (which reduces mental save by X, and ''increases'' mindpower by Y - this may not be a good effect if you're combating monsters that use mental effects!), Silence, Malign, Agony, Brainlock, and Stunned by madness.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Inscription&amp;diff=6225</id>
		<title>Inscription</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Inscription&amp;diff=6225"/>
				<updated>2013-11-07T14:58:03Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Common Infusions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Inscriptions]] [[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&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;
&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 either 2-3 infusions or runes on its body, depending on race and class.  [[shalore|Shaloren]], [[skeleton]]s and [[ghoul]]s start with runes (1 shielding and 1 phase door), all others races start with inscriptions (1 regeneration and 1 wild) and mana-using characters also start with a manasurge rune.&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.  Popular golem runes include shields, heat beam and acid wave.&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.&lt;br /&gt;
&lt;br /&gt;
=== Common Infusions ===&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;
{{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 [[effect#effect types|effects]] and reduce all damage taken by y for z turns.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Healing&lt;br /&gt;
|image=Infusion_healing.png&lt;br /&gt;
|cooldown=12-17&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;
{{inscription&lt;br /&gt;
|name=Sun&lt;br /&gt;
|image=Infusion_sun.png&lt;br /&gt;
|cooldown=9-15&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=13&lt;br /&gt;
|desc=Activate the infusion to brighten the area in a radius of x and illuminate stealthy creatures, possibly revealing them (reduces stealth power by y). It will also blind any creatures caught inside (power z) for n turns.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Infusions ===&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;
{{inscription&lt;br /&gt;
|name=Heroism&lt;br /&gt;
|image=Infusion_heroism.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to increase three of your primary stats by x for (7-14) turns.&lt;br /&gt;
		Also while [[effect#heroism|Heroism]] is active, you will only die when reaching z life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends.&lt;br /&gt;
		It will always increase your three highest stats.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Insidious Poison&lt;br /&gt;
|image=Infusion_insidious_poison.png&lt;br /&gt;
|cooldown=15-25&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to spit a bolt of poison doing x nature damage per turns for 7 turns, and reducing the target's healing received by y.&lt;br /&gt;
		The sudden stream of natural forces also strips you of one random [[effect#magical_2|detrimental magical effect]].}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infusions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription|name=Wild Growth|image=Infusion_wild_growth.png|desc=Causes thick vines to spring from the ground and entangle all targets within 5 squares for 5 turns, pinning them in place and dealing x physical damage and x 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;
== Runes ==&lt;br /&gt;
Infusions are magical inscriptions. You may not use runes if you are [[Antimagic]].&lt;br /&gt;
&lt;br /&gt;
=== Common Runes ===&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;
{{inscription&lt;br /&gt;
|name=Phase door&lt;br /&gt;
|image=Rune_phase_door.png&lt;br /&gt;
|cooldown=8-10&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to teleport randomly in a range of (5-15).&lt;br /&gt;
			Afterwards you stay out of phase for y turns. In this state all new negative status effects duration is reduced by z, your defense is increased by z and all your resistances by z.}}&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 15.}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Invisibility&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 invisible (power (7-15)) for (4-13) turns.&lt;br /&gt;
		As you become invisible you fade out of phase with reality, all your damage (dealt) is reduced by 40%.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Vision&lt;br /&gt;
|image=Rune_vision.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=15-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to get a vision of the area surrounding you ((8-18) radius) and to allow you to see invisible and stealthed creatures (power %d) for (12-32) turns.&lt;br /&gt;
		Your mind will become more receptive for y turns, allowing you to sense any (one [[creature type]]) around.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Controlled Phase Door&lt;br /&gt;
|image=Rune_controlled_phase_door.png&lt;br /&gt;
|cooldown=10-12&lt;br /&gt;
|level=35-50&lt;br /&gt;
|rarity=17&lt;br /&gt;
|desc=Activate the rune to teleport (to target tile) in a range of x.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Heat Beam&lt;br /&gt;
|image=Rune_heat_beam.png&lt;br /&gt;
|cooldown=15-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a beam of heat, doing x fire damage over 5 turns&lt;br /&gt;
		The intensity of the heat will also remove one random  [[effect#physical_2|detrimental physical effect]] from you.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Frozen Spear&lt;br /&gt;
|image=Rune_frozen_spear.png&lt;br /&gt;
|cooldown=15-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a bolt of ice, doing x cold damage with a chance to freeze the target.&lt;br /&gt;
		The deep cold also crystalizes your mind, removing one random [[effect#mental_2|detrimental mental effect]] from you.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Acid Wave&lt;br /&gt;
|image=Rune_acid_wave.png&lt;br /&gt;
|cooldown=15-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a self-centered acid wave of radius (2-5), doing y acid damage.&lt;br /&gt;
		The corrosive acid will also reduce accuracy, defense and armour by (10-35) for t turns.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Lightning&lt;br /&gt;
|image=Rune_lightning.png&lt;br /&gt;
|cooldown=15-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a beam of lightning, doing x to y lightning damage.&lt;br /&gt;
		Also [[effect#elemental surge: lightning|transform you into pure lightning]] for z turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Runes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription|name=Rune of the Rift|image=Rune_of_the_rift.png|desc=Inflicts X temporal damage.  If your target survives, it will be sent Y 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;
{{inscription|name=Reflection Shield|image=Rune_reflection_shield.png|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=Telepathy&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=Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns.}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Irkkk&amp;diff=6224</id>
		<title>Irkkk</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Irkkk&amp;diff=6224"/>
				<updated>2013-11-06T14:57:35Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Irkkk| floors = 1| min_level = 1| max_level = 15| min_ilevel = 1| max_ilevel = 2| width = ?| height = ?}}&lt;br /&gt;
&lt;br /&gt;
Irkkk is the starting zone for the [[Yeek]] race. A paradise of tropical trees and flowers, it sits on the western edge of the Island of Rel, south of the western continent of [[Maj'Eyal]]. The yeeks live in simple wood shelters.&lt;br /&gt;
&lt;br /&gt;
The island has exits to [[Murgol's Lair]] and the [[Ritches Tunnels]] along with a tunnel to Maj'Eyal (which emerges under the [[Ruined Halfling Complex]]).&lt;br /&gt;
&lt;br /&gt;
Stores: &lt;br /&gt;
&lt;br /&gt;
* One handed weapons crafter (daggers, swords, slings, axes, mindstars)&lt;br /&gt;
* Two hander weapons crafter (battleaxe, greatsword, staff)&lt;br /&gt;
* Tailor (belt, cloak, cloth)&lt;br /&gt;
* Gem crafter ([[gems]])&lt;br /&gt;
* Tanner (belt, gloves, shoes, leather armor)&lt;br /&gt;
* Natural infusions (infusions)&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Back_and_there_again&amp;diff=6222</id>
		<title>Back and there again</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Back_and_there_again&amp;diff=6222"/>
				<updated>2013-11-02T22:18:37Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This quest starts after you've returned to [[Maj'Eyal]] from the [[Far East]] in the [[There and back again]] quest.&lt;br /&gt;
&lt;br /&gt;
In order to return to the [[Far East]], you need yet another portal. First speak with the Elder in [[Last Hope]], who will direct you to speak with [[Tannen]], an elf who lives in the north-west section of town.&lt;br /&gt;
&lt;br /&gt;
[[Tannen]] will ask you for the [[Orb of Many Ways]] for study, and directs you to obtain (yet again) a [[Blood-Runed Athame]] and [[Resonating Diamond]]. You will go look in [[Reknor]], as the orcs had a working portal. At the location of the portal you will fight a [[Lithfengel]] and he will drop the necessary items.&lt;br /&gt;
&lt;br /&gt;
Upon returning to [[Tannen]], he will ask you to check the [[Telmur, tower of Telos]] for a text on portals, while he works on building your new portal. In the tower you will find the [[Shade of Telos]], who will drop the [[Telos's Staff (Bottom Half)]] but no book.&lt;br /&gt;
&lt;br /&gt;
Upon returning to Tannen, he will reveal himself as a traitor and transport you to [[Tannen's Tower]], where you will be forced to fight both him and the [[Dragon Golem]]. Defeating him will return the [[Orb of Many Ways]] to you. Upon exiting the tower, Meranas the Herald of Anglowen will greet and tell you they suspected Tannen (thanks, guys, next time stop him sooner?). He will then build the portal for you.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Experience&amp;diff=6221</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Experience&amp;diff=6221"/>
				<updated>2013-11-01T21:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most races have a bonus or minus to experience gained, see the [[Races]] page for more information about values. &lt;br /&gt;
&lt;br /&gt;
For Cornacs (who have no experience bonus or penalty), the XP needed to reach level L from level L-1 is:&lt;br /&gt;
&lt;br /&gt;
10 + L*(18+L)*(L-1)/2&lt;br /&gt;
&lt;br /&gt;
So for instance, to get from level 2 to level 3 would take 73 XP.&lt;br /&gt;
&lt;br /&gt;
Note that you will not gain any XP from killing enemies that are more than seven levels below yourself.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Important_news&amp;diff=6220</id>
		<title>Important news</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Important_news&amp;diff=6220"/>
				<updated>2013-10-31T00:46:49Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Directs you to go to the southern desert to find the [[Staff of Absorption]]. This opens the [[Eruan]] zone, at the end of which you find a [[Sun Paladin]] who tells you the staff was taken by orcs through a farportal - after them you go! &lt;br /&gt;
&lt;br /&gt;
As soon as you exit the farportal in [[Charred Scar]], the quest ends, and [[The Doom of the World!]] begins.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Spellpower&amp;diff=6219</id>
		<title>Spellpower</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Spellpower&amp;diff=6219"/>
				<updated>2013-10-29T21:47:19Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: Redirected page to Character sheet#Power and Saves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Character_sheet#Power and Saves]]&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Physical_power&amp;diff=6218</id>
		<title>Physical power</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Physical_power&amp;diff=6218"/>
				<updated>2013-10-29T21:46:06Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: Redirected page to Character sheet#Power and Saves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Character sheet#Power and Saves]]&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Summoner_1.0.4&amp;diff=6217</id>
		<title>Summoner 1.0.4</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Summoner_1.0.4&amp;diff=6217"/>
				<updated>2013-10-29T19:19:08Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Race Selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion Thread==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=55&amp;amp;t=36906&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
This is going to be a rudimentary guide to Summoners for people who know nothing about how the class works in ToME, to help you start out and get a feel for the class.&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
Summoners, as their name should make very clear, are based around the creation of allies to do what they deign themselves too important to do, gutting humans, eviscerating bears, crushing trolls as well as taking maces, knives, and spell blasts to the face and other sensitive areas. They play very cautiously and NEVER enter into direct combat willingly, always creating and maintaining a solid living wall of terror and pain between yourself and enemies. You can summon X maximum units at anyone time where X is 10% of your cunning. 1 unit at 10 cunning, 10 at 100.&lt;br /&gt;
&lt;br /&gt;
Your primary starts are Willpower, Cunning, and Constitution. Focus on getting Cunning to 30 to be able to summon a few minions before you are stopped, then concentrate on Willpower &amp;gt; Cunning &amp;gt; Constitution, if you find some health items and are feeling comfortable you can largely ignore health until willpower is capped. Ignore strength (unless you absolutely must get it for an item), dexterity and magic completely&lt;br /&gt;
&lt;br /&gt;
Whenever looking for equipment early on cunning and willpower to get your summoner off the ground and summon more creatures as soon as possible. For the whole game stay with light armor, and focus on +physical damage and status debuff (stun/freeze, confuse, pin, knockback) resistance, your pets inherit these stats from you. They inherit NO elemental resistances, and as you are going to be facing direct fire as rarely as possible, you should not focus heavily on it (that means Don't aim for the maximum 70, aim for 30 in the main ones, arcane fire lightning and cold) get some decent saves, but they are of secondary importance to other effects. If you find Garkul's Helm, wear it and love it.&lt;br /&gt;
&lt;br /&gt;
When approaching enemies your first action should almost always be to summon a creature at it. The minion you create depends on what kind of enemy it is, generally you can't go wrong with Drakes and Warhounds, for anything those two can't deal with you will have to look at the enemy and determine how best to defeat it, luminous horrors for example, you will want to send your tree hard hitting melee minions to make extremely short work of them, and for rooms full of spaced out enemies the Ritch Flamespitter is always a good choice, in narrow corridors you would want your Minotaur backed up by the hound for maximum damage per turn, with the Drake behind them. Once you get to summoning these beasts you will quickly figure out when and where to apply each one (It was the drake, with the drakelings, in every room in the house)&lt;br /&gt;
&lt;br /&gt;
As a summoner you make extensive use of the Resource Equilibrium instead of mana, stamina or others. Equilibrium begins at 0 and every spell cast increases it, there is no maximum amount (that I am aware of) but as your equilibrium goes higher there is a greater and greater chance of spells failing. This can catastrophic as missing turns when you need the most can and will lead to your death. Fortunately summoners have several fantastic ways of dealing with this problem, and is almost never a problem except on the toughest and longest of fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Race Selection===&lt;br /&gt;
&lt;br /&gt;
* '''Higher''' - Overseer of Nations is about the only interesting talent highers get, the rest of it is superfluous to a summoner. 2/5&lt;br /&gt;
* '''Cornac''' - Boring. Boring. Boring. You do not need, and will not find a good use for the category point. 2/5&lt;br /&gt;
* '''Thalore''' - The blight immunity will not carry over to your pets, the damage passive may work well with summons, but have never tried it, but then again you are an elf, so there is the whole &amp;quot;communing with nature&amp;quot; roleplay aspect of it. Minus points for being an elf -2/5.&lt;br /&gt;
* '''Shalore''' - A poor choice, racials do not benefit a summoner hugely, but then again you are an elf, so there is the whole &amp;quot;communing with nature&amp;quot; roleplay aspect of it. Minus points for being an elf -2/5.&lt;br /&gt;
* '''Halfling''' - Racials that will not mix well with a summoner who stands way in the back, not recommended, there are better alternatives. 3/5&lt;br /&gt;
* '''Dwarf''' - As with all things dwarf, this is a competent combination and a great choice for beginners 4/5 (for beginners 5/5)&lt;br /&gt;
* '''Yeek''' - Your pathetic health is offset by never being attacked, your high willpower means dominate will almost always succeed, the confusion resistance is great, global speed is, as always, the most valuable stat in the game, and the wayists you can summon are not limited by the summoned unit cap which can help absorb a few hits and do some additional damage 5/5&lt;br /&gt;
* '''Ghoul''' - It is impossible for undead to currently select wilder classes, though if at some point it were made possible (and assuming their inability to side with zigur still stands) ghouls would make poor summoners, but as ghoul classes go they would be among the better class choices certainly. 1/5 from a Summoner Perspective, 5/5 from a Ghoul Perspective.&lt;br /&gt;
* '''Skeleton''' - As above, though skeletons would make awful summoners, none of their racials help out in any way and they have the largest exp penalty in the game. A waste of both race and class. 1/5&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Melee)====&lt;br /&gt;
* '''War Hound''' - 2/5 at level 1, 5/5 after the Ritch Flamespitter. A sturdy and damaging summon, it has an amazing area effect when combined with Grand Arrival.&lt;br /&gt;
* '''Jelly''' - 1/5 Not very useful, can be used when your other summons die and are on cooldown.&lt;br /&gt;
* '''Minotaur''' - 1/5 early, 5/5 after Fire Drake is maxed. A very strong melee attack and that's about it. Works great in concert with the hound, and is part of your melee triumvirate for dealing with enemies your ranged minions cannot.&lt;br /&gt;
* '''Stone Golem''' - 1/5 early, 5/5 after Minotaur is maxed. Another simple heavy hitter, and well worth the points later on.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Distance)====&lt;br /&gt;
* '''Ritch Flamespitter''' 5/5 As soon as possible, an amazing creature early on, and continues to be a dazzling force into the late game. Extremely vulnerable early game, do not create it next to enemies before you are level 10. (Press your Ritch hotkey then 5 on the keypad and enter, it will create it right next to you)&lt;br /&gt;
* '''Hydra''' - 1/5 Worse than useless, avoid like the plague&lt;br /&gt;
* '''Rimebark''' - 1/5 Worthless, ignore completely.&lt;br /&gt;
* '''Fire Drake''' - 5/5 Your bread and butter as a summoner, it has absolutely incredible area attacks and is no slouch in melee either. Combined with Grand Arrival he starts showing up with drakelings to spread the chaos and distract the enemy. This will max out your unit limit very quickly, if you need or want to use other summons first then Fire Drake you can temporarily exceed your unit cap, but cannot summon ANYTHING else until you are below it.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Utility)====&lt;br /&gt;
* '''Turtle - 1/5''' Can heal for a huge amount when used with Grand Arrival. Not useful on its own.&lt;br /&gt;
* '''Spider - 1/5''' Not terribly interesting, your other minions are more direct, and when it comes down to it there is not a lot of use in having a creature that can disable enemies when all you tell them to do is &amp;quot;Attack and never retreat!&amp;quot;&lt;br /&gt;
* '''Frantic Summoning''' - 5/5 A late game spell, do not invest any point into this until you can summon 4 maximum level minions.&lt;br /&gt;
* '''Summon Control''' - 1/5 A useful tool for opening certain doors throughout the game but not worth more than a single point.&lt;br /&gt;
&lt;br /&gt;
====Technique / Combat Techniques====&lt;br /&gt;
Worthless, ignore completely.&lt;br /&gt;
&lt;br /&gt;
====Technique / Combat Veteran====&lt;br /&gt;
Worthless, ignore completely.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Augmentation)====&lt;br /&gt;
Third Category Point&lt;br /&gt;
* '''Rage''' - 1/5 Worthless, ignore completely.&lt;br /&gt;
* '''Detonate''' - 1/5 to get to resilience, 5/5 later. Turns your minions into bombs, never found a use for it but it might be handy to have in a rough spot, and summoners are drowning in Class Points.&lt;br /&gt;
* '''Resilience''' - 5/5 Makes your pets last a great deal longer as well as making them more robust, it is not critical early game but is nice to have going into the east.&lt;br /&gt;
* '''Phase Summon''' - 1/5 A nice spell to have at any point of the game, but unnecessary as long as you can summon creatures next to you, which lets you move them between yourself and an enemy even if you are pinned. Can be used to get you out of some tough jams, but you can avoid ever getting into them by playing cautiously.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Advanced)====&lt;br /&gt;
First Category Point&lt;br /&gt;
* '''Master Summoner''' - 1/5 Early, 5/5 after completing Grand Arrival.&lt;br /&gt;
* '''Grand Arrival''' - 5/5 As soon as you get the levels. If you read the description for this ability you will see why changes so much. It turns the war hound from a mediocre single target damage dealing into a huge physical armor debuff (it isn't 10-20%, it is closer to 60-75% late game, which is HUGE) as well as granting you an additional three sponges to the drake. Which can turn the tide of any battle.&lt;br /&gt;
* '''Nature's Cycle''' - 0/5 Don't waste your breath unless you desperately want to play with wild summons or you are drowning in Class Points (which will happen)&lt;br /&gt;
* '''Wild Summon''' - 0/5 Sounds like a fun ability that adds a level of depth to the summoner, but by the time you can get it, your summons will already be all over the map, and any abilities they get are at best superficial. If you really love minotaurs it may be worth it for the charge, but the rest of them are forgettable.&lt;br /&gt;
&lt;br /&gt;
===Generic Talents===&lt;br /&gt;
&lt;br /&gt;
====Technique / Combat Training====&lt;br /&gt;
* '''Thick Skin''' - 5/5 When you can. Not crucially important to get this early on.&lt;br /&gt;
* '''Armour Training''' - 1/5 When you find a item that requires it, don't spend any stat points on it, wear some things to get you to 16.&lt;br /&gt;
* Combat Accuracy - Ignore&lt;br /&gt;
* Weapons Mastery - Ignore&lt;br /&gt;
* Dagger Mastery - Ignore&lt;br /&gt;
&lt;br /&gt;
====Cunning /Survival====&lt;br /&gt;
Ignore completely&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Call of the Wild====&lt;br /&gt;
* '''Meditation''' - 1/5 Use this ability ONLY when you have high equilibrium in the middle of a fight, have several summons out and so can wait a few turns to make it go down. The reason for this is that it halves your damage, which halves your minions damage. A massive disadvantage. If you want to try to be more advanced use this ability at the END of every engagement, and turn it off when you next meet an enemy before you summon anything. But is not required.&lt;br /&gt;
* '''Nature's Touch''' - 1/5 A competent heal that can be used on escorts to keep them alive, not worth more points, but if you can get them from escorts go right ahead.&lt;br /&gt;
* '''Earth's Eyes''' - 1/5 This is why you may want to have Meditation on between battles, you can use this ability to map out areas and find hidden sections.&lt;br /&gt;
* '''Natures Balance''' - 5/5 A great ability once you have enough summons to be able to reset 4-5, can let you summon a whole plethora of minions to overwhelm even the strongest of foes.&lt;br /&gt;
&lt;br /&gt;
===ZIGUR ALIGNED TREES===&lt;br /&gt;
&lt;br /&gt;
Not every summoner has to go AM (antimagic), and it is perfectly possible to win without it, but they get almost no benefit from runes; they have their own phase door (Phase Summon), they have no desire to do damage themselves (all attack runes are out), do not need mana regeneration, shielding is unnecessary if you are not taking damage, and teleport while always nice, is frankly not needed when you can create an army on demand. I strongly recommend all summoners DO go the Zigur route as it provides several incredible benefits that outweigh the cost.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Antimagic====&lt;br /&gt;
* '''Resolve''' - 1/5 to 5/5 based on personal preference and amount of free generics. Even at 1/5 this ability is incredible and can severely limit the amount of damage any spellcasters that break through or ignore your summons, can do.&lt;br /&gt;
* '''Aura of Silence''' - 1/5 Not that useful as you never want to be near to anything that can cast in the first place.&lt;br /&gt;
* '''Antimagic Shield''' - 5/5 This can turn whole swathes of enemies into a walk in the park, which is currently being set on fire by 9 Pyromancers. But you don't care because the flowers just smell so nice. Its synergy with the upcoming talents more than makes up for the small additions to your equilibrium.&lt;br /&gt;
* '''Manaclash''' - 1/5 to 5/5 based on amount of free generics. This is a great little spell that can make a caster sit down and weep as he is turned inside out by an army of angry drakelings. Use it when you have maxxed out your unit limit.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Fungus====&lt;br /&gt;
Second Category Point&lt;br /&gt;
* '''Wild Growth''' - 5/5 With this ability you can play through the entire game with only 1 regeneration inscription without a care in the world. With Ancestral life and Antimagic Shield you will feel, and very nearly BE invincible between these three talents and your ever writhing ever increasing lump of dutiful fur.&lt;br /&gt;
* '''Fungal Growth''' - 1/5 Has some synergy with Nature's Touch, but not worth anything more than the point required to get to the others.&lt;br /&gt;
* '''Ancestral Life''' - 5/5 Every single turn you have a healing infusion on you, equilibrium drops 3 points. You ALSO gain almost your entire turn back when casting healing infusion making it a free action. Set your healing infusion to cast automatically every time it is available and watch your equilibrium and heal issues disappear. It is INCREDIBLE, there is no other way to slice it, this ability makes such a huge difference that you should get it at level 20 and not wait until 36.&lt;br /&gt;
* '''Sudden Growth''' - 1/5 This is a surprisingly huge heal when it takes into account the constant regeneration from your infusion. A single point is enough to return you several hundred health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
&lt;br /&gt;
There are no incredible must have prodigies for a summoner to take, you can choose whatever you like, draconic will and draconic body are always good choices for a more basic and safer run, but if you see anything that catches your eyes don't be afraid to give it a whirl.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
&lt;br /&gt;
Rely on the Flamespitter and the Hound to keep you safe until you can summon the drakes then use them to trample every enemy in sight into the ground. More important than that, if you remember ANYTHING from this guide at all, it should be: drakes rock. Not but really, remember to have fun with the class, and the game. Comments and feedback are welcome, but please, lets keep all of the criticism constructive and preferably unadulterated adoration. :mrgreen:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
As a general rule for every class keep your hand off the mouse unless you have to use it, make extensive use of the keypad and your life becomes easier, when summoning creatures you want near you while an enemy is off in the distance just press 5 to center the spell on you and move it away one tile, or just cast it right on you.&lt;br /&gt;
&lt;br /&gt;
Never get cocky around Casters at any point and always keep yourself as close to full hp as possible. You are likely going to be vulnerable to a concentrated burst even with AM and fungus, and should always corner summon if there are more than 2 enemies who can hit you on the same turn for a lot of damage.&lt;br /&gt;
&lt;br /&gt;
Return your equilibrium to baseline between every battle, failing summoning or a natures touch can end your life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boss Specific Strategies===&lt;br /&gt;
&lt;br /&gt;
'''Room of Holy mother of Gawd''' - Use a summon to open the door while you are in the room to the south, summon wave after wave after wave of enemies at the door until you get the exp bump, you will notice when you do. You can do this room as SOON as you reach it, summoners have an easy time for it so long as you don't let them out of the room.&lt;br /&gt;
&lt;br /&gt;
'''Atamathon''' - Keep out of sight keeping a tree or two between you and him, when he charges you teleport to one of your minions or speed inscription away (you should always have one). Summon melee to keep him in one spot, and summon the Flamespitter and the Drake off to the side to pelt him while he is busy. Don't be surprised if at some points during the fight your minions die the very round you put them down for a couple of turns, that is Atamathon being Atamathon.&lt;br /&gt;
&lt;br /&gt;
'''Linaniil''' - You can't do her if you went AM like you almost certainly did, such a shame. If you did not go AM and try to take her on, I wish you good luck and suggest editing game code to make both yourself and your minions immortal. For starters.&lt;br /&gt;
&lt;br /&gt;
'''Final Boss''' - You can natures touch your ally, and the turtle will heal her for A LOT with Grand Arrival. You should close every portal when your movement inscription is ready, and then have no trouble for the rest of the fight, the turtle is the key to victory here by keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Summoner_1.0.4&amp;diff=6216</id>
		<title>Summoner 1.0.4</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Summoner_1.0.4&amp;diff=6216"/>
				<updated>2013-10-29T18:45:08Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Boss Specific Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion Thread==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=55&amp;amp;t=36906&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
This is going to be a rudimentary guide to Summoners for people who know nothing about how the class works in ToME, to help you start out and get a feel for the class.&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
Summoners, as their name should make very clear, are based around the creation of allies to do what they deign themselves too important to do, gutting humans, eviscerating bears, crushing trolls as well as taking maces, knives, and spell blasts to the face and other sensitive areas. They play very cautiously and NEVER enter into direct combat willingly, always creating and maintaining a solid living wall of terror and pain between yourself and enemies. You can summon X maximum units at anyone time where X is 10% of your cunning. 1 unit at 10 cunning, 10 at 100.&lt;br /&gt;
&lt;br /&gt;
Your primary starts are Willpower, Cunning, and Constitution. Focus on getting Cunning to 30 to be able to summon a few minions before you are stopped, then concentrate on Willpower &amp;gt; Cunning &amp;gt; Constitution, if you find some health items and are feeling comfortable you can largely ignore health until willpower is capped. Ignore strength (unless you absolutely must get it for an item), dexterity and magic completely&lt;br /&gt;
&lt;br /&gt;
Whenever looking for equipment early on cunning and willpower to get your summoner off the ground and summon more creatures as soon as possible. For the whole game stay with light armor, and focus on +physical damage and status debuff (stun/freeze, confuse, pin, knockback) resistance, your pets inherit these stats from you. They inherit NO elemental resistances, and as you are going to be facing direct fire as rarely as possible, you should not focus heavily on it (that means Don't aim for the maximum 70, aim for 30 in the main ones, arcane fire lightning and cold) get some decent saves, but they are of secondary importance to other effects. If you find Garkul's Helm, wear it and love it.&lt;br /&gt;
&lt;br /&gt;
When approaching enemies your first action should almost always be to summon a creature at it. The minion you create depends on what kind of enemy it is, generally you can't go wrong with Drakes and Warhounds, for anything those two can't deal with you will have to look at the enemy and determine how best to defeat it, luminous horrors for example, you will want to send your tree hard hitting melee minions to make extremely short work of them, and for rooms full of spaced out enemies the Ritch Flamespitter is always a good choice, in narrow corridors you would want your Minotaur backed up by the hound for maximum damage per turn, with the Drake behind them. Once you get to summoning these beasts you will quickly figure out when and where to apply each one (It was the drake, with the drakelings, in every room in the house)&lt;br /&gt;
&lt;br /&gt;
As a summoner you make extensive use of the Resource Equilibrium instead of mana, stamina or others. Equilibrium begins at 0 and every spell cast increases it, there is no maximum amount (that I am aware of) but as your equilibrium goes higher there is a greater and greater chance of spells failing. This can catastrophic as missing turns when you need the most can and will lead to your death. Fortunately summoners have several fantastic ways of dealing with this problem, and is almost never a problem except on the toughest and longest of fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Race Selection===&lt;br /&gt;
&lt;br /&gt;
* '''Higher''' - Overseer of Nations is about the only interesting talent highers get, the rest of it is superfluous to a summoner. 2/5&lt;br /&gt;
* '''Cornac''' - Boring. Boring. Boring. You do not need, and will not find a good use for the category point. 2/5&lt;br /&gt;
* '''Thalore''' - The blight immunity will not carry over to your pets, the damage passive may work well with summons, but have never tried it, but then again you are an elf, so there is the whole &amp;quot;communing with nature&amp;quot; roleplay aspect of it. Minus points for being an elf -2/5.&lt;br /&gt;
Shalore - A poor choice, racials do not benefit a summoner hugely, but then again you are an elf, so there is the whole &amp;quot;communing with nature&amp;quot; roleplay aspect of it. Minus points for being an elf -2/5.&lt;br /&gt;
* '''Halfling''' - Racials that will not mix well with a summoner who stands way in the back, not recommended, there are better alternatives. 3/5&lt;br /&gt;
* '''Dwarf''' - As with all things dwarf, this is a competent combination and a great choice for beginners 4/5 (for beginners 5/5)&lt;br /&gt;
* '''Yeek''' - Your pathetic health is offset by never being attacked, your high willpower means dominate will almost always succeed, the confusion resistance is great, global speed is, as always, the most valuable stat in the game, and the wayists you can summon are not limited by the summoned unit cap which can help absorb a few hits and do some additional damage 5/5&lt;br /&gt;
* '''Ghoul''' - It is impossible for undead to currently select wilder classes, though if at some point it were made possible (and assuming their inability to side with zigur still stands) ghouls would make poor summoners, but as ghoul classes go they would be among the better class choices certainly. 1/5 from a Summoner Perspective, 5/5 from a Ghoul Perspective.&lt;br /&gt;
* '''Skeleton''' - As above, though skeletons would make awful summoners, none of their racials help out in any way and they have the largest exp penalty in the game. A waste of both race and class. 1/5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Class Talents===&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Melee)====&lt;br /&gt;
* '''War Hound''' - 2/5 at level 1, 5/5 after the Ritch Flamespitter. A sturdy and damaging summon, it has an amazing area effect when combined with Grand Arrival.&lt;br /&gt;
* '''Jelly''' - 1/5 Not very useful, can be used when your other summons die and are on cooldown.&lt;br /&gt;
* '''Minotaur''' - 1/5 early, 5/5 after Fire Drake is maxed. A very strong melee attack and that's about it. Works great in concert with the hound, and is part of your melee triumvirate for dealing with enemies your ranged minions cannot.&lt;br /&gt;
* '''Stone Golem''' - 1/5 early, 5/5 after Minotaur is maxed. Another simple heavy hitter, and well worth the points later on.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Distance)====&lt;br /&gt;
* '''Ritch Flamespitter''' 5/5 As soon as possible, an amazing creature early on, and continues to be a dazzling force into the late game. Extremely vulnerable early game, do not create it next to enemies before you are level 10. (Press your Ritch hotkey then 5 on the keypad and enter, it will create it right next to you)&lt;br /&gt;
* '''Hydra''' - 1/5 Worse than useless, avoid like the plague&lt;br /&gt;
* '''Rimebark''' - 1/5 Worthless, ignore completely.&lt;br /&gt;
* '''Fire Drake''' - 5/5 Your bread and butter as a summoner, it has absolutely incredible area attacks and is no slouch in melee either. Combined with Grand Arrival he starts showing up with drakelings to spread the chaos and distract the enemy. This will max out your unit limit very quickly, if you need or want to use other summons first then Fire Drake you can temporarily exceed your unit cap, but cannot summon ANYTHING else until you are below it.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Utility)====&lt;br /&gt;
* '''Turtle - 1/5''' Can heal for a huge amount when used with Grand Arrival. Not useful on its own.&lt;br /&gt;
* '''Spider - 1/5''' Not terribly interesting, your other minions are more direct, and when it comes down to it there is not a lot of use in having a creature that can disable enemies when all you tell them to do is &amp;quot;Attack and never retreat!&amp;quot;&lt;br /&gt;
* '''Frantic Summoning''' - 5/5 A late game spell, do not invest any point into this until you can summon 4 maximum level minions.&lt;br /&gt;
* '''Summon Control''' - 1/5 A useful tool for opening certain doors throughout the game but not worth more than a single point.&lt;br /&gt;
&lt;br /&gt;
====Technique / Combat Techniques====&lt;br /&gt;
Worthless, ignore completely.&lt;br /&gt;
&lt;br /&gt;
====Technique / Combat Veteran====&lt;br /&gt;
Worthless, ignore completely.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Augmentation)====&lt;br /&gt;
Third Category Point&lt;br /&gt;
* '''Rage''' - 1/5 Worthless, ignore completely.&lt;br /&gt;
* '''Detonate''' - 1/5 to get to resilience, 5/5 later. Turns your minions into bombs, never found a use for it but it might be handy to have in a rough spot, and summoners are drowning in Class Points.&lt;br /&gt;
* '''Resilience''' - 5/5 Makes your pets last a great deal longer as well as making them more robust, it is not critical early game but is nice to have going into the east.&lt;br /&gt;
* '''Phase Summon''' - 1/5 A nice spell to have at any point of the game, but unnecessary as long as you can summon creatures next to you, which lets you move them between yourself and an enemy even if you are pinned. Can be used to get you out of some tough jams, but you can avoid ever getting into them by playing cautiously.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Summoning (Advanced)====&lt;br /&gt;
First Category Point&lt;br /&gt;
* '''Master Summoner''' - 1/5 Early, 5/5 after completing Grand Arrival.&lt;br /&gt;
* '''Grand Arrival''' - 5/5 As soon as you get the levels. If you read the description for this ability you will see why changes so much. It turns the war hound from a mediocre single target damage dealing into a huge physical armor debuff (it isn't 10-20%, it is closer to 60-75% late game, which is HUGE) as well as granting you an additional three sponges to the drake. Which can turn the tide of any battle.&lt;br /&gt;
* '''Nature's Cycle''' - 0/5 Don't waste your breath unless you desperately want to play with wild summons or you are drowning in Class Points (which will happen)&lt;br /&gt;
* '''Wild Summon''' - 0/5 Sounds like a fun ability that adds a level of depth to the summoner, but by the time you can get it, your summons will already be all over the map, and any abilities they get are at best superficial. If you really love minotaurs it may be worth it for the charge, but the rest of them are forgettable.&lt;br /&gt;
&lt;br /&gt;
===Generic Talents===&lt;br /&gt;
&lt;br /&gt;
====Technique / Combat Training====&lt;br /&gt;
* '''Thick Skin''' - 5/5 When you can. Not crucially important to get this early on.&lt;br /&gt;
* '''Armour Training''' - 1/5 When you find a item that requires it, don't spend any stat points on it, wear some things to get you to 16.&lt;br /&gt;
* Combat Accuracy - Ignore&lt;br /&gt;
* Weapons Mastery - Ignore&lt;br /&gt;
* Dagger Mastery - Ignore&lt;br /&gt;
&lt;br /&gt;
====Cunning /Survival====&lt;br /&gt;
Ignore completely&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Call of the Wild====&lt;br /&gt;
* '''Meditation''' - 1/5 Use this ability ONLY when you have high equilibrium in the middle of a fight, have several summons out and so can wait a few turns to make it go down. The reason for this is that it halves your damage, which halves your minions damage. A massive disadvantage. If you want to try to be more advanced use this ability at the END of every engagement, and turn it off when you next meet an enemy before you summon anything. But is not required.&lt;br /&gt;
* '''Nature's Touch''' - 1/5 A competent heal that can be used on escorts to keep them alive, not worth more points, but if you can get them from escorts go right ahead.&lt;br /&gt;
* '''Earth's Eyes''' - 1/5 This is why you may want to have Meditation on between battles, you can use this ability to map out areas and find hidden sections.&lt;br /&gt;
* '''Natures Balance''' - 5/5 A great ability once you have enough summons to be able to reset 4-5, can let you summon a whole plethora of minions to overwhelm even the strongest of foes.&lt;br /&gt;
&lt;br /&gt;
===ZIGUR ALIGNED TREES===&lt;br /&gt;
&lt;br /&gt;
Not every summoner has to go AM (antimagic), and it is perfectly possible to win without it, but they get almost no benefit from runes; they have their own phase door (Phase Summon), they have no desire to do damage themselves (all attack runes are out), do not need mana regeneration, shielding is unnecessary if you are not taking damage, and teleport while always nice, is frankly not needed when you can create an army on demand. I strongly recommend all summoners DO go the Zigur route as it provides several incredible benefits that outweigh the cost.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Antimagic====&lt;br /&gt;
* '''Resolve''' - 1/5 to 5/5 based on personal preference and amount of free generics. Even at 1/5 this ability is incredible and can severely limit the amount of damage any spellcasters that break through or ignore your summons, can do.&lt;br /&gt;
* '''Aura of Silence''' - 1/5 Not that useful as you never want to be near to anything that can cast in the first place.&lt;br /&gt;
* '''Antimagic Shield''' - 5/5 This can turn whole swathes of enemies into a walk in the park, which is currently being set on fire by 9 Pyromancers. But you don't care because the flowers just smell so nice. Its synergy with the upcoming talents more than makes up for the small additions to your equilibrium.&lt;br /&gt;
* '''Manaclash''' - 1/5 to 5/5 based on amount of free generics. This is a great little spell that can make a caster sit down and weep as he is turned inside out by an army of angry drakelings. Use it when you have maxxed out your unit limit.&lt;br /&gt;
&lt;br /&gt;
====Wild-Gift / Fungus====&lt;br /&gt;
Second Category Point&lt;br /&gt;
* '''Wild Growth''' - 5/5 With this ability you can play through the entire game with only 1 regeneration inscription without a care in the world. With Ancestral life and Antimagic Shield you will feel, and very nearly BE invincible between these three talents and your ever writhing ever increasing lump of dutiful fur.&lt;br /&gt;
* '''Fungal Growth''' - 1/5 Has some synergy with Nature's Touch, but not worth anything more than the point required to get to the others.&lt;br /&gt;
* '''Ancestral Life''' - 5/5 Every single turn you have a healing infusion on you, equilibrium drops 3 points. You ALSO gain almost your entire turn back when casting healing infusion making it a free action. Set your healing infusion to cast automatically every time it is available and watch your equilibrium and heal issues disappear. It is INCREDIBLE, there is no other way to slice it, this ability makes such a huge difference that you should get it at level 20 and not wait until 36.&lt;br /&gt;
* '''Sudden Growth''' - 1/5 This is a surprisingly huge heal when it takes into account the constant regeneration from your infusion. A single point is enough to return you several hundred health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prodigies===&lt;br /&gt;
&lt;br /&gt;
There are no incredible must have prodigies for a summoner to take, you can choose whatever you like, draconic will and draconic body are always good choices for a more basic and safer run, but if you see anything that catches your eyes don't be afraid to give it a whirl.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
&lt;br /&gt;
Rely on the Flamespitter and the Hound to keep you safe until you can summon the drakes then use them to trample every enemy in sight into the ground. More important than that, if you remember ANYTHING from this guide at all, it should be: drakes rock. Not but really, remember to have fun with the class, and the game. Comments and feedback are welcome, but please, lets keep all of the criticism constructive and preferably unadulterated adoration. :mrgreen:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
As a general rule for every class keep your hand off the mouse unless you have to use it, make extensive use of the keypad and your life becomes easier, when summoning creatures you want near you while an enemy is off in the distance just press 5 to center the spell on you and move it away one tile, or just cast it right on you.&lt;br /&gt;
&lt;br /&gt;
Never get cocky around Casters at any point and always keep yourself as close to full hp as possible. You are likely going to be vulnerable to a concentrated burst even with AM and fungus, and should always corner summon if there are more than 2 enemies who can hit you on the same turn for a lot of damage.&lt;br /&gt;
&lt;br /&gt;
Return your equilibrium to baseline between every battle, failing summoning or a natures touch can end your life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boss Specific Strategies===&lt;br /&gt;
&lt;br /&gt;
'''Room of Holy mother of Gawd''' - Use a summon to open the door while you are in the room to the south, summon wave after wave after wave of enemies at the door until you get the exp bump, you will notice when you do. You can do this room as SOON as you reach it, summoners have an easy time for it so long as you don't let them out of the room.&lt;br /&gt;
&lt;br /&gt;
'''Atamathon''' - Keep out of sight keeping a tree or two between you and him, when he charges you teleport to one of your minions or speed inscription away (you should always have one). Summon melee to keep him in one spot, and summon the Flamespitter and the Drake off to the side to pelt him while he is busy. Don't be surprised if at some points during the fight your minions die the very round you put them down for a couple of turns, that is Atamathon being Atamathon.&lt;br /&gt;
&lt;br /&gt;
'''Linaniil''' - You can't do her if you went AM like you almost certainly did, such a shame. If you did not go AM and try to take her on, I wish you good luck and suggest editing game code to make both yourself and your minions immortal. For starters.&lt;br /&gt;
&lt;br /&gt;
'''Final Boss''' - You can natures touch your ally, and the turtle will heal her for A LOT with Grand Arrival. You should close every portal when your movement inscription is ready, and then have no trouble for the rest of the fight, the turtle is the key to victory here by keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Harkor%27Zun&amp;diff=6215</id>
		<title>Harkor'Zun</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Harkor%27Zun&amp;diff=6215"/>
				<updated>2013-10-29T00:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardian&lt;br /&gt;
|name=Harkor'Zun&lt;br /&gt;
|location=variable&lt;br /&gt;
|level=23+&lt;br /&gt;
|description=A gigantic demon composed of elemental Earth, resembling a twisted Xaren, but much, much larger. It doesn't seem pleased with your presence.&lt;br /&gt;
|abilities=&amp;amp;nbsp;&lt;br /&gt;
* ~3600 life&lt;br /&gt;
* 45 accuracy, 72 damage&lt;br /&gt;
* 50% resist All, Fire. Acid&lt;br /&gt;
* 100% resist poison, bleed, confusion, silence, stun/freeze, stoning&lt;br /&gt;
* Talents:  Constrict, Crystalline Focus, Earthen Missiles&lt;br /&gt;
:Earthquake, Rush, Stone Shield, Strike, Volcano&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will first appear as 5-6 'Fragmented Essence of Harkor'Zun'; killing all of them will make the full Harkor'Zun reform. His level will depend on yours at the time he is generated, but will always be at least 23.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Race&amp;diff=6214</id>
		<title>Race</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Race&amp;diff=6214"/>
				<updated>2013-10-28T19:09:40Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Playable Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Races]][[Category:Lore]]&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
All creatures have a race. Races consist of two parts; type and sub-type. Type is usually a species, while the sub-type is a variety of the species. For example, if you choose to play as a [[Higher]], your type will be &amp;quot;Human&amp;quot;, and your sub-type &amp;quot;Higher&amp;quot;. This will be displayed as &amp;quot;Human/Higher&amp;quot; in the game.&lt;br /&gt;
&lt;br /&gt;
Type and Sub-type are used for certain abilities, most notably for [[vision#telepathy| telepathy]].&lt;br /&gt;
The cursed's [[predator_(category)|Predator]] talent tree also heavily relies on this concept.&lt;br /&gt;
&lt;br /&gt;
== Playable Races ==&lt;br /&gt;
There are nine playable races in ToME, six available by default, and three [[unlockables]].&lt;br /&gt;
&lt;br /&gt;
'''Bold''' numbers are bonuses.&lt;br /&gt;
''Italic'' numbers are penalties.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Race !! [[Strength]] !! [[Dexterity]] !! [[Constitution]] !! [[Magic]] !! [[Willpower]] !! [[Cunning]] !! [[Luck]] !! Exp Penalty !! Life per Level&lt;br /&gt;
{{Race_row|race=[[Cornac]]|life_per_level=10}}&lt;br /&gt;
{{Race_row|race=[[Higher]]|str= '''+1'''|dex= '''+1'''|mag= '''+1'''|wil= '''+1'''| exp_penalty= ''+15%''|life_per_level='''11'''}}&lt;br /&gt;
{{Race_row|race=[[Shalore]]|str= ''-2''|dex= '''+1'''|mag= '''+2'''|wil= '''+3'''|cun= '''+1'''| exp_penalty= ''+25%''|life_per_level=''9''}}&lt;br /&gt;
{{Race_row|race=[[Thalore]]|str= '''+2'''|dex= '''+3'''|con= '''+1'''|mag= ''-2''|wil= '''+1'''| exp_penalty= ''+35%''|life_per_level='''11'''}}&lt;br /&gt;
{{Race_row|race=[[Halfling]]|str= ''-3''|dex= '''+3'''|con= '''+1'''|cun= '''+3'''|luck= '''+5'''| exp_penalty= ''+20%''|life_per_level='''12'''}}&lt;br /&gt;
{{Race_row|race=[[Dwarf]]|str= '''+4'''|dex= ''-2''|con= '''+3'''|mag= ''-2''|wil= '''+3'''| exp_penalty= ''+25%''|life_per_level='''12'''}}&lt;br /&gt;
{{Race_row|race=[[Ghoul|Ghoul(*)]]|str= '''+3'''|dex= '''+1'''|con= '''+5'''|wil= ''-2''|cun= ''-2''| exp_penalty= ''+20%''|life_per_level='''14'''}}&lt;br /&gt;
{{Race_row|race=[[Skeleton|Skeleton(*)]]|str= '''+3'''|dex= '''+4'''| exp_penalty= ''+40%''|life_per_level=12}}&lt;br /&gt;
{{Race_row|race=[[Yeek|Yeek(*)]]|str= ''-3''|dex= ''-2''|con= ''-5''|wil= '''+6'''|cun= '''+5'''| exp_penalty= '''-15%'''|life_per_level=''7''}}&lt;br /&gt;
|}&lt;br /&gt;
(*) Race must be unlocked.&lt;br /&gt;
&lt;br /&gt;
Each race other than Cornac has a racial talent tree. Cornacs get a category point instead.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Gem&amp;diff=6212</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Gem&amp;diff=6212"/>
				<updated>2013-10-27T21:48:14Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
[[Alchemist]]s can convert gems into [[Alchemist#Alchemist_Gems|alchemist gems]] which are used by their [[Explosive_admixtures_(category)|class talents]].&lt;br /&gt;
&lt;br /&gt;
For all characters including non-alchemists, gems can be used to create '''rings''' (by paying a fee to the jeweler in [[Angolwen]] or the [[Gates of Morning]]), or to imbue a body armour (using the [[Imbue item (talent)|Imbue Item talent]]; classes other than alchemists and stone wardens will need to complete the [[Escorts#Alchemist (Arcane)|alchemist escort quest]] to get access to the stone alchemy category).&lt;br /&gt;
&lt;br /&gt;
Gems are rated in '''tiers''', and the tier you can use for imbuing or ring creation is dependent on the Imbue Item talent level or the ring's tier, respectively.  For Imbue Item, your talent level must be at least as high as the gem's tier.&lt;br /&gt;
&lt;br /&gt;
Gems may be found everywhere, and may also be purchased in the gem store in [[Derth]] (near the eastern edge).&lt;br /&gt;
&lt;br /&gt;
Non-magical rings may be found everywhere, and may also be purchased in the jewelry store in [[Angolwen]].&lt;br /&gt;
&lt;br /&gt;
High tier gems and rings are quite rare in Maj'Eyal.  They become less rare in the Far East.&lt;br /&gt;
&lt;br /&gt;
== Gems ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gem !! Tier !! Power !! Bomb Effect || Color&lt;br /&gt;
|-&lt;br /&gt;
| Agate       || 1    || +1 all stats      || Bomb damage +5% || Black&lt;br /&gt;
|-&lt;br /&gt;
| Citrine     || 1    || +1 light radius, +2 infravision   || Bomb thrown range +1 || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Spinel      || 1    || +2 defense and physical, spell and mental saves || Mana regain 10 || Green&lt;br /&gt;
|-&lt;br /&gt;
| Zircon      || 1    || +2% all resists   || 20% chance to daze for 3 turns || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Ametrine    || 1    || +2% all damage, +1% critical chance    || additional 1 lite damage || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Aquamarine  || 2    || +4% all resists   || Mana regain 20 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Topaz       || 2    || +4 defense and physical, spell and mental saves || Bomb thrown range +3 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Opal        || 2    || +2 all stats      || Bomb damage +10% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Amethyst    || 2    || +4% all damage, +2% critical chance || Additional 25 arcane damage || Violet&lt;br /&gt;
|-&lt;br /&gt;
| Onyx        || 3    || +3 all stats      || Bomb damage +15% || Black&lt;br /&gt;
|-&lt;br /&gt;
| Garnet     || 3    || +6% all damage, +3% critical chance || Life regen 5% of max life || Red&lt;br /&gt;
|-&lt;br /&gt;
| Lapis Lazuli || 3    || +6 defense and physical, spell and mental saves || Mana regain 30 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Emerald     || 3    || +6% all resists   || Additional 50 poison damage || Green&lt;br /&gt;
|-&lt;br /&gt;
| Quartz      || 3    || +30% stun resist  || Additional 10 spell knockback damage || White&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire    || 4    || +8 defense and physical, spell and mental saves || Additional 30 ice damage || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Jade        || 4    || +8% all resists   || Additional 0 slow damage || Green&lt;br /&gt;
|-&lt;br /&gt;
| Turquoise   || 4    || +10 see invisible || Additional 30 acid damage || Green&lt;br /&gt;
|-&lt;br /&gt;
| Amber       || 4    || +8% all damage, +4% critical chance || 10% chance to stun for 2 turns || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Ruby        || 4    || +4 all stats      || Bomb damage +20% || Red&lt;br /&gt;
|-&lt;br /&gt;
| Bloodstone  || 5    || +60% stun resist  || Life regen 10% if max life || Red&lt;br /&gt;
|-&lt;br /&gt;
| Fire Opal   || 5    || +10% all damage, +5% critical chance || Additional 40 fire damage || Red&lt;br /&gt;
|-&lt;br /&gt;
| Moonstone   || 5    || +10 defense and physical, spell and mental saves || 20% chance to stun for 3 turns || White&lt;br /&gt;
|-&lt;br /&gt;
| Pearl       || 5    || +10% all resist   || additional 1 lite damage || White&lt;br /&gt;
|-&lt;br /&gt;
| Diamond     || 5    || +5 all stats      || Bomb damage +25% || White&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rings ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rings are also classed in '''tiers'''.  For ring creation, the [[materials|ring's tier]] must be at least as high as the gem's tier.  (Annoyingly, the game asks you for the ring before asking for the gem.  It's possible to waste a high-tier ring on a low-tier gem without realizing it!  Conversely, if you aren't reading these spoilers, you may have to undergo trial and error to figure out which ring will work with the gem you wanted to use.)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ring       !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 1&lt;br /&gt;
|-&lt;br /&gt;
| Steel  || 2&lt;br /&gt;
|-&lt;br /&gt;
| Gold   || 3&lt;br /&gt;
|-&lt;br /&gt;
| Stralite   || 4&lt;br /&gt;
|-&lt;br /&gt;
| Voratun    || 5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Alchemist&amp;diff=6211</id>
		<title>Alchemist</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Alchemist&amp;diff=6211"/>
				<updated>2013-10-27T21:41:09Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Alchemist Gems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Alchemist&lt;br /&gt;
|metaclass=Mage&lt;br /&gt;
|starting_life=100&lt;br /&gt;
|locked=No&lt;br /&gt;
|life_per_level= -1&lt;br /&gt;
|constitution = +3&lt;br /&gt;
|magic= +5&lt;br /&gt;
|willpower= +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{redirect2|the Alchemist class|Brotherhood of Alchemists quest|[[Alchemist Quest]]}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
An Alchemist is a manipulator of materials using magic.&lt;br /&gt;
They do not use the forbidden arcane arts practised by the mages of old - such perverters of nature have been shunned or actively hunted down since the Spellblaze.&lt;br /&gt;
&lt;br /&gt;
Alchemists can transmute gems to bring forth elemental effects, turning them into balls of fire, torrents of acid, and other effects.  They can also reinforce armour with magical effects using gems, and channel arcane staffs to produce bolts of energy.&lt;br /&gt;
&lt;br /&gt;
Though normally physically weak, most alchemists are accompanied by magical golems which they construct and use as bodyguards.  These golems are enslaved to their master's will, and can grow in power as their master advances through the arts.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Magic]] and [[Constitution]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Elm Staff&lt;br /&gt;
*Linen Robe&lt;br /&gt;
*Manasurge Rune&lt;br /&gt;
*3 Gems&lt;br /&gt;
*(40-80) Alchemist Agate&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Create alchemist gems (talent)|Create Alchemist Gems]]&lt;br /&gt;
*[[Refit golem (talent)|Refit Golem]]&lt;br /&gt;
*[[Throw bomb (talent)|Throw Bomb]]&lt;br /&gt;
*[[Fire infusion (talent)|Fire Infusion]]&lt;br /&gt;
*[[Channel staff (talent)|Channel Staff]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
;Technique&lt;br /&gt;
:[[Combat training (category)|Combat Training]] (1.0 mastery, locked)&lt;br /&gt;
&lt;br /&gt;
;Cunning&lt;br /&gt;
:[[Survival (category)|Survival]] (0.9 mastery, locked)&lt;br /&gt;
&lt;br /&gt;
;Spells&lt;br /&gt;
:[[Explosive admixtures (category)|Explosive Admixtures]] (1.3 mastery)&lt;br /&gt;
:[[Infusion (category)|Infusion]] (1.3 mastery)&lt;br /&gt;
:[[Golemancy (category)|Golemancy]] (1.3 mastery)&lt;br /&gt;
:[[Advanced golemancy (category)|Advanced Golemancy]] (1.3 mastery, locked)&lt;br /&gt;
:[[Fire alchemy (category)|Fire Alchemy]] (1.3 mastery, locked)&lt;br /&gt;
:[[Stone alchemy (category)|Stone Alchemy]] (1.3 mastery)&lt;br /&gt;
:[[Staff combat (category)|Staff Combat]] (1.3 mastery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
===Alchemist Gems===&lt;br /&gt;
One of the unique aspects to the Alchemist is the use of alchemist gems. Alchemist gems are items that go to your quiver, and work as a resource for many of your skills. Alchemist gems are created from regular gems by the use of the [[Create_alchemist_gems_(talent)|Create Alchemist Gems]] skill. The alchemist gems have special effects when used for your [[throw_bomb_(talent)|throw bomb]] skill, depending on the gems used. You can see the different effects they can have on the [[gems]] page.&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
The alchemist is a mage that manipulates gems and has a golem for a companion.&lt;br /&gt;
&lt;br /&gt;
Two general game-play strategies both involve maxing the first 4 bomb skills, making for a super bomb. Then eschewing the infusion skills (except to put 1 point in acid to unlock a non-fire damage bomb), you can either work to buff your golem to the max with your abilities, or you can buff yourself with fire alchemy skills. If you plan on buffing your golem after maxing out your bomb skills, you may find it helpful to pour your class points into Supercharge Golem, Golem Portal and Runic Golem.&lt;br /&gt;
&lt;br /&gt;
Supercharge Golem is basically a Refit Golem skill that revives your golem instantly with (at max level) enough life and temporary regeneration to fully recover from death. Even better, it doesn't cost the full 15 gems that Refit Golem requires to resurrect your golem. It also buffs the golem's damage temporarily; however, the most important part of the skill is the insta-revive - this lets you resurrect your golem on the fly during a boss fight rather than in between battles. If you're in a fight, don't cast Supercharge Golem if your golem is about to die. It won't get the free revive and will probably die soon anyway regardless of its regeneration.&lt;br /&gt;
&lt;br /&gt;
Golem Portal seems like a useless skill, but it can be a life-saver at times. At max level, it has a 100% chance to make every enemy targeting you retarget your golem. When you're in a big fight surrounded by enemies, the temporary respite could give you enough turns to bring a shielding rune or Supercharge Golem out of cooldown. Just beware that some enemies have AoE attacks that may hit you and your golem regardless of whoever's being targeted.&lt;br /&gt;
&lt;br /&gt;
By the time you start working on Runic Golem, you should have a few good runes on hand. Keep an eye out for Shielding Runes; even just one can increase your golem's lifespan greatly in a fight.&lt;br /&gt;
&lt;br /&gt;
If you're having trouble with dungeon delving/boss encounters, you could add a Teleportation Rune to your golem. Upon entering a new level and clearing out the nearby rabble, control your golem and teleport away. Try to run into as many enemies as you can. If you can't find any enemies, cast Invoke Golem and try again. If you do find some enemies, then control will switch back to your character after some time and you will (unless your golem is quite strong) probably see your golem's HP drop quickly in no time at all. Cast Refit Golem/Supercharge Golem to bring your golem back to life. If you wait around, the enemies your golem angered will usually come to you looking for a fight. This situation could tip the tides in your favor, since you already know what the battlefield looks like. The enemies also tend to cluster themselves up when they all head for you, making it easy for you to damage the whole crowd with a well-placed bomb. Fighting bosses also tends to be a whole lot easier when you're right on the stairs in case something goes horribly wrong. If you would like to explore for longer at a risk of dying, you could let your alchemist do the exploring instead of the golem. Simply use Golem Portal after teleporting your golem away (given that there's no enemies around, of course), and when you see many enemies that are too much to handle, cast Golem Portal to end your scouting adventure. If Golem Portal is still on cooldown and you don't think you can cast it in time (the cooldown for Golem Portal is quite short though), cast Invoke Golem and try to shield yourself from the onslaught of enemies. Note that these teleport techniques, while effective, tend to explore dungeons much slower than the traditional dungeon delving methods.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vim&amp;diff=6210</id>
		<title>Vim</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vim&amp;diff=6210"/>
				<updated>2013-10-27T04:17:06Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &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]] and [[Corruptor|Corruptors]].  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talent's cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, but they either need a victim (Drain) or require you to be hit (Leech).&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Paradox_Mage&amp;diff=6209</id>
		<title>Paradox Mage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Paradox_Mage&amp;diff=6209"/>
				<updated>2013-10-25T20:39:36Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Paradox Mage&lt;br /&gt;
|metaclass=Chronomancer&lt;br /&gt;
|starting_life=90&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= -4&lt;br /&gt;
|magic=+5&lt;br /&gt;
|willpower=+3&lt;br /&gt;
|cunning=+1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A Paradox Mage studies the very fabric of spacetime, learning not just to bend it but shape it and remake it.&lt;br /&gt;
Most Paradox Mages lack basic skills that others take for granted (like general fighting sense), but they make up for it through control of cosmic forces.&lt;br /&gt;
&lt;br /&gt;
Paradox Mages start off with knowledge of all but the most complex Chronomantic schools.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Magic]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Elm Staff&lt;br /&gt;
*Linen Robe&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Spacetime tuning (talent)|Spacetime Tuning]]&lt;br /&gt;
*[[Static history (talent)|Static History]]&lt;br /&gt;
*[[Turn back the clock (talent)|Turn Back The Clock]]&lt;br /&gt;
*[[Dust to dust (talent)|Dust to Dust]]&lt;br /&gt;
*[[Echoes from the past (talent)|Echoes from the Past]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
;Cunning&lt;br /&gt;
:[[Survival (category)|Survival]] (1.0 mastery, locked)&lt;br /&gt;
&lt;br /&gt;
;Chronomancy&lt;br /&gt;
:[[Age Manipulation (category)|Age Manipulation]] (1.3 mastery)&lt;br /&gt;
:[[Anomalies (category)|Anomalies]] (1.0 mastery)&lt;br /&gt;
:[[Chronomancy (category)|Chronomancy]] (1.3 mastery)&lt;br /&gt;
:[[Energy (category)|Energy]] (1.3 mastery)&lt;br /&gt;
:[[Gravity (category)|Gravity]] (1.3 mastery)&lt;br /&gt;
:[[Matter (category)|Matter]] (1.3 mastery)&lt;br /&gt;
:[[Paradox (category)|Paradox]] (1.3 mastery, locked)&lt;br /&gt;
:[[Speed Control (category)|Speed Control]] (1.3 mastery)&lt;br /&gt;
:[[Timeline Threading (category)|Timeline Threading]] (1.3 mastery)&lt;br /&gt;
:[[Time Travel (category)|Time Travel]] (1.3 mastery)&lt;br /&gt;
:[[Spacetime Weaving (category)|Spacetime Weaving]] (1.3 mastery)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
Paradox Mages are powerful spellcasters who manipulate the cosmic forces of the universe to bewilder, disable and annihilate their opponents. While their spells may sometimes be unstable or dangerous to use, they are capable of both awesome destruction and debilitating effects, from stopping foes in their tracks to erasing them from reality.&lt;br /&gt;
&lt;br /&gt;
===Playing Style===&lt;br /&gt;
Unlike [[Archmage]]s, whose skills lean to a strategy of shielding up and raining all manner of elemental death on opponents, the playstyle of Paradox Mages is more standoffish and centred around disabling enemies before going in for the kill. You have a limited number of damaging spells, most of which have long cooldowns or high [[Paradox]] costs (or both!) making varying your attacks a necessity. Additionally, Paradox Mages lack the Archmage's powerful shielding skills and numerous escape options (though your main one, [[Dimensional step (talent)|Dimensional Step]], is quite good). So, what can you do?&lt;br /&gt;
&lt;br /&gt;
The Paradox Mage's specialty is controlling the battlefield. Your skills can confuse whole groups of enemies, slow or stun them for extended periods, teleport surrounding enemies away, push them away or pull them towards you (or toward another point entirely), pin them to the ground, remove them from time entirely for several turns, dramatically lower their resistances as you attempt to wipe them from existence, and even put their skills on cooldown. You can quickly refresh your own skills, speed yourself up, raise your resistances and saves, split the timeline to scout ahead, heal and remove physical ailments, and even create a clone of yourself to fight alongside you.&lt;br /&gt;
&lt;br /&gt;
Archmages look almost boring in comparison.&lt;br /&gt;
&lt;br /&gt;
Essentially, playing as a Paradox Mage involves tactical use of disables and hammering enemies with attack spells, using your support skills to stay in the fight and keep the pressure on, all whilst keeping a good eye on your Paradox to make sure you don't blow yourself up. Speaking of which...&lt;br /&gt;
&lt;br /&gt;
===Paradox and You===&lt;br /&gt;
Paradox Mages use the [[Paradox]] resource, which represents how much damage has been caused to spacetime. Unlike [[Mana]], which is drained by spells and recharges slowly or with skills, Paradox starts out at zero and is raised by using Chronomancy spells. As Paradox increases, the damage and effectiveness of your skills rises with it - but so does the chance that your spells may fail to work, backfire onto yourself, or cause one of several random anomalies, all of which can be devastating in the middle of a pitched battle. Needless to say, keeping your Paradox at a manageable level is a crucial part of playing the class. Your [[Willpower]] stat will allow you to raise your Paradox higher with a lower failure chance.&lt;br /&gt;
&lt;br /&gt;
A few skills can lower Paradox, the main two being [[Spacetime tuning (talent)|Spacetime Tuning]] (which can take many turns, precluding its use in a fight) and [[Static history (talent)|Static History]] (which is less effective but instant, and also prevents spell failure for a short time after use).&lt;br /&gt;
&lt;br /&gt;
You're best off keeping your Paradox as low as possible. Sustained effects will create a minimum level, but this will still be quite low (you only have three of them, and two together still won't raise your Paradox high enough for any spell failures even with low Willpower). The higher damage and effectiveness is not worth an attack blowing up in your face, or your Dimensional Step failing at a critical moment, which will probably mean your death. Never take an eye off your levels, use Static History as often as you can, and you will cut down the inevitable screwups a great deal.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Disruption_shield_(talent)&amp;diff=6208</id>
		<title>Disruption shield (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Disruption_shield_(talent)&amp;diff=6208"/>
				<updated>2013-10-25T20:08:36Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: Checked the source, and this typo does not appear in the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box|image=Disruption shield.png|name=Disruption shield|category_type=[[Spell (category type)|Spell]]|category=[[Arcane (category)|Arcane]]|desc=Surround yourself with arcane forces, disrupting any attempts to harm you and instead generating mana. &lt;br /&gt;
Generates X mana per damage point taken (Aegis Shielding talent affects the ratio). &lt;br /&gt;
&lt;br /&gt;
If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm around you with radius 3 for 10 turns, dealing 10% of the damage absorbed over the sustain's duration each turn. &lt;br /&gt;
&lt;br /&gt;
While the arcane storm rages, you also get (51-100)% arcane resistance. &lt;br /&gt;
&lt;br /&gt;
Only usable when below 25% mana. &lt;br /&gt;
&lt;br /&gt;
The damage to mana ratio increases with your Spellpower.}}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unlockables&amp;diff=6207</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unlockables&amp;diff=6207"/>
				<updated>2013-10-25T19:21:02Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&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.&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;
== [[Classes]] ==&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;
* '''[[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;
* '''[[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;
* '''[[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;
* '''[[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;
* '''[[Corruptor]] ''(Corruptor 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 spell talents, which use any of: [[Paradox]], [[Mana]], [[Vim]], [[Positive]], or [[Negative]].)&lt;br /&gt;
&lt;br /&gt;
* '''[[Reaver]] ''(Corruptor meta class)'''''&lt;br /&gt;
** Kill 1,000 humanoids (counts over multiple games).&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;
* '''[[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;
* '''[[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]].&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;
* '''[[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;
* '''[[Brawler]] ''(Warrior meta class)'''''&lt;br /&gt;
** Win the arena fight in the [[Hidden Compound]] (bring 150 gold).&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;
&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;
* '''[[Solipsist]] ''(Psionic meta class)'''''&lt;br /&gt;
** Complete two dreams in [[Dogroth Caldera]]&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone Warden]] ''(Wilder meta class)'''''&lt;br /&gt;
** Be a [http://te4.org/donate donator] (and be online when starting the game).  This class must be played as a [[Dwarf]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Oozemancer]] ''(Wilder meta class)'''''&lt;br /&gt;
** Find the [[Sludgenest]] and defeat the [[Corrupted Oozemancer]] or die trying.&lt;br /&gt;
&lt;br /&gt;
* '''Adventurer (bonus class)'''&lt;br /&gt;
** Complete the &amp;quot;Maj'Eyal: the Age of Ascendancy&amp;quot; campaign.&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. Alternative unlock: find and read the Tome of Wildfire.&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.&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone_(category)|Stone]] ''(for [[Archmage]] and [[Arcane Blade]] 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]] and [[Marauder]] 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;
== 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;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* '''Transmogrification Chest'''&lt;br /&gt;
** After picking up the chest, each new character will start with such a chest.&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;
* '''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]], 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;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Epoch%27s_Curve&amp;diff=6206</id>
		<title>Epoch's Curve</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Epoch%27s_Curve&amp;diff=6206"/>
				<updated>2013-10-25T19:20:32Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artifact&lt;br /&gt;
|name=Epoch's Curve&lt;br /&gt;
|unid=white ash longbow&lt;br /&gt;
|type=Bow&lt;br /&gt;
|source={{Arc}}&lt;br /&gt;
|require=24 Dex&lt;br /&gt;
|rarity=200&lt;br /&gt;
|level=20-40&lt;br /&gt;
|cost=200&lt;br /&gt;
|tier=5&lt;br /&gt;
|on_hit=+15 temporal (ranged)&lt;br /&gt;
|change_dam=+10% temporal&lt;br /&gt;
|stats=+5 Dex&lt;br /&gt;
+4 Wil&lt;br /&gt;
|abilities=Firing range: 9&lt;br /&gt;
Attack speed: 60%&lt;br /&gt;
Life regen: +1.0&lt;br /&gt;
Stamina regen: +2.0&lt;br /&gt;
|description=''Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many generations before being lost.''&lt;br /&gt;
''According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Epoch%27s_Curve&amp;diff=6205</id>
		<title>Epoch's Curve</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Epoch%27s_Curve&amp;diff=6205"/>
				<updated>2013-10-25T19:20:10Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: Created page with &amp;quot;{{Artifact |name=Epoch's Curve |unid=white ash longbow |type=Bow |source={{Arc}} |require=24 Dex |rarity=200 |level=20-40 |cost=200 |tier=5 |on_hit=+15 temporal (ranged) |chan...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artifact&lt;br /&gt;
|name=Epoch's Curve&lt;br /&gt;
|unid=white ash longbow&lt;br /&gt;
|type=Bow&lt;br /&gt;
|source={{Arc}}&lt;br /&gt;
|require=24 Dex&lt;br /&gt;
|rarity=200&lt;br /&gt;
|level=20-40&lt;br /&gt;
|cost=200&lt;br /&gt;
|tier=5&lt;br /&gt;
|on_hit=+15 temporal (ranged)&lt;br /&gt;
|change_dam=+10% temporal&lt;br /&gt;
|stats=+5 Dex&lt;br /&gt;
+4 Wil&lt;br /&gt;
|abilities=Firing range: 9&lt;br /&gt;
Attack speed: 60%&lt;br /&gt;
Life regen: +1.0&lt;br /&gt;
Stamina regen: +2.0&lt;br /&gt;
|description=''Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many generations before being lost.&lt;br /&gt;
According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unlockables&amp;diff=6204</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unlockables&amp;diff=6204"/>
				<updated>2013-10-25T18:39:16Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Talent Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&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.&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;
== [[Classes]] ==&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;
* '''[[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;
* '''[[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;
* '''[[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;
* '''[[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;
* '''[[Corruptor]] ''(Corruptor 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 spell talents, which use any of: [[Paradox]], [[Mana]], [[Vim]], [[Positive]], or [[Negative]].)&lt;br /&gt;
&lt;br /&gt;
* '''[[Reaver]] ''(Corruptor meta class)'''''&lt;br /&gt;
** Kill 1,000 humanoids (counts over multiple games).&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;
* '''[[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;
* '''[[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]].&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 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;
* '''[[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;
* '''[[Brawler]] ''(Warrior meta class)'''''&lt;br /&gt;
** Win the arena fight in the [[Hidden Compound]] (bring 150 gold).&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;
&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;
* '''[[Solipsist]] ''(Psionic meta class)'''''&lt;br /&gt;
** Complete two dreams in [[Dogroth Caldera]]&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone Warden]] ''(Wilder meta class)'''''&lt;br /&gt;
** Be a [http://te4.org/donate donator] (and be online when starting the game).  This class must be played as a [[Dwarf]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Oozemancer]] ''(Wilder meta class)'''''&lt;br /&gt;
** Find the [[Sludgenest]] and defeat the [[Corrupted Oozemancer]] or die trying.&lt;br /&gt;
&lt;br /&gt;
* '''Adventurer (bonus class)'''&lt;br /&gt;
** Complete the &amp;quot;Maj'Eyal: the Age of Ascendancy&amp;quot; campaign.&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. Alternative unlock: find and read the Tome of Wildfire.&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.&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone_(category)|Stone]] ''(for [[Archmage]] and [[Arcane Blade]] 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]] and [[Marauder]] 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;
== 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;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* '''Transmogrification Chest'''&lt;br /&gt;
** After picking up the chest, each new character will start with such a chest.&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;
* '''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]], 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;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Unlockables&amp;diff=6203</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Unlockables&amp;diff=6203"/>
				<updated>2013-10-25T18:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: /* Talent Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&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.&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;
== [[Classes]] ==&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;
* '''[[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;
* '''[[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;
* '''[[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;
* '''[[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;
* '''[[Corruptor]] ''(Corruptor 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 spell talents, which use any of: [[Paradox]], [[Mana]], [[Vim]], [[Positive]], or [[Negative]].)&lt;br /&gt;
&lt;br /&gt;
* '''[[Reaver]] ''(Corruptor meta class)'''''&lt;br /&gt;
** Kill 1,000 humanoids (counts over multiple games).&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;
* '''[[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;
* '''[[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]].&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 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;
* '''[[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;
* '''[[Brawler]] ''(Warrior meta class)'''''&lt;br /&gt;
** Win the arena fight in the [[Hidden Compound]] (bring 150 gold).&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;
&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;
* '''[[Solipsist]] ''(Psionic meta class)'''''&lt;br /&gt;
** Complete two dreams in [[Dogroth Caldera]]&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone Warden]] ''(Wilder meta class)'''''&lt;br /&gt;
** Be a [http://te4.org/donate donator] (and be online when starting the game).  This class must be played as a [[Dwarf]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Oozemancer]] ''(Wilder meta class)'''''&lt;br /&gt;
** Find the [[Sludgenest]] and defeat the [[Corrupted Oozemancer]] or die trying.&lt;br /&gt;
&lt;br /&gt;
* '''Adventurer (bonus class)'''&lt;br /&gt;
** Complete the &amp;quot;Maj'Eyal: the Age of Ascendancy&amp;quot; campaign.&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. Alternative unlock: find and read the Tome of Wildfire.&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.&lt;br /&gt;
&lt;br /&gt;
* '''[[Stone_(category)|Stone]] ''(for [[Archmage]] and [[Arcane Blade]] 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]] and [[Marauder]] 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;
== 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;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* '''Transmogrification Chest'''&lt;br /&gt;
** After picking up the chest, each new character will start with such a chest.&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;
* '''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]], 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;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Class&amp;diff=6202</id>
		<title>Class</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Class&amp;diff=6202"/>
				<updated>2013-10-25T17:51:53Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
There are 25 classes in ToME: 7 available by default and 18 [[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;
The number in parentheses is the minimum for that stat for that class (due to the starting equipment).  Some or all of your starting stat points may be spent to bring your score up to that level.&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]] !! Starting [[Life]] !! Life per Level&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: Warrior'''''&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;| '''+2'''&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;
| [[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;| '''+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;| ||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'''''&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;
 &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: 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: 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;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|'''''Meta-class: Celestial'''''&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;
| [[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;
 &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;
| [[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;
| [[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;
 &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;| ||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;
| [[Temporal Warden|Temporal Warden(*)]] ||align=&amp;quot;center&amp;quot;| '''+2''' ||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;| '''+2''' ||align=&amp;quot;center&amp;quot;| ||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: 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;| ''-4''&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;
&lt;br /&gt;
(*) Class must be unlocked.&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Archmage_General_1.0.4&amp;diff=6200</id>
		<title>Archmage General 1.0.4</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Archmage_General_1.0.4&amp;diff=6200"/>
				<updated>2013-10-25T00:36:37Z</updated>
		
		<summary type="html">&lt;p&gt;RedFeather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion Thread==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=54&amp;amp;t=37129&lt;br /&gt;
Post in the thread to thank the guide's authors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
'''Magic. Constitution. Willpower. Cunning.'''&lt;br /&gt;
&lt;br /&gt;
Roughly in that order. Always cap out Magic. Always build up at least some Constitution-surprise attacks are what is killing you, not anything else. Willpower is good if you need more Mana, but remember that you'll be finding Willpower on items incidentally, and that you don't need much currently stored for some builds-it varies a lot on the build how much of this you need. Cunning is the remainder stat-crits are how you do real damage as an Archmage, but you need Constitution and Willpower for some builds, period, and you have to make the damage cut to get them.&lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
&lt;br /&gt;
* '''Higher''' is great for Arcane builds, or builds that plan on utilizing Aether Permeation later. Since that's a pretty good skill, Higher is a pretty good go-to race. Downside: You want as much HP as you can get, and Higher's 11 is not that.&lt;br /&gt;
&lt;br /&gt;
* '''Cornac''' doesn't bring much to the table. If you're going for more than two unlocked Class categories, you're probably spreading your Class points too thin anyways. 6 HP Mod total and fast leveling speed isn't unusable, but there's very little point to this combo.&lt;br /&gt;
&lt;br /&gt;
* '''Halfling''' is good. 8 HP mod and anti-physical/anti-Stun skills! Decent leveling rate! Good option.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf''' is kinda weird. The main reason would be for saves-if you find you have status problems in general, or with Archmage in specific, go with it. I didn't, and I played a Skeleton, but if you do...&lt;br /&gt;
&lt;br /&gt;
* '''Shalore''' is bad. +10% critical hit rate is a nice skill, reactive invis and a Haste skill(...that scales off Dex, so you're not getting the most out of it) are nice...but Timeless is mostly a status cure for you (Or a Shielding duration extender, I suppose, but one of your shields lasts insanely long, another is iffy to extend and standard damage shields simply aren't likely to stand up 10 turns, even repeatedly boosted, against anything that matters.), and 5 HP Mod is terrible. I'd take it over Cornac probably, but as an Archmage, your main cause of death will be the things you don't see coming. No need to make that worse with more terrible HP than you need to put up with.&lt;br /&gt;
&lt;br /&gt;
* '''Thalore''' is probably pretty decent, granting you a physical save option and some nice resists. 7 HP Mod like Higher is okay too. I'd prefer Halfling-faster leveling is nice-but it depends on what you want I suppose.&lt;br /&gt;
&lt;br /&gt;
* '''Skeleton''' is pretty classically amazing. If, for some reason, you really need all of the category points ever, this is a better option than Cornac, as you can easily ditch an inscription slot here, and you're surprisingly flexible on the Generic end. Bone Shield with Shielding and Aegis is just this side of invulnerability, as long as you see the threat coming and it doesn't last longer than the shield, and Resilient Bones/Reassemble are always nice. Usually considered the best/OP/etc. option.&lt;br /&gt;
&lt;br /&gt;
* '''Ghoul''' is surprisingly good with niche builds. 10 HP Mod Archmage-same as a Higher Alchemist or Cornac Rogue-is very, very hard to drop, and Temporal can cure their speed woes. On the other hand, it's hard to imagine using one without Temporal, as otherwise you can eat brutal damage bursts thanks to the speed. So, you have to build around the Ghoul.&lt;br /&gt;
&lt;br /&gt;
* '''Yeek''' Archmages don't exist.&lt;br /&gt;
&lt;br /&gt;
To update on this: After the initial posting of this, several people tried out-and liked quite a bit, and cleared with-Yeek Archmages.&lt;br /&gt;
&lt;br /&gt;
The best thing I can say based on assessments of these is that they're good for players with high skill, or high luck. They have extremely horrible HP(L50 with heavy Con building will still be 200-300 below 1000), but the added speed, when combined with Essence of Speed, makes for a character that is often in control of a situation, and Archmage is quite strong when in control of the situation. Falling asleep at the wheel will get you killed, but if you're constantly sharp-or just lucky and get a lot of good +life or few nasty blindside situations-you can do pretty well, it seems. It's not nearly as bad as I expected, from reports.&lt;br /&gt;
&lt;br /&gt;
===General Builds===&lt;br /&gt;
&lt;br /&gt;
As a rule, you want to think in terms of an element and a support category, for your unlocks. You want five Runes/Infusions for status curing, barriers, etc., but that's more of a later thing(And you can substitute one of the five for Celestial/Light if you prefer). The important thing is that you pick up advanced categories, though, and build around them.&lt;br /&gt;
&lt;br /&gt;
Then, you will want to make some investments for support effects and attacks to shore up holes or make your life easier, within these main builds.&lt;br /&gt;
&lt;br /&gt;
Here's some thoughts about the possible builds and my personal feelings on them...&lt;br /&gt;
&lt;br /&gt;
====Main Categories====&lt;br /&gt;
&lt;br /&gt;
=====Wildfire=====&lt;br /&gt;
Classic good build, has gotten better recently since it no longer requires Meta. 5ing Wildfire(the actual skill) will cause you to so heavily resist your own fire that it's nearly negligible/is actually beneficial thanks to Cleansing Flames(even better if you have Fire Affinity!). Basically blast things with the excellent Fire skills and then produce large DoTs every single time that debuff enemies and remove your negative status.&lt;br /&gt;
&lt;br /&gt;
The downside is, well, you have to unlock it, if you're not just hacking your unlocks open. Many players have issues getting it. However, I have seriously seen people clear 5/5/5/5 5/5/5/5 Fire/Wildfire builds with very little extra support. Fire is good.&lt;br /&gt;
&lt;br /&gt;
Combines with: Meta used to be classic, to avoid your own fire damage. It's still an okay option, more for Quickened Spells(For more Fire spam) than before. You can go with Temporal for Essence of Speed or just grab an extra Generic category, even.&lt;br /&gt;
&lt;br /&gt;
However, my personal favorite support for this is Storm. Storm makes a surprisingly good support category-1/5/5/(0 or 5 depending on your preference and how much investment you have in Air) will give you a surprisingly good attack for nuking any dangerous crowd, in the form of Nova and Hurricane. Applying a massive radial damage over time effect to anyone that can be stunned is amazingly good, and for ten points, this makes a really good support effect to Fire's general slugfesting balance.&lt;br /&gt;
&lt;br /&gt;
=====Storm=====&lt;br /&gt;
Has improved a lot, thanks to Tempest recently allowing any Lightning attack to daze(and hence, add Hurricane). Hurricane is basically amazing-an area of effect, extremely high damage, damage over time effect. Hit two people side by side? Well, they both basically take double. Hit five? Marvel as they vaporize. It's pretty fun. It's the main trick of the tree-downside is, Stun resistance shuts it down, and Air/Storm are not that great at direct damage. Oh, and Hurricane can't hurt you, so you don't need Spellcraft out of Meta, either.&lt;br /&gt;
&lt;br /&gt;
The other thing is Thunderstorm. It consumes a ton of Mana, but it's essentially crowd clear heaven, doing constant area of effect strikes. The best use for this is with Mana on critical hit weapons, as the bolts refund mana. (Hint hint Staff of Archmage Tarelion, AKA the best Archmage weapon in the game, hint.)&lt;br /&gt;
&lt;br /&gt;
Also, this is an easy unlock, so most people have this.&lt;br /&gt;
&lt;br /&gt;
Combines with: You'll want some support tricks (I'm getting there, really!), but the main combo for this is Wildfire, to me, as mentioned before. You can do a heavy Wildfire build that uses Hurricane and Nova as a support, or you can do Lightning/Chain Lightning/Thunderstorm/Tempest/Hurricane/optionally Nova heavy builds, and then shore it up with some basic Flame/Fireflash and 1/1/1/5 Wildfire. Either way is good.&lt;br /&gt;
&lt;br /&gt;
If you don't have Wildfire, things become dicier. Temporal and Meta both fail to combine well. Aether's probably your best bet, but Aether's best with Meta. Sorta a weird situation, there.&lt;br /&gt;
&lt;br /&gt;
=====Aether=====&lt;br /&gt;
The relatively new spellset. There's good news and bad news here-the bad news is that Pure Aether causes Disruption Shield's manastorm, if you screw up and let it form, to blow you up much, much better. The good news is that Aether Avatar and Aether Breach are pretty much amazing-the former is a great buff to all your Arcane focused skills, and the latter is essentially a smaller Fireflash that blasts the same area repeatedly.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, I find Wildfire a little better from the on paper-sadly, my run of Archmage was before this got put in, though I know the stats. But it's still good, and importantly, it starts out unlocked, so that newer players can actually use it.&lt;br /&gt;
&lt;br /&gt;
Combines with: Meta. As far as I'm aware of, both Aether Beam and Aether Breach are good ways to kill yourself without Spellcraft, and Spellcraft's useful in general. There's some use for Temporal+Aether Avatar if you're feeling dangerous, though-Aether Avatar gives you insanely fast cooldowns, and Essence of Speed lets you take advantage of them. Just don't blow yourself up. No real point in not taking one of those two(A Skeleton could possibly get away with both, as could a Ghoul).&lt;br /&gt;
&lt;br /&gt;
=====Ice=====&lt;br /&gt;
Sorta relatively weaker than the other options, and best used for very, very tanky Archmages, which is generally a contradiction in terms. Looks good on a Ghoul, though. The big thing is that Shivgoroth gives you lots of Cold affinity, which in turn means that, as long as you don't fatally hit yourself, you can heal tons off your own attacks. The fatally is pretty important, though, as I believe the heal comes after and you die if you go below 0 from the hit.&lt;br /&gt;
&lt;br /&gt;
Be careful! Probably not a good beginner build, which is fine as you probably don't have this unlocked anyways.&lt;br /&gt;
&lt;br /&gt;
Within all of that, Freeze is a brutal nuke of a spell if heavily boosted(by, say, Uttercold), and hitting yourself with Ice Shards and Glacial Vapours is a heck of a lot of healing(though, it works best without Uttercold, due to resistance penetration from it. Sorta a catch 22.).&lt;br /&gt;
&lt;br /&gt;
Combines with: Not Meta. You want to hit yourself. All the time. Temporal's probably your best bet, or Storm. Temporal/Ice Ghoul is something I'm pretty tempted to try at some point...&lt;br /&gt;
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=====Stone=====&lt;br /&gt;
Don't use Stone. Don't get me wrong, Stone has some good stuff-Earthen Missiles is amazingly good(probably the best CD to damage ratio of any spell, in a vacuum), Earthquake is very solid(repeatedly Stunning damage over time attack over a big area!) and...that's...it outside of Mudslide. Three spells, none with very fast cooldowns, even with Body of Stone lowering them, isn't a skillset, not really, so Crystalline Focus is iffy and you can't really buff Physical with your other elements you're running. It's not great on Archmages. Fun, but not optimal.&lt;br /&gt;
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Combines with: Arcane Blade, Stone Warden.&lt;br /&gt;
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Updating on this: In SVN, Earth's been changed quite substantially and Stone has been buffed marginally as well. (I think in part thanks to ideas I had initially writing this guide. :D )&lt;br /&gt;
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Notably, Body of Stone is now instant, and Dig has been transformed into a 5CD physical damage ray spell that works with Body of Stone. (Stone Wall also does damage and has less CD, but this is more minor.)&lt;br /&gt;
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As such, Earth/Stone is now much more viable. A full 5 on Body of Stone gives 2 CD on Pulverizing Auger(the Dig replacement) and 3 CD on Earthen Missiles, which allows you to mostly spam what is essentially a physical version of Mind Sear and a really powerful multiple hit bolt spell. The playstyle's very linear, but the damage on both spells is some of the best you can get, for sure. To boot, I believe that, if you can get some way to boost Stone as a category, it is possible to catpoint it again and get -4 CD on both skills, which is kinda scary.&lt;br /&gt;
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As such, I tentatively can say that Earth/Stone's pretty good now. I don't think it competes with Fire/Wildfire, which is generally more flexible... but if you want an Archmage that hits like a Corruptor and don't mind standing still a lot, this is seriously solid, on paper. The main downside is that, since you can't run most of your relevant elements while strengthening Physical, you pretty much want to rely on Earth and Stone entirely for damage. But as long as you use Body of Stone a lot, you can do that.&lt;br /&gt;
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=====Meta=====&lt;br /&gt;
Not a focus of the class, instead is support for other spells. Has two roles: Making you not get hit by your spells(Spellcraft, which has the nice side effect of basically allowing you to constantly nuke resistances with every spell you ever use. Spellshock's fun.), and letting you cast your spells faster(Quickened Spells, generally the lesser of the two skills, but really good with Essence of Speed. Notably can produce 2 CD beams pretty easily, with any other spell cooldown lowering equipment!).&lt;br /&gt;
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Disperse Magic is useful, too, though, don't get me wrong. Quickened Spells is probably the better option if you want an investment to give you cooldown handling, though, not Metaflow.&lt;br /&gt;
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Combines with: See above. Best with Aether, sorta okay with Wildfire, good with Temporal.&lt;br /&gt;
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=====Temporal=====&lt;br /&gt;
Congeal Time isn't bad in theory(it's actually a piercing projectile, so it can hit more than one enemy, and it's a lot of slow at cap), Time Shield's decent enough(Lowers negative status duration, spreads out damage, generally nice enough albiet not actually something that prevents damage, only delays it), Time Prison is a good way to buy some time(albiet really expensive)...&lt;br /&gt;
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But you're here for Essence of Speed. 60%~ Global Speed as a sustain? 250 Mana is expensive, but this is still insanely good. You don't want to combine this with a bunch of sustains, though. Avoid Storm heavy builds, and Wildfire's only good if you're not bothering much with many sustains in general.&lt;br /&gt;
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The best combo is Quickened Spells+this though, since you'll always have spell ammo to fire at people that way-the speed's no good if you're sitting around swinging your staff at people half the time!&lt;br /&gt;
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====Support Effects====&lt;br /&gt;
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The stuff that greases the gears of your main build. The little skills that make your life easier. You can't afford all of these, obviously-so here's some thoughts on good, primary skills for this.&lt;br /&gt;
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=====Tri-beam=====&lt;br /&gt;
As L4(the beam is gained at 5 modified talent, so you need 4) Flame, L3 Manathrust and L3 Lightning is referred. You can invest more if you find yourself using this heavily. Gives you a constant ranged damage source, no matter what happens-three 3CDs means the cooldown constantly cycles, and the Mana costs on this are incredibly cheap.&lt;br /&gt;
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This is really, really good early and mid-game. It's an extremely powerful constant barrage of damage early on, while you're getting your main setup going. The downside is, it's not that great long term: spamming your primary element is better for elemental setups (which will only make up a third, at best, of this -- Cold focused setups get their own 3CD skill in Ice Shards), so once your main element gets going, this will make for a useful backup but not something you use much, at best.&lt;br /&gt;
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Best with: Meta/Temporal. You want overkill Cooldowns with Temporal, and Meta will, with equipment luck, get you 2CD beams! Otherwise, it's useful for any setup without being incredible at any.&lt;br /&gt;
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=====Status Skills=====&lt;br /&gt;
Illuminate's the bigger one here. Never is your primary element, sure... but at L5 it's decent support damage, hits a huge area, and Blind is a surprisingly good status.&lt;br /&gt;
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Flameshock's good if you aren't Fire. (It's still good for Fire. It's just even better for Fire. You want heavy invest in it, not a point or two.) or Lightning (where Storm will grant you something nearly as fatal as Stun, that runs off the same check), as well, because it's a nice area of effect Stun. There's little reason not to get at least L1 Flameshock.&lt;br /&gt;
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You could alternatively invest heavily in Freeze instead of Flameshock, if you like more damage: same Stun resist, but does a ton more damage and has a different, more debilitating but harder to damage through, effect.&lt;br /&gt;
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All of these stay pretty good at all points in time.&lt;br /&gt;
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Best with: Anything, really.&lt;br /&gt;
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=====Disruption Shield=====&lt;br /&gt;
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Disruption Shield is practically a skill you can create an entire build around-it makes consuming more mana better in a sense, since it can absorb more damage then. Fatigue becomes better if you're trying to heavily abuse this, as does huge cost skills like Thunderstorm. Take a good hard look at this at some point in your build.&lt;br /&gt;
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Best with: Stuff that costs a ton of Mana. The more, the better. You'll want to at least 1 it no matter what, it's never bad, it's rarely even bad to 5 it, but consider your build for how much of a priority it is.&lt;br /&gt;
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=====Blur Sight=====&lt;br /&gt;
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As a general rule of thumb, Defense of 40 will cause most earlygame physical threats to miss and lategame physical threats to gain at least some miss chance. Defense of 60 will cause most lower end lategame physical threats to reliably miss and high end ones to gain a 50-50 miss rate. Bit of a rough rule of thumb of mine.&lt;br /&gt;
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Blur Sight at 5 can grant 50~ Defense, which is enough with any old robe to hit 40, and with Defense oriented equipping in mind can hit 60.&lt;br /&gt;
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&amp;quot;But I don't want to be at physical range as an Archmage! Isn't that useless?&amp;quot; Enemies with Rush don't care what you want. They want to Daze you and then hit you with Stunning Blow criticals, two-shotting you. This is the kind of thing you risk as Archmage.&lt;br /&gt;
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Blur Sight's not a great defensive option, but it's better than Stone Skin for the most part(though, consider Stone Skin if you happen to run into the Wrap of Stone, I suppose.). It's worth considering.&lt;br /&gt;
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Best with: Anything, depends on how much you value the effect.&lt;br /&gt;
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=====Fireflash=====&lt;br /&gt;
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If you're not running Fire, you're probably still running your staff in Magestaff mode. If you're Storm, you can skip this-you have plenty of crowd control. Otherwise, 5 Fireflash. It is amazing and almost certainly my favorite Archmage attack spell.&lt;br /&gt;
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Best with: Not Storm.&lt;br /&gt;
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As a note: I'm obviously not listing every spell here, and that doesn't mean the spells I'm not listing are bad. But these are the big support draws to me.&lt;br /&gt;
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===Generic Points===&lt;br /&gt;
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The simple part.&lt;br /&gt;
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'''Conveyance''', pick which one you like better: Phase Door or Teleport, and then level one to 4(which is 5 modified talent and gets you the controlled effect, IIRC). Phase Door gives you better short range mobility when controlled, while Teleport gives you the ability to reliably appear in a safe zone after a teleport. I prefer Teleport, but it's a matter of taste. If you're really into mobility as a playstyle, consider 4ing both, there's worse ideas.&lt;br /&gt;
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Displacement Shield is amazing, at least 3 it. Costs a ton, but it's a very long barrier that can stack with other barriers and even does some damage.&lt;br /&gt;
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Probability Travel is a good 1 for an emergency teleport-it works in very low mana situations, or when other teleports are on cooldown-and makes for a very interesting playstyle choice if heavily leveled. I don't recommend this for a new player, though, make your own decision if you want it.&lt;br /&gt;
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'''Aegis''', get Shielding up to 4(for the extra turn), take Arcane Reconstruction at least to 3 and possibly to 5(depends on how much you like a heal), Arcane Shield's a good 1 no matter what and worth leveling if you are into using Healing Infusions, and Aegis(the spell) is a very good 1, and a pretty good 2-3 depending on how many shields you like to run.&lt;br /&gt;
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'''Divination''', Arcane Eye is a great 1(and leveling it is an option), Keen Senses is a good 3+(more spellcrits and some stuff that is less important than spellcrits!), and Vision/Premonition are worth considering but not major.&lt;br /&gt;
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See? Simple! Not really build specific at all. You can pick up Celestial/Light off an escort, or heavily invest in your racial category.&lt;br /&gt;
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===Prodigies===&lt;br /&gt;
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'''Aether Permeation''' is good (lets you turn Arcane Resistance into All Resist, which is nice if you find some decent Arcane resistance pieces, and also amounts to more ways to prevent yourself from getting suddenly ganked.), '''Meteoric Crash''' is good (though, watch out, without Meta right now the Stun can sometimes Stun yourself. It's a bug, will be fixed next version), and '''Cauterize''' and '''Corrupted Shell''' are really good protection against sudden kills.&lt;br /&gt;
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You can grab other stuff, too, but those are the ones that strike me as the best draws off the top of my head.&lt;br /&gt;
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===tl;dr version for a single build===&lt;br /&gt;
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If you're a new player that just got Archmage? And you want to try one?&lt;br /&gt;
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Go '''Higher''', go for Lightning 1/Manathrust 3/Flame 4/Lightning 3 in that order.&lt;br /&gt;
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Work towards getting Aether and Meta going, so you don't blow yourself up with Aether-go for Aether first, though, you can use Breach and Avatar before that, you'll probably want ?(your call, experiment with the skill some to see how much you like it) in Arcane Beam, 5 in Breach, and probably 5 Aether Avatar/Pure Aether. For Meta, 5 Spellcraft, rest of the details is your call.&lt;br /&gt;
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Keep an eye out for Arcane resistance stuff and take Aether Permeation at 30. Pick up Cauterize at 42 for sudden kill prevention.&lt;br /&gt;
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For Generic, heavily build the Higher skill Born Into Magic so you have Arcane resistance and damage boosting. 4/1/5/(0 or 1) in Conveyance is my suggestion for new players, (3 to 5)/(4 or 5)/1/2 in Aegis is pretty good, and 1/5/0/0 is reasonable for Divination. Pick up Combat Training in Last Hope and get Thick Skin up and running as soon as possible, as well as L1 Armor Training.&lt;br /&gt;
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Lategame, look at those support options for more options to work with-or decide on your own support skills.&lt;br /&gt;
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I can't promise this is an exceptional build set overall -- I've cleared an Archmage, but it was a while ago, before Aether, so I know mostly the code for this. But I'm pretty confident in it, and I've seen builds that looked fairly similar clear.&lt;br /&gt;
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It's not necessarily the best build, but it doesn't require any of the special unlock categories-Aether and Meta are both starting on an Archmage, the moment you unlock the class. So it's probably the best &amp;quot;out of the box&amp;quot; setup, outside of Meta/Temporal. I don't suggest that due to Essence of Speed's huge Mana drain, it creates a weirder curve and tempts early players to grab Essence of Speed too early, which is easily fatal.&lt;br /&gt;
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[[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>RedFeather</name></author>	</entry>

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