<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rekenner</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=Rekenner"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Rekenner"/>
		<updated>2026-04-17T20:58:58Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Arcane_Blade_Guide_1.3.3&amp;diff=12049</id>
		<title>Goon Arcane Blade Guide 1.3.3</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Arcane_Blade_Guide_1.3.3&amp;diff=12049"/>
				<updated>2016-03-20T00:37:24Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post: http://forums.somethingawful.com/showthread.php?noseen=0&amp;amp;threadid=3604865&amp;amp;perpage=40&amp;amp;pagenumber=180#post455030006&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=119#post411348463&lt;br /&gt;
&lt;br /&gt;
This is mostly off the top of my head but since it took me several ''fucking'' days to finally win with one most of this should be right.&lt;br /&gt;
&lt;br /&gt;
'''1-5''': (Trollmire through Prox, pretty much): Took out point from Dirty Fighting becuase I'd never remember to use it, class pts into Arcane Combat/Flame evenly, pick up Heal ASAP, then get Armor Training by level 2 and Weapon Mastery by 3. When you kill Prox assuming you're cornac you'll be able to max Flame which is a pretty important point. You can fight Bill right away but if you find no +defense gear it'll be RNG. On runs where I had a shield by this level I put my cat point into shield defense and picked up shield bash, otherwise I waited.&lt;br /&gt;
&lt;br /&gt;
'''6-10''': (more starter dungeons): Max Arcane Combat. That pretty much goes without saying! A courtesy point in Rush helps because you never know when that'll come in handy. At 8 you can pick up Arcane Feed which is pretty important, not worth maxing immediately but a couple points in it right away is good because crit chance is always welcome. By 10 you should probably have Heal at rank 3 or so with everything else put into combat training, I tend to skip phase door for now because nothing should be dangerous enough to merit it. When you hit 10, spend the category point if you find any nice shield runes (or at worst, heal infusions I guess).&lt;br /&gt;
&lt;br /&gt;
'''11-15''': (finishing t1s, Ben, Assassin Lord, SWL/Maze shenanigans): If you're a shield build which is what I'm mostly speaking in terms of, 12 is the best level in the world because it means you get Assault. Hopefully you've been prioritizing strength! Afterwards you want to immediately get Arcane Destruction because they kinda go hand in hand. Destruction doesn't need to be maxed ASAP even if it does give a good chunk of physical power, as the damage from it doesn't go up per leveling. Similarly, Assault only scales so-so so there's no rush there either but the second point into it isn't terrible or anything. An extra point or 2 into Shield Bash isn't a terrible idea, nor is working on Riposte since ABs need it at 5 to get the extra counterattack as opposed to Bulwarks who only need it at 4. Welcome to having too many goddamn things that need points. Pray for t4/t5 weapon drops from chests in SWL and Maze.&lt;br /&gt;
&lt;br /&gt;
'''16-20''': (Old Forest, Ruined Dungeon, Slaver Compound if you decide to do it, Daikara): If you haven't picked up Teleport yet this is probably the time! Things are mostly in full swing at this point for you, and you can probably afford to run Shielding or Arcane Shield from the Aegis tree. On any rare that looks scary (mostly a ruined dungeon problem, or if you're doing something crazy like checking graves in old forest/daikara) don't hesitate to stand back and spam Flame because it's pretty decent damage! For Weirdling Beast, go in with Arcane Combat/Arcane Feed turned off and then turn them back on after he devours Fiery Hands because you can probably just gib him outright with those up due to Assault's overwhelming damage combined with Arcane Destruction.&lt;br /&gt;
&lt;br /&gt;
'''21-26''': With your 20 cat point grab the Step Up tree and then proceed to max it out while ignoring everything else because if you don't do this I will become an angry ghost and haunt you because Step Up is amazing. At 24 if your Blight resist is shitty and you're not confident don't even go into dark crypt. I did it once with basically 0% blight resist but I had Wrap of Stone for emergency stone tombing that saved my life but I seriously would not recommend it even though it can drop amazing shit. Urkis won't be terribly scary for you but keep in mind a phys/magical wild is pretty handy because Hurricane sucks shit, as he's pretty prone to being stunned (if you want to be a bigger dick and took the starting point out of Dirty Fighting, put it back in for this.)&lt;br /&gt;
&lt;br /&gt;
Past that the order of things doesn't really matter as much, but past 20 is a good point to start grabbing Inner Power as well as putting more points into Rush. I usually don't start dipping heavy into Cunning until level 30+ so I leave Arcane Cunning at 1/5 freeing up some class points. Generics are pretty self-explanatory, I was afraid of picking up escort trees (and also got fucked over on anorithils) so I opted to max most of Aegis and pick up controlled phase door/teleport, but for the longest time I only had 1 or 2 points at most in both shielding and arcane shielding, and only 1 in the Aegis talent itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=119#post411348941&lt;br /&gt;
&lt;br /&gt;
Yeah strength is really the big thing early on since Arcane Destruction is great and if you're shield build then Assault is a huge deal. After you've gotten those you can at least slow it down a bit to focus on your other stats. Lucking into equipment early on is really nice, too. With the change that lets you skip floors 1-2 of t1 dungeons after completing 3 of them, as an AB I tend to go back and do them anyway while hoping to thin the artifact pool or otherwise luck into some good rares. It's a little boring but it can be a big help! Also I kinda forgot to mention this but raise Combat Accuracy as needed, if you don't find gloves with amazing +acc you'll probably need 3 points in it in by your early-mid teens.&lt;br /&gt;
&lt;br /&gt;
I still want to win with a dual-wielding AB but jesus christ throwing dexterty into their stat spread is awful.&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=38775 (version 1.0.5 guide)&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wyrmic&amp;diff=12046</id>
		<title>Wyrmic</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wyrmic&amp;diff=12046"/>
				<updated>2016-03-19T23:38:29Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Wyrmic&lt;br /&gt;
|metaclass=[[Wilder]]&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength=+5&lt;br /&gt;
|constitution=+1&lt;br /&gt;
|willpower=+3&lt;br /&gt;
}}&lt;br /&gt;
==Locked Description==&lt;br /&gt;
''Sleek, majestic, powerful... ''&lt;br /&gt;
&lt;br /&gt;
''In the path of dragons we walk, and their breath is our breath.'' &lt;br /&gt;
&lt;br /&gt;
''See their beating hearts with your eyes and taste their majesty between your teeth.''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Wyrmics are fighters who have learnt how to mimic some of the aspects of the dragons.&lt;br /&gt;
They have access to talents normally belonging to the various kind of drakes.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Ice claw (talent)|Ice Claw]]&lt;br /&gt;
*[[Meditation]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Two-handed assault (category)|Two-Handed Assault]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stunning blow (talent)|Stunning Blow]]&lt;br /&gt;
| talent2 = [[Fearless cleave (talent)|Fearless Cleave]]&lt;br /&gt;
| talent3 = [[Death dance (talent)|Death Dance]]&lt;br /&gt;
| talent4 = [[Execution (talent)|Execution]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Shield offense (category)|Shield Offense]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Shield pummel (talent)|Shield Pummel]]&lt;br /&gt;
| talent2 = [[Riposte (talent)|Riposte]]&lt;br /&gt;
| talent3 = [[Shield slam (talent)|Shield Slam]]&lt;br /&gt;
| talent4 = [[Assault (talent)|Assault]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Sand drake aspect (category)|Sand Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Swallow (talent)|Swallow]]&lt;br /&gt;
| talent2 = [[Quake (talent)|Quake]]&lt;br /&gt;
| talent3 = [[Burrow (talent)|Burrow]]&lt;br /&gt;
| talent4 = [[Sand breath (talent)|Sand Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Fire drake aspect (category)|Fire Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Wing buffet (talent)|Wing Buffet]]&lt;br /&gt;
| talent2 = [[Bellowing roar (talent)|Bellowing Roar]]&lt;br /&gt;
| talent3 = [[Devouring flame (talent)|Devouring Flame]]&lt;br /&gt;
| talent4 = [[Fire breath (talent)|Fire Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Cold drake aspect (category)|Cold Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Ice claw (talent)|Ice Claw]]&lt;br /&gt;
| talent2 = [[Icy skin (talent)|Icy Skin]]&lt;br /&gt;
| talent3 = [[Ice wall (talent)|Ice Wall]]&lt;br /&gt;
| talent4 = [[Ice breath (talent)|Ice Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Storm drake aspect (category)|Storm Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Lightning speed (talent)|Lightning Speed]]&lt;br /&gt;
| talent2 = [[Static field (talent)|Static Field]]&lt;br /&gt;
| talent3 = [[Tornado (talent)|Tornado]]&lt;br /&gt;
| talent4 = [[Lightning breath (talent)|Lightning Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Venom drake aspect (category)|Venom Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Acidic spray (talent)|Acidic Spray]]&lt;br /&gt;
| talent2 = [[Corrosive mist (talent)|Corrosive Mist]]&lt;br /&gt;
| talent3 = [[Dissolve (talent)|Dissolve]]&lt;br /&gt;
| talent4 = [[Corrosive breath (talent)|Corrosive Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Higher draconic abilities (category)|Higher Draconic Abilities]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Prismatic slash (talent)|Prismatic Slash]]&lt;br /&gt;
| talent2 = [[Venomous breath (talent)|Venomous Breath]]&lt;br /&gt;
| talent3 = [[Wyrmic guile (talent)|Wyrmic Guile]]&lt;br /&gt;
| talent4 = [[Chromatic fury (talent)|Chromatic Fury]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Spell}}&lt;br /&gt;
| Name = {{c|Undead drake}}&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = {{t|Raze}}&lt;br /&gt;
| talent2 = {{t|Infectious Miasma}}&lt;br /&gt;
| talent3 = {{t|Vampiric Surge}}&lt;br /&gt;
| talent4 = {{t|Necrotic Breath}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Call of the wild (category)|Call of the Wild]]&lt;br /&gt;
| Mastery = 1.20&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Meditation (talent)|Meditation]]&lt;br /&gt;
| talent2 = [[Nature's touch (talent)|Nature's Touch]]&lt;br /&gt;
| talent3 = [[Earth's eyes (talent)|Earth's Eyes]]&lt;br /&gt;
| talent4 = [[Nature's balance (talent)|Nature's Balance]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Fungus (category)|Fungus]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Wild growth (talent)|Wild Growth]]&lt;br /&gt;
| talent2 = [[Fungal growth (talent)|Fungal Growth]]&lt;br /&gt;
| talent3 = [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
| talent4 = [[Sudden growth (talent)|Sudden Growth]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Harmony (category)|Harmony]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Waters of life (talent)|Waters of Life]]&lt;br /&gt;
| talent2 = [[Elemental harmony (talent)|Elemental Harmony]]&lt;br /&gt;
| talent3 = [[One with nature (talent)|One with Nature]]&lt;br /&gt;
| talent4 = [[Healing nexus (talent)|Healing Nexus]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Wyrmics are warriors who possess the powers of dragons. They have strong offensive and defensive capabilities, using both weapons and talents.&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
There are several viable builds for Wyrmics. The simplest is to boost [[Strength]] and bash things with weapons, and breathe on them. (All Wyrmic breath talents scale with Strength.)&lt;br /&gt;
&lt;br /&gt;
There are two schools of thought regarding weapon choices. The class starts with a two-handed weapon, so they can choose to play like a [[Berserker]] (with breath weapons).&lt;br /&gt;
&lt;br /&gt;
Wyrmics also start with the {{c|Shield Offense}} tree, so they can choose to switch to a one-handed weapon and shield (after investment in {{t|Armour Training}}). This lets them play in the style of [[Bulwark]]s (with breath weapons), using {{t|Shield Pummel}} and {{t|Assault}} for adjacent targets, and breath weapons for distant ones, or for groups.&lt;br /&gt;
&lt;br /&gt;
Wyrmics do not start with [[Mindstar mastery (category)|Mindstar Mastery]], but they can purchase it in [[Zigur]], or learn it by betraying an [[escorts|Alchemist escortee]]. This gives you a third build choice, using [[mindstar]]s. A mindstar build will favor [[Willpower]] over Strength, and will lean on talents that scale with [[Mindpower]] or Willpower. Melee damage with the mindstars will be low at first (before tier 4 mindstars start dropping), but quite powerful in the late game.&lt;br /&gt;
&lt;br /&gt;
===Survival===&lt;br /&gt;
Boosting the {{t|Armour Training}} talent is highly recommended. Wearing heavy or massive armour helps immensely, as you will frequently find yourself fighting hand-to-hand.&lt;br /&gt;
&lt;br /&gt;
You have just one healing talent ({{t|Nature's Touch}}) -- or two, if you count {{t|Swallow}} -- but absolutely no monster detection or shielding capabilities. You'll have to rely on [[Armour]], [[inscriptions|infusions/runes]], high [[Life]] (HP), [[saves]] and resists to survive at higher levels.&lt;br /&gt;
&lt;br /&gt;
The {{c|Fungus}} tree talents make your healing and regeneration more effective. A special tip for Fungus users: {{t|Fungal growth}} gives you a weak (but free) regeneration effect, which will appear to block your ability to use your regeneration infusions. You can remove the weak regeneration effect, if necessary, by right-clicking on its effect icon.&lt;br /&gt;
&lt;br /&gt;
{{t|Lightning Speed}} is an excellent mobility talent, more versatile than [[Rush (talent)|Rush]], although you could also spend points to get Rush as a fallback when Lightning Speed is on cooldown. (A category point is required, though.) Additional mobility sources will help -- a movement infusion, or a psychoport totem, are excellent choices.&lt;br /&gt;
&lt;br /&gt;
Wyrmics have some good disabling talents. {{t|Sand Breath}} (blindness breath attack) is quite effective against late game foes (Orc Prides). {{t|Bellowing Roar}} can confuse nearby opponents. {{t|Ice Breath}} can freeze them. {{t|Ice wall}} can block off enemies from being able to attack you completely, or to break off a chunk of foes to fight later.&lt;br /&gt;
&lt;br /&gt;
Eating the [[Heart of the Sandworm Queen]] unlocks the {{c|Harmony}} tree. The {{t|Elemental Harmony}} talent gives you a variety of effects when you are hit by elemental damage; a common combination is to hit yourself with fire damage for the speed boost. {{t|Waters of Life}} doesn't cure diseases and poisons, but instead makes them heal you.&lt;br /&gt;
&lt;br /&gt;
Wyrmics should avoid [[Antimagic]], as they already have access to {{c|Fungus}}, and it precludes them from taking the {{c|Undead Drake}} tree, which has powerful talents in {{t|Raze}} and {{t|Vampiric Surge}}.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Anti-magic&amp;diff=12045</id>
		<title>Anti-magic</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Anti-magic&amp;diff=12045"/>
				<updated>2016-03-19T23:30:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Antimagic is way of life, espoused by the [[Zigur]]anth, and adopted by many citizens of the lands of [[Maj'Eyal]]. Practitioners of Antimagic take a vow never to use &amp;quot;unnatural&amp;quot; magic of any kind. In exchange for this vow, they gain access to special [[Antimagic (category)|Antimagic]] talents. &lt;br /&gt;
&lt;br /&gt;
Choosing whether to become a Zigur follower is an important choice most non-arcane classes must choose.&lt;br /&gt;
&lt;br /&gt;
Note: [[Undead]] are unnatural creatures, and may not choose to pursue Antimagic.&lt;br /&gt;
&lt;br /&gt;
== How It Works == &lt;br /&gt;
&lt;br /&gt;
''Quest: The Curse of Magic''&lt;br /&gt;
&lt;br /&gt;
In addition to the vow, a small test is required of potential Antimagicians, before the secrets will be revealed. The test takes the form of a trial by combat -- the character is placed into the town's arena, and must face several randomly chosen magical opponents, ending with a (non-random) orc [[corruptor]]. Characters may not engage in this trial until reaching level 10. Realistically, the orc corruptor is considerably stronger than a level 10 character, so waiting even longer is advised.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Being a {{am|Zigur follower}} has several advantages:&lt;br /&gt;
&lt;br /&gt;
*You unlock the [[Antimagic (category)|Wild-gift/Antimagic talent tree]] and gain one level in [[Resolve (talent)|Resolve]]. &lt;br /&gt;
*You may ask Protector Myssil in [[Zigur]] for help with the [[Storming the city]] quest, and thereby unlock the [[Fungus (category)|Fungus talents]].&lt;br /&gt;
*You gain special bonuses when wearing certain [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
It also has some disadvantages:&lt;br /&gt;
&lt;br /&gt;
*You may not use [[inscriptions#runes|runes]].&lt;br /&gt;
*You may not wield/wear any [[items#powered|arcane-powered]] items.&lt;br /&gt;
*You may not use any talents that are classified as spells (the description says &amp;quot;is: Spell&amp;quot;).&lt;br /&gt;
*You may not complete the [[An apprentice task]] quest chain. If started, the Apprentice will run away forever when you next speak to him. The quest will still be marked 'Active' and cannot be completed.&lt;br /&gt;
&lt;br /&gt;
To get the most of the Antimagic talent tree, you should have a high [[Willpower]] and be prepared to spend a fair number of [[talent|generic points]].  Talents that allow faster [[Equilibrium]] regeneration will also be helpful in keeping [[Antimagic Shield]] up.&lt;br /&gt;
&lt;br /&gt;
Characters who have passed the arena challenge may learn (or improve their knowledge of) the [[Fungus (category)|Fungus]] talents by defeating [[Urkis]] on [[Tempest Peak]], and then returning to Protector Myssil in [[Zigur]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The choice of becoming anti-magic can be a tough decision for some. It is important to consider:&lt;br /&gt;
*Do you have enough generic points and a category point to spend?&lt;br /&gt;
The primary strength of Antimagic is mostly in the secondary tree, {{c|Fungus}}, and having the ~10-15 generics, to spend between both trees will hamstring classes that otherwise have very strong use for their generic points. You must also spend a category point to unlock this tree, which may be a large hindrance, depending on your class.&lt;br /&gt;
&lt;br /&gt;
*Are your [[willpower]] and [[cunning]] high enough to make it worth it? Can you make good use of the skills provided?&lt;br /&gt;
The talents in Antimagic and Fungus require you to sustain or use [[Equilibrium]] to function, and if you cannot afford to max will on the class you're playing, you simply won't have the resources to use the talents. Further, many of the talents also scale with mindpower, which cunning also gives. Without a high mindpower, may of the talents will be lackluster. Further, {{t|Ancestral Life}} is at its strongest when used with a strong heal talent (such as {{t|Nature's Touch}} or {{t|Nature's Equilibrium}} that would usually take a turn, as {{t|Fungal Growth}} will cause it to apply a regen, thus causing it to not take a turn.&lt;br /&gt;
&lt;br /&gt;
*Can you do without arcane-powered items?&lt;br /&gt;
While arcane-powered items may not seem specifically useful, realize that you'll be unable to use a significant fraction of the loot you'll find. Gear that might otherwise be fantastic may have a single arcane ego that will not allow you to use it.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shadowblade&amp;diff=12040</id>
		<title>Shadowblade</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shadowblade&amp;diff=12040"/>
				<updated>2016-03-19T05:33:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Shadowblade&lt;br /&gt;
|metaclass=Rogue&lt;br /&gt;
|starting_life=100&lt;br /&gt;
|locked=No&lt;br /&gt;
|life_per_level= +0&lt;br /&gt;
|dexterity= +3&lt;br /&gt;
|magic= +3&lt;br /&gt;
|cunning= +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Shadowblades are Rogues that are touched by the gift of magic, able to kill with their daggers under a veil of stealth while casting spells to enhance their performance and survival.&lt;br /&gt;
&lt;br /&gt;
Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.&lt;br /&gt;
&lt;br /&gt;
They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.&lt;br /&gt;
Their most important stats are: [[Dexterity]], [[Cunning]] and [[Magic]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Dagger&lt;br /&gt;
*Iron Dagger&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
*[[inscriptions|Manasurge Rune]]&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*Dual Strike&lt;br /&gt;
*Shadow Combat&lt;br /&gt;
*Phase Door&lt;br /&gt;
*Lethality&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Dual weapons (category)|Dual Weapons]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dual weapon training (talent)|Dual Weapon Training]]&lt;br /&gt;
| talent2 = [[Dual weapon defense (talent)|Dual Weapon Defense]]&lt;br /&gt;
| talent3 = [[Precision (talent)|Precision]]&lt;br /&gt;
| talent4 = [[Momentum (talent)|Momentum]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Dual techniques (category)|Dual Techniques]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dual strike (talent)|Dual Strike]]&lt;br /&gt;
| talent2 = [[Flurry (talent)|Flurry]]&lt;br /&gt;
| talent3 = [[Sweep (talent)|Sweep]]&lt;br /&gt;
| talent4 = [[Whirlwind (talent)|Whirlwind]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Dirty fighting (category)|Dirty Fighting]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dirty fighting (talent)|Dirty Fighting]]&lt;br /&gt;
| talent2 = [[Backstab (talent)|Backstab]]&lt;br /&gt;
| talent3 = [[Switch place (talent)|Switch Place]]&lt;br /&gt;
| talent4 = [[Cripple (talent)|Cripple]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Lethality (category)|Lethality]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Lethality (talent)|Lethality]]&lt;br /&gt;
| talent2 = [[Deadly strikes (talent)|Deadly strikes]]&lt;br /&gt;
| talent3 = [[Willful combat (talent)|Willful combat]]&lt;br /&gt;
| talent4 = [[Snap (talent)|Snap]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Shadow magic (category)|Shadow Magic]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Shadow combat (talent)|Shadow Combat]]&lt;br /&gt;
| talent2 = [[Shadow cunning (talent)|Shadow Cunning]]&lt;br /&gt;
| talent3 = [[Shadow feed (talent)|Shadow Feed]]&lt;br /&gt;
| talent4 = [[Shadowstep (talent)|Shadowstep]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Phantasm (category)|Phantasm]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Illuminate (talent)|Illuminate]]&lt;br /&gt;
| talent2 = [[Blur sight (talent)|Blur Sight]]&lt;br /&gt;
| talent3 = [[Phantasmal shield (talent)|Phantasmal Shield]]&lt;br /&gt;
| talent4 = [[Invisibility (talent)|Invisibility]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Stealth (category)|Stealth]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Stealth (talent)|Stealth]]&lt;br /&gt;
| talent2 = [[Shadowstrike (talent)|Shadowstrike]]&lt;br /&gt;
| talent3 = [[Hide in plain sight (talent)|Hide in Plain Sight]]&lt;br /&gt;
| talent4 = [[Unseen actions (talent)|Unseen Actions]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Ambush (category)|Ambush]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Shadow leash (talent)|Shadow Leash]]&lt;br /&gt;
| talent2 = [[Shadow ambush (talent)|Shadow Ambush]]&lt;br /&gt;
| talent3 = [[Ambuscade (talent)|Ambuscade]]&lt;br /&gt;
| talent4 = [[Shadow veil (talent)|Shadow Veil]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Temporal (category)|Temporal]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Congeal time (talent)|Congeal Time]]&lt;br /&gt;
| talent2 = [[Time shield (talent)|Time Shield]]&lt;br /&gt;
| talent3 = [[Time prison (talent)|Time Prison]]&lt;br /&gt;
| talent4 = [[Essence of speed (talent)|Essence of Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Conveyance (category)|Conveyance]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Phase door (talent)|Phase Door]]&lt;br /&gt;
| talent2 = [[Teleport (talent)|Teleport]]&lt;br /&gt;
| talent3 = [[Displacement shield (talent)|Displacement Shield]]&lt;br /&gt;
| talent4 = [[Probability travel (talent)|Probability Travel]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Divination (category)|Divination]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Arcane eye (talent)|Arcane Eye]]&lt;br /&gt;
| talent2 = [[Keen senses (talent)|Keen Senses]]&lt;br /&gt;
| talent3 = [[Vision (talent)|Vision]]&lt;br /&gt;
| talent4 = [[Premonition (talent)|Premonition]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Shadowblade is fast, stealthy, mobile, and deadly. He is a [[Rogue]] who has learned rudimentary magic, much to the chagrin of his opponents.&lt;br /&gt;
&lt;br /&gt;
While Shadowblade is a class that relies on magic, they have fairly minimal scaling with Magic and Spellpower, their spells mostly being utility or weapon damage based. As such, their primary stats are [[Dexterity]] and [[Cunning]] over [[Magic]], though Magic is worth pumping in the end if you plan on taking the {{t|Arcane Might}} prodigy and for your shields.&lt;br /&gt;
&lt;br /&gt;
The Shadowblade uses daggers, one in each hand, for his offense. Leading with a {{t|Dual Strike}} or some good old-fashioned {{t|Dirty Fighting}} to stun, and then following up with a {{t|Flurry}} or a {{t|Sweep}} to kill, leaves a path of carnage.&lt;br /&gt;
&lt;br /&gt;
They are highly mobile, with access to the full suite of {{c|Conveyance}} talents, as well as {{t|Shadowstep}}, a devastating talent when combined with {{t|Track}} or any other ESP source. They also get {{t|Rush}} -- both of these trees are unlocked at birth. &lt;br /&gt;
&lt;br /&gt;
Shadowblades do not get any healing talents either, nor do they have any major sources of damage mitigation, but they do start with access to {{t|Displacement Shield}} and have {{t|Time Shield}} in a locked category. Shadowblades may find it helpful to pick up the {{c|Light}} tree from an Anorithil [[escorts|escort quest]], for the {{t|Healing Light}}, {{t|Bathe in Light}} and {{t|Providence}} talents.&lt;br /&gt;
&lt;br /&gt;
In terms of trees to unlock, Shadowblades have a few options:&lt;br /&gt;
&lt;br /&gt;
* {{c|Temporal}}: This is a balanced tree, giving you a very strong defensive shield in {{t|Time Shield}} and the overwhelming speed of {{t|Essence of Speed}}, once you can afford to sustain it in the late game. Combining {{t|Essence of Speed}} with the speed boosts of {{t|Shadow Feed}}, {{t|Blinding Speed}}, and {{t|Momentum}} can allow you to cut down your foes before they can even act.&lt;br /&gt;
&lt;br /&gt;
* {{c|Ambush}}: This is also a balanced tree, giving you utility and offensive skill. {{t|Shadow Leash}} allows you to disarm weapon damage foes, while {{t|Shadow Ambush}} allows you to silence caster threats, though foes that focus on summons and mental talents can circumvent these methods of threat mitigation. The real shining star of this tree, however, is using {{t|Ambuscade}} to create a shadow clone of yourself, then using {{t|Shadow veil}} to use it to destroy your foes, while you wait in a safe place. Do ensure that your main body are in a safe place (and maybe stealthed or invisible), as it can be damaged while you don't have control of it.&lt;br /&gt;
&lt;br /&gt;
* {{c|Stealth}}: This is a tree focused completely on offense, to the detriment of your defense, as you must eschew the vastly superior protection of Heavy and Massive armor to use it. However, the damage you can output from stealth via {{t|Shadowstrike}} can allow you to kill your foes before they have the chance to counter-attack. Be wary of assuming that stealth is an effective defensive mechanic, however, as even if a foe has only caught a slight glimpse of you, they'll use AoE talents in your general direction.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shadowblade&amp;diff=12039</id>
		<title>Shadowblade</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shadowblade&amp;diff=12039"/>
				<updated>2016-03-19T05:31:59Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Shadowblade&lt;br /&gt;
|metaclass=Rogue&lt;br /&gt;
|starting_life=100&lt;br /&gt;
|locked=No&lt;br /&gt;
|life_per_level= +0&lt;br /&gt;
|dexterity= +3&lt;br /&gt;
|magic= +3&lt;br /&gt;
|cunning= +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Shadowblades are Rogues that are touched by the gift of magic, able to kill with their daggers under a veil of stealth while casting spells to enhance their performance and survival.&lt;br /&gt;
&lt;br /&gt;
Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.&lt;br /&gt;
&lt;br /&gt;
They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.&lt;br /&gt;
Their most important stats are: [[Dexterity]], [[Cunning]] and [[Magic]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Dagger&lt;br /&gt;
*Iron Dagger&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
*[[inscriptions|Manasurge Rune]]&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*Dual Strike&lt;br /&gt;
*Shadow Combat&lt;br /&gt;
*Phase Door&lt;br /&gt;
*Lethality&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Dual weapons (category)|Dual Weapons]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dual weapon training (talent)|Dual Weapon Training]]&lt;br /&gt;
| talent2 = [[Dual weapon defense (talent)|Dual Weapon Defense]]&lt;br /&gt;
| talent3 = [[Precision (talent)|Precision]]&lt;br /&gt;
| talent4 = [[Momentum (talent)|Momentum]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Dual techniques (category)|Dual Techniques]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dual strike (talent)|Dual Strike]]&lt;br /&gt;
| talent2 = [[Flurry (talent)|Flurry]]&lt;br /&gt;
| talent3 = [[Sweep (talent)|Sweep]]&lt;br /&gt;
| talent4 = [[Whirlwind (talent)|Whirlwind]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Dirty fighting (category)|Dirty Fighting]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dirty fighting (talent)|Dirty Fighting]]&lt;br /&gt;
| talent2 = [[Backstab (talent)|Backstab]]&lt;br /&gt;
| talent3 = [[Switch place (talent)|Switch Place]]&lt;br /&gt;
| talent4 = [[Cripple (talent)|Cripple]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Lethality (category)|Lethality]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Lethality (talent)|Lethality]]&lt;br /&gt;
| talent2 = [[Deadly strikes (talent)|Deadly strikes]]&lt;br /&gt;
| talent3 = [[Willful combat (talent)|Willful combat]]&lt;br /&gt;
| talent4 = [[Snap (talent)|Snap]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Shadow magic (category)|Shadow Magic]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Shadow combat (talent)|Shadow Combat]]&lt;br /&gt;
| talent2 = [[Shadow cunning (talent)|Shadow Cunning]]&lt;br /&gt;
| talent3 = [[Shadow feed (talent)|Shadow Feed]]&lt;br /&gt;
| talent4 = [[Shadowstep (talent)|Shadowstep]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Phantasm (category)|Phantasm]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Illuminate (talent)|Illuminate]]&lt;br /&gt;
| talent2 = [[Blur sight (talent)|Blur Sight]]&lt;br /&gt;
| talent3 = [[Phantasmal shield (talent)|Phantasmal Shield]]&lt;br /&gt;
| talent4 = [[Invisibility (talent)|Invisibility]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Stealth (category)|Stealth]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Stealth (talent)|Stealth]]&lt;br /&gt;
| talent2 = [[Shadowstrike (talent)|Shadowstrike]]&lt;br /&gt;
| talent3 = [[Hide in plain sight (talent)|Hide in Plain Sight]]&lt;br /&gt;
| talent4 = [[Unseen actions (talent)|Unseen Actions]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Ambush (category)|Ambush]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Shadow leash (talent)|Shadow Leash]]&lt;br /&gt;
| talent2 = [[Shadow ambush (talent)|Shadow Ambush]]&lt;br /&gt;
| talent3 = [[Ambuscade (talent)|Ambuscade]]&lt;br /&gt;
| talent4 = [[Shadow veil (talent)|Shadow Veil]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Temporal (category)|Temporal]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Congeal time (talent)|Congeal Time]]&lt;br /&gt;
| talent2 = [[Time shield (talent)|Time Shield]]&lt;br /&gt;
| talent3 = [[Time prison (talent)|Time Prison]]&lt;br /&gt;
| talent4 = [[Essence of speed (talent)|Essence of Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Conveyance (category)|Conveyance]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Phase door (talent)|Phase Door]]&lt;br /&gt;
| talent2 = [[Teleport (talent)|Teleport]]&lt;br /&gt;
| talent3 = [[Displacement shield (talent)|Displacement Shield]]&lt;br /&gt;
| talent4 = [[Probability travel (talent)|Probability Travel]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Divination (category)|Divination]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Arcane eye (talent)|Arcane Eye]]&lt;br /&gt;
| talent2 = [[Keen senses (talent)|Keen Senses]]&lt;br /&gt;
| talent3 = [[Vision (talent)|Vision]]&lt;br /&gt;
| talent4 = [[Premonition (talent)|Premonition]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Shadowblade is fast, stealthy, mobile, and deadly. He is a [[Rogue]] who has learned rudimentary magic, much to the chagrin of his opponents.&lt;br /&gt;
&lt;br /&gt;
While Shadowblade is a class that relies on magic, they have fairly minimal scaling with Magic and Spellpower, their spells mostly being utility or weapon damage based. As such, their primary stats are [[Dexterity]] and [[Cunning]] over [[Magic]], though Magic is worth pumping in the end if you plan on taking the {{t|Arcane Might}} prodigy and for your shields.&lt;br /&gt;
&lt;br /&gt;
The Shadowblade uses daggers, one in each hand, for his offense. Leading with a {{t|Dual Strike}} or some good old-fashioned {{t|Dirty Fighting}} to stun, and then following up with a {{t|Flurry}} or a {{t|Sweep}} to kill, leaves a path of carnage.&lt;br /&gt;
&lt;br /&gt;
They are highly mobile, with access to the full suite of {{c|Conveyance}} talents, as well as {{t|Shadowstep}}, a devastating talent when combined with {{t|Track}} or any other ESP source. They also get {{t|Rush}} -- both of these trees are unlocked at birth. &lt;br /&gt;
&lt;br /&gt;
Shadowblades do not get any healing talents either, nor do they have any major sources of damage mitigation, but they do start with access to {{t|Displacement Shield}} and have {{t|Time Shield}} in a locked category. Shadowblades may find it helpful to pick up the {{c|Light}} tree from an Anorithil [[escorts|escort quest]], for the {{t|Healing Light}}, {{t|Bathe in Light}} and {{t|Providence}} talents.&lt;br /&gt;
&lt;br /&gt;
In terms of trees to unlock, Shadowblades have a few options:&lt;br /&gt;
&lt;br /&gt;
* {{c|Temporal}}: This is a balanced tree, giving you a very strong defensive shield in {{t|Time Shield}} and the overwhelming speed of {{t|Essence of Speed}, once you can afford to sustain it in the late game. Combining {{t|Essence of Speed}} with the speed boosts of {{t|Shadow Feed}}, {{t|Blinding Speed}}, and {{t|Momentum}} can allow you to cut down your foes before they can even act.&lt;br /&gt;
&lt;br /&gt;
* {{c|Ambush}}: This is also a balanced tree, giving you utility and offensive skill. {{t|Shadow Leash}} allows you to disarm weapon damage foes, while {{t|Shadow Ambush}} allows you to silence caster threats, though foes that focus on summons and mental talents can circumvent these methods of threat mitigation. The real shining star of this tree, however, is using {{t|Ambuscade}} to create a shadow clone of yourself, then using {{t|Shadow veil}} to use it to destroy your foes, while you wait in a safe place. Do ensure that your main body are in a safe place (and maybe stealthed or invisible), as it can be damaged while you don't have control of it.&lt;br /&gt;
&lt;br /&gt;
* {{c|Stealth}}: This is a tree focused completely on offense, to the detriment of your defense, as you must eschew the vastly superior protection of Heavy and Massive armor to use it. However, the damage you can output from stealth can allow you to kill your foes before they have the chance to counter-attack.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shadowblade&amp;diff=12038</id>
		<title>Shadowblade</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shadowblade&amp;diff=12038"/>
				<updated>2016-03-19T05:29:01Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Shadowblade&lt;br /&gt;
|metaclass=Rogue&lt;br /&gt;
|starting_life=100&lt;br /&gt;
|locked=No&lt;br /&gt;
|life_per_level= +0&lt;br /&gt;
|dexterity= +3&lt;br /&gt;
|magic= +3&lt;br /&gt;
|cunning= +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Shadowblades are Rogues that are touched by the gift of magic, able to kill with their daggers under a veil of stealth while casting spells to enhance their performance and survival.&lt;br /&gt;
&lt;br /&gt;
Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.&lt;br /&gt;
&lt;br /&gt;
They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.&lt;br /&gt;
Their most important stats are: [[Dexterity]], [[Cunning]] and [[Magic]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Dagger&lt;br /&gt;
*Iron Dagger&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
*[[inscriptions|Manasurge Rune]]&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*Dual Strike&lt;br /&gt;
*Shadow Combat&lt;br /&gt;
*Phase Door&lt;br /&gt;
*Lethality&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Dual weapons (category)|Dual Weapons]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dual weapon training (talent)|Dual Weapon Training]]&lt;br /&gt;
| talent2 = [[Dual weapon defense (talent)|Dual Weapon Defense]]&lt;br /&gt;
| talent3 = [[Precision (talent)|Precision]]&lt;br /&gt;
| talent4 = [[Momentum (talent)|Momentum]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Dual techniques (category)|Dual Techniques]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dual strike (talent)|Dual Strike]]&lt;br /&gt;
| talent2 = [[Flurry (talent)|Flurry]]&lt;br /&gt;
| talent3 = [[Sweep (talent)|Sweep]]&lt;br /&gt;
| talent4 = [[Whirlwind (talent)|Whirlwind]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Dirty fighting (category)|Dirty Fighting]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dirty fighting (talent)|Dirty Fighting]]&lt;br /&gt;
| talent2 = [[Backstab (talent)|Backstab]]&lt;br /&gt;
| talent3 = [[Switch place (talent)|Switch Place]]&lt;br /&gt;
| talent4 = [[Cripple (talent)|Cripple]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Lethality (category)|Lethality]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Lethality (talent)|Lethality]]&lt;br /&gt;
| talent2 = [[Deadly strikes (talent)|Deadly strikes]]&lt;br /&gt;
| talent3 = [[Willful combat (talent)|Willful combat]]&lt;br /&gt;
| talent4 = [[Snap (talent)|Snap]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Shadow magic (category)|Shadow Magic]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Shadow combat (talent)|Shadow Combat]]&lt;br /&gt;
| talent2 = [[Shadow cunning (talent)|Shadow Cunning]]&lt;br /&gt;
| talent3 = [[Shadow feed (talent)|Shadow Feed]]&lt;br /&gt;
| talent4 = [[Shadowstep (talent)|Shadowstep]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Phantasm (category)|Phantasm]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Illuminate (talent)|Illuminate]]&lt;br /&gt;
| talent2 = [[Blur sight (talent)|Blur Sight]]&lt;br /&gt;
| talent3 = [[Phantasmal shield (talent)|Phantasmal Shield]]&lt;br /&gt;
| talent4 = [[Invisibility (talent)|Invisibility]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Stealth (category)|Stealth]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Stealth (talent)|Stealth]]&lt;br /&gt;
| talent2 = [[Shadowstrike (talent)|Shadowstrike]]&lt;br /&gt;
| talent3 = [[Hide in plain sight (talent)|Hide in Plain Sight]]&lt;br /&gt;
| talent4 = [[Unseen actions (talent)|Unseen Actions]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Ambush (category)|Ambush]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Shadow leash (talent)|Shadow Leash]]&lt;br /&gt;
| talent2 = [[Shadow ambush (talent)|Shadow Ambush]]&lt;br /&gt;
| talent3 = [[Ambuscade (talent)|Ambuscade]]&lt;br /&gt;
| talent4 = [[Shadow veil (talent)|Shadow Veil]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Temporal (category)|Temporal]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Congeal time (talent)|Congeal Time]]&lt;br /&gt;
| talent2 = [[Time shield (talent)|Time Shield]]&lt;br /&gt;
| talent3 = [[Time prison (talent)|Time Prison]]&lt;br /&gt;
| talent4 = [[Essence of speed (talent)|Essence of Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Conveyance (category)|Conveyance]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Phase door (talent)|Phase Door]]&lt;br /&gt;
| talent2 = [[Teleport (talent)|Teleport]]&lt;br /&gt;
| talent3 = [[Displacement shield (talent)|Displacement Shield]]&lt;br /&gt;
| talent4 = [[Probability travel (talent)|Probability Travel]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Divination (category)|Divination]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Arcane eye (talent)|Arcane Eye]]&lt;br /&gt;
| talent2 = [[Keen senses (talent)|Keen Senses]]&lt;br /&gt;
| talent3 = [[Vision (talent)|Vision]]&lt;br /&gt;
| talent4 = [[Premonition (talent)|Premonition]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Shadowblade is fast, stealthy, mobile, and deadly. He is a [[Rogue]] who has learned rudimentary magic, much to the chagrin of his opponents.&lt;br /&gt;
&lt;br /&gt;
While Shadowblade is a class that relies on magic, they have fairly minimal scaling with Magic and Spellpower, their spells mostly being utility or weapon damage based. As such, their primary stats are [[Dexterity]] and [[Cunning]] over [[Magic]], though Magic is worth pumping in the end if you plan on taking the {{t|Arcane Might}} prodigy and for your shields.&lt;br /&gt;
&lt;br /&gt;
The Shadowblade uses daggers, one in each hand, for his offense. Leading with a {{t|Dual Strike}} or some good old-fashioned {{t||Dirty Fighting}} to stun, and then following up with a {{t|Flurry}} or a {{t|Sweep}} to kill, leaves a path of carnage.&lt;br /&gt;
&lt;br /&gt;
They are highly mobile, with access to the full suite of {{c|Conveyance}} talents, as well as {{t|Shadowstep, a devastating talent when combined with {{t|Track}} or any other ESP source. They also get {{t|Rush}} -- both of these trees are unlocked at birth. &lt;br /&gt;
&lt;br /&gt;
Shadowblades do not get any healing talents either, nor do they have any major sources of damage mitigation, but they do start with access to {{t|Displacement Shield}} and have {{t|Time Shield}} in a locked category. Shadowblades may find it helpful to pick up the {{c|Light}} tree from an Anorithil [[escorts|escort quest]], for the {{t|Healing Light}}, {{t|Bathe in Light}} and {{t|Providence}} talents.&lt;br /&gt;
&lt;br /&gt;
In terms of trees to unlock, Shadowblades have a few options:&lt;br /&gt;
&lt;br /&gt;
* {{c|Temporal}}: This is a balanced tree, giving you a very strong defensive shield in {{t|Time Shield}} and the overwhelming speed of {{t|Essence of Speed}, once you can afford to sustain it in the late game. Combining {{t|Essence of Speed}} with the speed boosts of {{t|Shadow Feed}}, {{t|Blinding Speed}}, and {{t|Momentum}} can allow you to cut down your foes before they can even act.&lt;br /&gt;
&lt;br /&gt;
* {{c|Ambush}}: This is also a balanced tree, giving you utility and offensive skill. {{t|Shadow Leash}} allows you to disarm weapon damage foes, while {{t|Shadow Ambush}} allows you to silence caster threats, though foes that focus on summons and mental talents can circumvent these methods of threat mitigation. The real shining star of this tree, however, is using {{t|Ambuscade}} to create a shadow clone of yourself, then using {{t|Shadowveil}} to use it to destroy your foes, while you wait in a safe place. Do ensure that your main body are in a safe place (and maybe stealthed or invisible), as it can be damaged while you don't have control of it.&lt;br /&gt;
&lt;br /&gt;
* {{c|Stealth}}: This is a tree focused completely on offense, to the detriment of your defense, as you must eschew the vastly superior protection of Heavy and Massive armor to use it. However, the damage you can output from stealth can allow you to kill your foes before they have the chance to counter-attack.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shadowblade&amp;diff=12037</id>
		<title>Shadowblade</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shadowblade&amp;diff=12037"/>
				<updated>2016-03-19T05:09:58Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Shadowblade&lt;br /&gt;
|metaclass=Rogue&lt;br /&gt;
|starting_life=100&lt;br /&gt;
|locked=No&lt;br /&gt;
|life_per_level= +0&lt;br /&gt;
|dexterity= +3&lt;br /&gt;
|magic= +3&lt;br /&gt;
|cunning= +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Shadowblades are Rogues that are touched by the gift of magic, able to kill with their daggers under a veil of stealth while casting spells to enhance their performance and survival.&lt;br /&gt;
&lt;br /&gt;
Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.&lt;br /&gt;
&lt;br /&gt;
They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.&lt;br /&gt;
Their most important stats are: [[Dexterity]], [[Cunning]] and [[Magic]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Dagger&lt;br /&gt;
*Iron Dagger&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
*[[inscriptions|Manasurge Rune]]&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*Dual Strike&lt;br /&gt;
*Shadow Combat&lt;br /&gt;
*Phase Door&lt;br /&gt;
*Lethality&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Dual weapons (category)|Dual Weapons]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dual weapon training (talent)|Dual Weapon Training]]&lt;br /&gt;
| talent2 = [[Dual weapon defense (talent)|Dual Weapon Defense]]&lt;br /&gt;
| talent3 = [[Precision (talent)|Precision]]&lt;br /&gt;
| talent4 = [[Momentum (talent)|Momentum]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Dual techniques (category)|Dual Techniques]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dual strike (talent)|Dual Strike]]&lt;br /&gt;
| talent2 = [[Flurry (talent)|Flurry]]&lt;br /&gt;
| talent3 = [[Sweep (talent)|Sweep]]&lt;br /&gt;
| talent4 = [[Whirlwind (talent)|Whirlwind]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Dirty fighting (category)|Dirty Fighting]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dirty fighting (talent)|Dirty Fighting]]&lt;br /&gt;
| talent2 = [[Backstab (talent)|Backstab]]&lt;br /&gt;
| talent3 = [[Switch place (talent)|Switch Place]]&lt;br /&gt;
| talent4 = [[Cripple (talent)|Cripple]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Lethality (category)|Lethality]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Lethality (talent)|Lethality]]&lt;br /&gt;
| talent2 = [[Deadly strikes (talent)|Deadly strikes]]&lt;br /&gt;
| talent3 = [[Willful combat (talent)|Willful combat]]&lt;br /&gt;
| talent4 = [[Snap (talent)|Snap]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Shadow magic (category)|Shadow Magic]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Shadow combat (talent)|Shadow Combat]]&lt;br /&gt;
| talent2 = [[Shadow cunning (talent)|Shadow Cunning]]&lt;br /&gt;
| talent3 = [[Shadow feed (talent)|Shadow Feed]]&lt;br /&gt;
| talent4 = [[Shadowstep (talent)|Shadowstep]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Phantasm (category)|Phantasm]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Illuminate (talent)|Illuminate]]&lt;br /&gt;
| talent2 = [[Blur sight (talent)|Blur Sight]]&lt;br /&gt;
| talent3 = [[Phantasmal shield (talent)|Phantasmal Shield]]&lt;br /&gt;
| talent4 = [[Invisibility (talent)|Invisibility]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Stealth (category)|Stealth]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Stealth (talent)|Stealth]]&lt;br /&gt;
| talent2 = [[Shadowstrike (talent)|Shadowstrike]]&lt;br /&gt;
| talent3 = [[Hide in plain sight (talent)|Hide in Plain Sight]]&lt;br /&gt;
| talent4 = [[Unseen actions (talent)|Unseen Actions]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Ambush (category)|Ambush]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Shadow leash (talent)|Shadow Leash]]&lt;br /&gt;
| talent2 = [[Shadow ambush (talent)|Shadow Ambush]]&lt;br /&gt;
| talent3 = [[Ambuscade (talent)|Ambuscade]]&lt;br /&gt;
| talent4 = [[Shadow veil (talent)|Shadow Veil]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Temporal (category)|Temporal]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Congeal time (talent)|Congeal Time]]&lt;br /&gt;
| talent2 = [[Time shield (talent)|Time Shield]]&lt;br /&gt;
| talent3 = [[Time prison (talent)|Time Prison]]&lt;br /&gt;
| talent4 = [[Essence of speed (talent)|Essence of Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Conveyance (category)|Conveyance]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Phase door (talent)|Phase Door]]&lt;br /&gt;
| talent2 = [[Teleport (talent)|Teleport]]&lt;br /&gt;
| talent3 = [[Displacement shield (talent)|Displacement Shield]]&lt;br /&gt;
| talent4 = [[Probability travel (talent)|Probability Travel]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Divination (category)|Divination]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Arcane eye (talent)|Arcane Eye]]&lt;br /&gt;
| talent2 = [[Keen senses (talent)|Keen Senses]]&lt;br /&gt;
| talent3 = [[Vision (talent)|Vision]]&lt;br /&gt;
| talent4 = [[Premonition (talent)|Premonition]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Shadowblade is fast, stealthy, mobile, and deadly. He is a [[Rogue]] who has learned rudimentary magic, much to the chagrin of his opponents.&lt;br /&gt;
&lt;br /&gt;
While Shadowblade is a class that relies on magic, they have fairly minimal scaling with Magic and Spellpower, their spells mostly being utility or weapon damage based. As such, their primary stats are [[Dexterity]] and [[Cunning]] over [[Magic]], though Magic is worth pumping in the end if you plan on taking the {{t|Arcane Might}} prodigy and for your shields.&lt;br /&gt;
&lt;br /&gt;
The Shadowblade uses daggers, one in each hand, for his offense. Leading with a {{t|Dual Strike}} or some good old-fashioned {{t||Dirty Fighting}} to stun, and then following up with a {{t|Flurry}} or a {{t|Sweep}} to kill, leaves a path of carnage.&lt;br /&gt;
&lt;br /&gt;
They are highly mobile, with access to the full suite of {{c|Conveyance}} talents, as well as {{t|Shadowstep, a devastating talent when combined with {{t|Track}} or any other ESP source. They also get {{t|Rush}} -- both of these trees are unlocked at birth. In addition, they may unlock the Temporal tree, leading to {{t|Essence of Speed}}, should they choose.&lt;br /&gt;
&lt;br /&gt;
Another build choice is to go for {{t|stealth}}. Unlocking this category gives talents that allow striking from the shadows with huge bonuses.&lt;br /&gt;
&lt;br /&gt;
Shadowblades do not get any stun resistance or elemental resistance talents. Spellcasters are their worst enemies, since virtually all of their damage mitigation is focused on dodging or avoiding physical attacks.  (In the end game, your damage mitigation against spellcasters is &amp;quot;kill them before they even know you're there&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Shadowblades do not get any healing talents either, but they can learn a few shielding spells. Shadowblades may find it helpful to pick up the {{c|Light}} tree from an Anorithil [[escorts|escort quest]], for the {{t|Healing Light}}, {{t|Bathe in Light}} and {{t|Providence}} talents.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wyrmic&amp;diff=12036</id>
		<title>Wyrmic</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wyrmic&amp;diff=12036"/>
				<updated>2016-03-19T05:01:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Wyrmic&lt;br /&gt;
|metaclass=[[Wilder]]&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength=+5&lt;br /&gt;
|constitution=+1&lt;br /&gt;
|willpower=+3&lt;br /&gt;
}}&lt;br /&gt;
==Locked Description==&lt;br /&gt;
''Sleek, majestic, powerful... ''&lt;br /&gt;
&lt;br /&gt;
''In the path of dragons we walk, and their breath is our breath.'' &lt;br /&gt;
&lt;br /&gt;
''See their beating hearts with your eyes and taste their majesty between your teeth.''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Wyrmics are fighters who have learnt how to mimic some of the aspects of the dragons.&lt;br /&gt;
They have access to talents normally belonging to the various kind of drakes.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Ice claw (talent)|Ice Claw]]&lt;br /&gt;
*[[Meditation]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Two-handed assault (category)|Two-Handed Assault]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stunning blow (talent)|Stunning Blow]]&lt;br /&gt;
| talent2 = [[Fearless cleave (talent)|Fearless Cleave]]&lt;br /&gt;
| talent3 = [[Death dance (talent)|Death Dance]]&lt;br /&gt;
| talent4 = [[Execution (talent)|Execution]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Shield offense (category)|Shield Offense]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Shield pummel (talent)|Shield Pummel]]&lt;br /&gt;
| talent2 = [[Riposte (talent)|Riposte]]&lt;br /&gt;
| talent3 = [[Shield slam (talent)|Shield Slam]]&lt;br /&gt;
| talent4 = [[Assault (talent)|Assault]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Sand drake aspect (category)|Sand Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Swallow (talent)|Swallow]]&lt;br /&gt;
| talent2 = [[Quake (talent)|Quake]]&lt;br /&gt;
| talent3 = [[Burrow (talent)|Burrow]]&lt;br /&gt;
| talent4 = [[Sand breath (talent)|Sand Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Fire drake aspect (category)|Fire Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Wing buffet (talent)|Wing Buffet]]&lt;br /&gt;
| talent2 = [[Bellowing roar (talent)|Bellowing Roar]]&lt;br /&gt;
| talent3 = [[Devouring flame (talent)|Devouring Flame]]&lt;br /&gt;
| talent4 = [[Fire breath (talent)|Fire Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Cold drake aspect (category)|Cold Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Ice claw (talent)|Ice Claw]]&lt;br /&gt;
| talent2 = [[Icy skin (talent)|Icy Skin]]&lt;br /&gt;
| talent3 = [[Ice wall (talent)|Ice Wall]]&lt;br /&gt;
| talent4 = [[Ice breath (talent)|Ice Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Storm drake aspect (category)|Storm Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Lightning speed (talent)|Lightning Speed]]&lt;br /&gt;
| talent2 = [[Static field (talent)|Static Field]]&lt;br /&gt;
| talent3 = [[Tornado (talent)|Tornado]]&lt;br /&gt;
| talent4 = [[Lightning breath (talent)|Lightning Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Venom drake aspect (category)|Venom Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Acidic spray (talent)|Acidic Spray]]&lt;br /&gt;
| talent2 = [[Corrosive mist (talent)|Corrosive Mist]]&lt;br /&gt;
| talent3 = [[Dissolve (talent)|Dissolve]]&lt;br /&gt;
| talent4 = [[Corrosive breath (talent)|Corrosive Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Higher draconic abilities (category)|Higher Draconic Abilities]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Prismatic slash (talent)|Prismatic Slash]]&lt;br /&gt;
| talent2 = [[Venomous breath (talent)|Venomous Breath]]&lt;br /&gt;
| talent3 = [[Wyrmic guile (talent)|Wyrmic Guile]]&lt;br /&gt;
| talent4 = [[Chromatic fury (talent)|Chromatic Fury]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Spell}}&lt;br /&gt;
| Name = {{c|Undead drake}}&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = {{t|Raze}}&lt;br /&gt;
| talent2 = {{t|Infectious Miasma}}&lt;br /&gt;
| talent3 = {{t|Vampiric Surge}}&lt;br /&gt;
| talent4 = {{t|Necrotic Breath}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Call of the wild (category)|Call of the Wild]]&lt;br /&gt;
| Mastery = 1.20&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Meditation (talent)|Meditation]]&lt;br /&gt;
| talent2 = [[Nature's touch (talent)|Nature's Touch]]&lt;br /&gt;
| talent3 = [[Earth's eyes (talent)|Earth's Eyes]]&lt;br /&gt;
| talent4 = [[Nature's balance (talent)|Nature's Balance]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Fungus (category)|Fungus]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Wild growth (talent)|Wild Growth]]&lt;br /&gt;
| talent2 = [[Fungal growth (talent)|Fungal Growth]]&lt;br /&gt;
| talent3 = [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
| talent4 = [[Sudden growth (talent)|Sudden Growth]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Harmony (category)|Harmony]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Waters of life (talent)|Waters of Life]]&lt;br /&gt;
| talent2 = [[Elemental harmony (talent)|Elemental Harmony]]&lt;br /&gt;
| talent3 = [[One with nature (talent)|One with Nature]]&lt;br /&gt;
| talent4 = [[Healing nexus (talent)|Healing Nexus]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Wyrmics are warriors who possess the powers of dragons. They have strong offensive and defensive capabilities, using both weapons and talents.&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
There are several viable builds for Wyrmics. The simplest is to boost [[Strength]] and bash things with weapons, and breathe on them. (All Wyrmic breath talents scale with Strength.)&lt;br /&gt;
&lt;br /&gt;
There are two schools of thought regarding weapon choices. The class starts with a two-handed weapon, so they can choose to play like a [[Berserker]] (with breath weapons).&lt;br /&gt;
&lt;br /&gt;
Wyrmics also start with the {{c|Shield Offense}} tree, so they can choose to switch to a one-handed weapon and shield (after investment in {{t|Armour Training}}). This lets them play in the style of [[Bulwark]]s (with breath weapons), using {{t|Shield Pummel}} and {{t|Assault}} for adjacent targets, and breath weapons for distant ones, or for groups.&lt;br /&gt;
&lt;br /&gt;
Wyrmics do not start with [[Mindstar mastery (category)|Mindstar Mastery]], but they can purchase it in [[Zigur]], or learn it by betraying an [[escorts|Alchemist escortee]]. This gives you a third build choice, using [[mindstar]]s. A mindstar build will favor [[Willpower]] over Strength, and will lean on talents that scale with [[Mindpower]] or Willpower. Melee damage with the mindstars will be low at first (before tier 4 mindstars start dropping), but quite powerful in the late game.&lt;br /&gt;
&lt;br /&gt;
===Survival===&lt;br /&gt;
Boosting the {{t|Armour Training}} talent is highly recommended. Wearing heavy or massive armour helps immensely, as you will frequently find yourself fighting hand-to-hand.&lt;br /&gt;
&lt;br /&gt;
You have just one healing talent ({{t|Nature's Touch}}) -- or two, if you count {{t|Swallow}} -- but absolutely no monster detection or shielding capabilities. You'll have to rely on [[Armour]], [[inscriptions|infusions/runes]], high [[Life]] (HP), [[saves]] and resists to survive at higher levels.&lt;br /&gt;
&lt;br /&gt;
The {{c|Fungus}} tree talents make your healing and regeneration more effective. A special tip for Fungus users: {{t|Fungal growth}} gives you a weak (but free) regeneration effect, which will appear to block your ability to use your regeneration infusions. You can remove the weak regeneration effect, if necessary, by right-clicking on its effect icon.&lt;br /&gt;
&lt;br /&gt;
{{t|Lightning Speed}} is an excellent mobility talent, more versatile than [[Rush (talent)|Rush]], although you could also spend points to get Rush as a fallback when Lightning Speed is on cooldown. (A category point is required, though.) Additional mobility sources will help -- a movement infusion, or a psychoport totem, are excellent choices.&lt;br /&gt;
&lt;br /&gt;
Wyrmics have some good disabling talents. {{t|Sand Breath}} (blindness breath attack) is quite effective against late game foes (Orc Prides). {{t|Bellowing Roar}} can confuse nearby opponents. {{t|Ice Breath}} can freeze them. {{t|Ice wall}} can block off enemies from being able to attack you completely, or to break off a chunk of foes to fight later.&lt;br /&gt;
&lt;br /&gt;
Eating the [[Heart of the Sandworm Queen]] unlocks the {{c|Harmony}} tree. The {{t|Elemental Harmony}} talent gives you a variety of effects when you are hit by elemental damage; a common combination is to hit yourself with fire damage for the speed boost. {{t|Waters of Life}} doesn't cure diseases and poisons, but instead makes them heal you.&lt;br /&gt;
&lt;br /&gt;
Wyrmics should avoid [[Antimagic]], as they already have access to {{c|Fungus}}.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Paradox_Mage&amp;diff=12035</id>
		<title>Paradox Mage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Paradox_Mage&amp;diff=12035"/>
				<updated>2016-03-19T04:42:09Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &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;
==Locked Description==&lt;br /&gt;
''A hand may clap alone if it returns to clap itself.'' &lt;br /&gt;
&lt;br /&gt;
''Search for the power in the paradox.''&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;
*[[Repulsion blast (talent)|Repulsion Blast]]&lt;br /&gt;
*[[Temporal bolt (talent)|Temporal Bolt]]&lt;br /&gt;
*[[Dimensional step (talent)|Dimensional Step]]&lt;br /&gt;
*[[Precognition (talent)|Precognition]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Gravity (category)|Gravity]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Repulsion blast (talent)|Repulsion Blast]]&lt;br /&gt;
| talent2 = [[Gravity spike (talent)|Gravity Spike]]&lt;br /&gt;
| talent3 = [[Gravity locus (talent)|Gravity Locus]]&lt;br /&gt;
| talent4 = [[Gravity well (talent)|Gravity Well]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Matter (category)|Matter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dust to dust (talent)|Dust to Dust]]&lt;br /&gt;
| talent2 = [[Matter weaving (talent)|Matter Weaving]]&lt;br /&gt;
| talent3 = [[Materialize barrier (talent)|Materialize Barrier]]&lt;br /&gt;
| talent4 = [[Disintegration (talent)|Disintegration]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Spacetime folding (category)|Spacetime Folding]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Warp mines (talent)|Warp Mines]]&lt;br /&gt;
| talent2 = [[Spatial tether (talent)|Spacial Tether]]&lt;br /&gt;
| talent3 = [[Banish (talent)|Banish]]&lt;br /&gt;
| talent4 = [[Dimensional anchor (talent)|Dimensional Anchor]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = {{c|Speed Control}}&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Celerity (talent)|Celerity]]&lt;br /&gt;
| talent2 = [[Time dilation (talent)|Time Dilation]]&lt;br /&gt;
| talent3 = [[Haste (talent)|Haste]]&lt;br /&gt;
| talent4 = [[Time stop (talent)|Time Stop]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Time Travel (category)|Time Travel]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Temporal bolt (talent)|Temporal Bolt]]&lt;br /&gt;
| talent2 = [[Time skip (talent)|Time Skip]]&lt;br /&gt;
| talent3 = [[Temporal reprieve (talent)|Temporal Reprieve]]&lt;br /&gt;
| talent4 = [[Echoes from the past (talent)|Echoes from the Past]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Flux (category)|Flux]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Induce anomaly (talent)|Induce Anomaly]]&lt;br /&gt;
| talent2 = [[Reality smearing (talent)|Reality Smearing]]&lt;br /&gt;
| talent3 = [[Attenuate (talent)|Attenuate]]&lt;br /&gt;
| talent4 = [[Twist fate (talent)|Twist Fate]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Stasis (category)|Stasis]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Spacetime stability (talent)|Spacetime Stability]]&lt;br /&gt;
| talent2 = [[Time shield (talent)|Time Shield]]&lt;br /&gt;
| talent3 = [[Stop (talent)|Stop]]&lt;br /&gt;
| talent4 = [[Static history (talent)|Static History]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Timeline threading (category)|Timeline Threading]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rethread (talent)|Rethread]]&lt;br /&gt;
| talent2 = [[Temporal fugue (talent)|Temporal Fugue]]&lt;br /&gt;
| talent3 = [[Braid lifelines (talent)|Braid Lifelines]]&lt;br /&gt;
| talent4 = [[Cease to exist (talent)|Cease to Exist]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Spellbinding (category)|Spellbinding]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Empower (talent)|Empower]]&lt;br /&gt;
| talent2 = [[Extension (talent)|Extension]]&lt;br /&gt;
| talent3 = [[Matrix (talent)|Matrix]]&lt;br /&gt;
| talent4 = [[Quicken (talent)|Quicken]]&lt;br /&gt;
}}&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Chronomancy (category)|Chronomancy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Precognition (talent)|Precognition]]&lt;br /&gt;
| talent2 = [[Foresight (talent)|Foresight]]&lt;br /&gt;
| talent3 = [[Contingency (talent)|Contingency]]&lt;br /&gt;
| talent4 = [[See the threads (talent)|See the Threads]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Fate weaving (category)|Fate Weaving]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Spin fate (talent)|Spin Fate]]&lt;br /&gt;
| talent2 = [[Seal fate (talent)|Seal Fate]]&lt;br /&gt;
| talent3 = [[Fateweaver (talent)|Fateweaver]]&lt;br /&gt;
| talent4 = [[Webs of fate (talent)|Webs of Fate]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Spacetime weaving (category)|Spacetime Weaving]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dimensional step (talent)|Dimensional Step]]&lt;br /&gt;
| talent2 = [[Dimensional shift (talent)|Dimensional Shift]]&lt;br /&gt;
| talent3 = [[Wormhole (talent)|Wormhole]]&lt;br /&gt;
| talent4 = [[Phase pulse (talent)|Phase Pulse]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Chronomancy}}&lt;br /&gt;
| Name = {{c|Energy}}&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = {{t|Energy Decomposition}}&lt;br /&gt;
| talent2 = {{t|Energy Absorption}}&lt;br /&gt;
| talent3 = {{t|Redux}}&lt;br /&gt;
| talent4 = {{t|Entropy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| other_rows=&lt;br /&gt;
{{Other_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = Other&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| talent1 = {{t|Spacetime Tuning}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
See the article on [[Paradox]] for a detailed explanation of its mechanics.&lt;br /&gt;
&lt;br /&gt;
For guides to playing Paradox Mage, see:&lt;br /&gt;
&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=59&amp;amp;t=46126 and http://forums.te4.org/viewtopic.php?f=59&amp;amp;t=45723 for further details.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Paradox_Mage&amp;diff=12034</id>
		<title>Paradox Mage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Paradox_Mage&amp;diff=12034"/>
				<updated>2016-03-19T04:41:35Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&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;
==Locked Description==&lt;br /&gt;
''A hand may clap alone if it returns to clap itself.'' &lt;br /&gt;
&lt;br /&gt;
''Search for the power in the paradox.''&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;
*[[Repulsion blast (talent)|Repulsion Blast]]&lt;br /&gt;
*[[Temporal bolt (talent)|Temporal Bolt]]&lt;br /&gt;
*[[Dimensional step (talent)|Dimensional Step]]&lt;br /&gt;
*[[Precognition (talent)|Precognition]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Gravity (category)|Gravity]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Repulsion blast (talent)|Repulsion Blast]]&lt;br /&gt;
| talent2 = [[Gravity spike (talent)|Gravity Spike]]&lt;br /&gt;
| talent3 = [[Gravity locus (talent)|Gravity Locus]]&lt;br /&gt;
| talent4 = [[Gravity well (talent)|Gravity Well]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Matter (category)|Matter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dust to dust (talent)|Dust to Dust]]&lt;br /&gt;
| talent2 = [[Matter weaving (talent)|Matter Weaving]]&lt;br /&gt;
| talent3 = [[Materialize barrier (talent)|Materialize Barrier]]&lt;br /&gt;
| talent4 = [[Disintegration (talent)|Disintegration]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Spacetime folding (category)|Spacetime Folding]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Warp mines (talent)|Warp Mines]]&lt;br /&gt;
| talent2 = [[Spatial tether (talent)|Spacial Tether]]&lt;br /&gt;
| talent3 = [[Banish (talent)|Banish]]&lt;br /&gt;
| talent4 = [[Dimensional anchor (talent)|Dimensional Anchor]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = {{c|Speed Control}}&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Celerity (talent)|Celerity]]&lt;br /&gt;
| talent2 = [[Time dilation (talent)|Time Dilation]]&lt;br /&gt;
| talent3 = [[Haste (talent)|Haste]]&lt;br /&gt;
| talent4 = [[Time stop (talent)|Time Stop]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Time Travel (category)|Time Travel]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Temporal bolt (talent)|Temporal Bolt]]&lt;br /&gt;
| talent2 = [[Time skip (talent)|Time Skip]]&lt;br /&gt;
| talent3 = [[Temporal reprieve (talent)|Temporal Reprieve]]&lt;br /&gt;
| talent4 = [[Echoes from the past (talent)|Echoes from the Past]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Flux (category)|Flux]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Induce anomaly (talent)|Induce Anomaly]]&lt;br /&gt;
| talent2 = [[Reality smearing (talent)|Reality Smearing]]&lt;br /&gt;
| talent3 = [[Attenuate (talent)|Attenuate]]&lt;br /&gt;
| talent4 = [[Twist fate (talent)|Twist Fate]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Stasis (category)|Stasis]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Spacetime stability (talent)|Spacetime Stability]]&lt;br /&gt;
| talent2 = [[Time shield (talent)|Time Shield]]&lt;br /&gt;
| talent3 = [[Stop (talent)|Stop]]&lt;br /&gt;
| talent4 = [[Static history (talent)|Static History]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Timeline threading (category)|Timeline Threading]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rethread (talent)|Rethread]]&lt;br /&gt;
| talent2 = [[Temporal fugue (talent)|Temporal Fugue]]&lt;br /&gt;
| talent3 = [[Braid lifelines (talent)|Braid Lifelines]]&lt;br /&gt;
| talent4 = [[Cease to exist (talent)|Cease to Exist]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Spellbinding (category)|Spellbinding]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Empower (talent)|Empower]]&lt;br /&gt;
| talent2 = [[Extension (talent)|Extension]]&lt;br /&gt;
| talent3 = [[Matrix (talent)|Matrix]]&lt;br /&gt;
| talent4 = [[Quicken (talent)|Quicken]]&lt;br /&gt;
}}&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Chronomancy (category)|Chronomancy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Precognition (talent)|Precognition]]&lt;br /&gt;
| talent2 = [[Foresight (talent)|Foresight]]&lt;br /&gt;
| talent3 = [[Contingency (talent)|Contingency]]&lt;br /&gt;
| talent4 = [[See the threads (talent)|See the Threads]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Fate weaving (category)|Fate Weaving]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Spin fate (talent)|Spin Fate]]&lt;br /&gt;
| talent2 = [[Seal fate (talent)|Seal Fate]]&lt;br /&gt;
| talent3 = [[Fateweaver (talent)|Fateweaver]]&lt;br /&gt;
| talent4 = [[Webs of fate (talent)|Webs of Fate]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = [[Spacetime weaving (category)|Spacetime Weaving]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dimensional step (talent)|Dimensional Step]]&lt;br /&gt;
| talent2 = [[Dimensional shift (talent)|Dimensional Shift]]&lt;br /&gt;
| talent3 = [[Wormhole (talent)|Wormhole]]&lt;br /&gt;
| talent4 = [[Phase pulse (talent)|Phase Pulse]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Chronomancy}}&lt;br /&gt;
| Name = {{c|Energy}}&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = {{t|Energy Decomposition}}&lt;br /&gt;
| talent2 = {{t|Energy Absorption}}&lt;br /&gt;
| talent3 = {{t|Redux}}&lt;br /&gt;
| talent4 = {{t|Entropy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| other_rows=&lt;br /&gt;
{{Other_row&lt;br /&gt;
| Type = [[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
| Name = Other&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| talent1 = {{t|Spacetime Tuning}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
See the article on [[Paradox]] for a detailed explanation of its mechanics.&lt;br /&gt;
&lt;br /&gt;
For guides to playing Paradox Mage, see:&lt;br /&gt;
&lt;br /&gt;
http://forums.te4.org/viewtopic.php?f=59&amp;amp;t=46126 and http://forums.te4.org/viewtopic.php?f=59&amp;amp;t=45723 for further details.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Sun_Paladin&amp;diff=12000</id>
		<title>Sun Paladin</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Sun_Paladin&amp;diff=12000"/>
				<updated>2016-03-16T08:24:45Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Sun Paladin&lt;br /&gt;
|metaclass=Celestial&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength= +5&lt;br /&gt;
|magic = +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Locked Description==&lt;br /&gt;
''The sun rises in the east in full glory, but you must look for it first amidst the darkest places.''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Sun Paladins hail from the Gates of Morning, the last bastion of the free people in the Far East.&lt;br /&gt;
Their way of life is well represented by their motto 'The Sun is our giver, our purity, our essence. We carry the light into dark places, and against our strength none shall pass.'&lt;br /&gt;
&lt;br /&gt;
They can channel the power of the Sun to smite all who seek to destroy the Sunwall.&lt;br /&gt;
Competent in both weapon and shield combat and magic, they usually burn their foes from afar before bashing them in melee.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Magic]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Mace&lt;br /&gt;
*Iron Shield&lt;br /&gt;
*Iron Mail Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Searing light (talent)|Searing Light]]&lt;br /&gt;
*[[Weapon of light (talent)|Weapon of Light]]&lt;br /&gt;
*[[Chant of fortitude (talent)|Chant of Fortitude]]&lt;br /&gt;
*[[Armour training (talent)|Armor Training (2)]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Celestial}}&lt;br /&gt;
| Name = {{c|Combat}}&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = {{t|Weapon of Light}}&lt;br /&gt;
| talent2 = {{t|Wave of Power}}&lt;br /&gt;
| talent3 = {{t|Weapon of Wrath}}&lt;br /&gt;
| talent4 = {{t|Second Life}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Celestial (category type)|Celestial]]&lt;br /&gt;
| Name = [[Sun (category)|Sun]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Sun ray (talent)|Sun Ray]]&lt;br /&gt;
| talent2 = [[Path of the sun (talent)|Path of the Sun]]&lt;br /&gt;
| talent3 = [[Sun's vengeance (talent)|Sun's Vengeance]]&lt;br /&gt;
| talent4 = [[Suncloak (talent)|Suncloak]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Shield offense (category)|Shield Offense]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Shield pummel (talent)|Shield Pummel]]&lt;br /&gt;
| talent2 = [[Riposte (talent)|Riposte]]&lt;br /&gt;
| talent3 = [[Shield slam (talent)|Shield Slam]]&lt;br /&gt;
| talent4 = [[Assault (talent)|Assault]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Two-handed assault (category)|Two-Handed Assault]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stunning blow (talent)|Stunning Blow]]&lt;br /&gt;
| talent2 = [[Fearless cleave (talent)|Fearless Cleave]]&lt;br /&gt;
| talent3 = [[Death dance (talent)|Death Dance]]&lt;br /&gt;
| talent4 = [[Execution (talent)|Execution]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Celestial (category type)|Celestial]]&lt;br /&gt;
| Name = [[Crusader (category)|Crusader]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Absorption strike (talent)|Absorption Strike]]&lt;br /&gt;
| talent2 = [[Mark of light (talent)|Mark of Light]]&lt;br /&gt;
| talent3 = [[Righteous strength (talent)|Righteous Strength]]&lt;br /&gt;
| talent4 = [[Flash of the blade (talent)|Flash of the Blade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Celestial (category type)|Celestial]]&lt;br /&gt;
| Name = [[Guardian (category)|Guardian]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Shield of light (talent)|Shield of Light]]&lt;br /&gt;
| talent2 = [[Brandish (talent)|Brandish]]&lt;br /&gt;
| talent3 = [[Retribution (talent)|Retribution]]&lt;br /&gt;
| talent4 = {{t|Crusade}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Celestial (category type)|Celestial]]&lt;br /&gt;
| Name = [[Radiance (category)|Radiance]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Radiance (talent)|Radiance]]&lt;br /&gt;
| talent2 = [[Illumination (talent)|Illumination]]&lt;br /&gt;
| talent3 = [[Searing sight (talent)|Searing Sight]]&lt;br /&gt;
| talent4 = [[Judgement (talent)|Judgement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Celestial (category type)|Celestial]]&lt;br /&gt;
| Name = [[Chants (category)|Chants]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Chant of fortitude (talent)|Chant of Fortitude]]&lt;br /&gt;
| talent2 = [[Chant of fortress (talent)|Chant of Fortress]]&lt;br /&gt;
| talent3 = [[Chant of resistance (talent)|Chant of Resistance]]&lt;br /&gt;
| talent4 = [[Chant of light (talent)|Chant of Light]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Celestial (category type)|Celestial]]&lt;br /&gt;
| Name = [[Light (category)|Light]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Healing light (talent)|Healing Light]]&lt;br /&gt;
| talent2 = [[Bathe in light (talent)|Bathe in Light]]&lt;br /&gt;
| talent3 = [[Barrier (talent)|Barrier]]&lt;br /&gt;
| talent4 = [[Providence (talent)|Providence]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
[[Human]], [[Shalore]], and [[Thalore]] Sun Paladins begin in the [[Gates of Morning]]. Their starting zone is the [[Slazish Fens]], accessible through a stairway inside the town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Paladins are powerful arcane warriors who can specialize in either two-handed or one-handed/shield combat, with a very strong selection of healing and shielding.&lt;br /&gt;
&lt;br /&gt;
Sun Paladins are easy to build Stat-wise, needing only Str and Mag for their skills, focusing on maxing Str first. Cun is a good option later in the game, adding to your critical strike chance, which synergizes well with {{t|Sun's Vengeance}} and {{t|Sun Ray}}. Dex is their best defensive stat after everything else has been maxed, as Dex offers defense and chance to shrug off critical hits, along with extra accuracy.&lt;br /&gt;
&lt;br /&gt;
Early on, Sun Paladins might find themselves sustain-heavy and with little resource (there is no real way of obtaining positive energy other than certain artifacts, and more importantly character levels), and must generally choose which sustains are important to them in the class-trees. Fatigue also affects positive energy and -% fatigue items can sometimes partially relieve the need for resource.&lt;br /&gt;
&lt;br /&gt;
It may be tempting to put many points into talents in the {{c|Shield Offense}} or {{c|Two-Handed Assault}} tree in the early game, but make sure you do not overinvest, causing you to lose out on important points in other talents.&lt;br /&gt;
&lt;br /&gt;
Some important early game talents include {{t|Path of the Sun}}, a sun paladin's main mobility tool allowing them to move inside a beam-like area without spending a turn, making it a great gap closer or escape, while also becoming fully effective at talent level 2, not requiring further investment. {{t|Sun Ray}} will be their main opener, dealing ranged light damage and blinding at level 3, along with {{t|Barrier}} for shielding, both providing positive energy for their other talents.&lt;br /&gt;
&lt;br /&gt;
Important later game talents include {{t|Suncloak}}, which increases your casting speed and lowers the cooldown on all of your spells, while providing a jumpstart of positive energy to use them all - and it is important to note that almost every ability you have is a spell! {{t|Second Life}} becomes an immense heal when maxed out and with high spellpower, able to heal over 1000 hp before healing modifier!&lt;br /&gt;
&lt;br /&gt;
Sun Paladins have incredible sustainability thanks to the {{c|Light}} tree, which offers {{t|Healing Light}}, {{t|Bathe in Light}}, a HoT spell that applies shielding on each tick, and scales well with levels and healing modifier. {{t|Barrier}} which will be their default shielding talent, and {{t|Providence}}, a powerful HoT that removes debuffs each turn.&lt;br /&gt;
&lt;br /&gt;
{{c|Chants}} offer an array of powerful sustains that add to a Sun Paladin's survivability, and it's heavily advised to max one that best suits the player's playstyle and avoid the rest, due to being tight on generic points for the rest of their skills.&lt;br /&gt;
&lt;br /&gt;
The biggest choice a sun paladin must make is whether he or she will focus on shield or two-handed combat. Both trees are powerful and have very useful offensive and defensive tools and are recommended to be unlocked at level 10. (Although [[Ogres]] may choose to do both)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{c|Guardian}} Offers {{t|Retribution}}, an extremely useful shield that cuts all damage taken in half, and explodes when reaches the limit, dealing AoE light damage.&lt;br /&gt;
&lt;br /&gt;
{{t|Shield of Light}} protects the player by partially smearing the damage received with healing, and adds to offense by granting an extra shield bash on melee hits.&lt;br /&gt;
&lt;br /&gt;
{{t|Brandish}} offers very solid AoE and single-target damage that scales well with talent levels.&lt;br /&gt;
&lt;br /&gt;
{{t|Crusade}} is a short cooldown single-target talent that will hit with both weapon and shield while also granting the user positive energy to utilize with their talents, and reducing cooldowns as a bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{c|Crusader}} comes with {{t|Absorption Strike}} which fulfills many roles, it's your main opener with a solid damage multiplier, while also reducing the light resistance and all damage dealt by enemies in radius 2 and should be maxed or invested on early.&lt;br /&gt;
&lt;br /&gt;
{{t|Flash of the Blade}} will provide very reliable AoE damage while also becoming a shield that blocks all damage for one turn at level 4 or higher.&lt;br /&gt;
&lt;br /&gt;
{{t|Mark of Light}} is an instant talent used to mark a target and making it heal you when you deal damage to it, making it ideal for high-priority targets such as bosses.&lt;br /&gt;
&lt;br /&gt;
{{t|Righteous Strength}} increases a Sun Paladin's critical strike chance, while also providing a stacking buff to your physical and light damage modifiers and a dot and debuff to an enemy's armor when critically striking in melee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{c|Radiance}} is a solid tree that starts locked for Sun Paladins and offers blindness immunity, light radius, invisibility detection and extra damage with a powerful on-demand heal at the cost of their radiance for 5 turns, and should be considered as an unlock later in the game.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Elf&amp;diff=11999</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Elf&amp;diff=11999"/>
				<updated>2016-03-16T08:18:41Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Elf''' is a Metarace, encompassing the [[Shalore]], [[Doomelf]], and [[Thalore]] races.&lt;br /&gt;
&lt;br /&gt;
{{Races}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wyrmic&amp;diff=11997</id>
		<title>Wyrmic</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wyrmic&amp;diff=11997"/>
				<updated>2016-03-16T03:06:18Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Wyrmic&lt;br /&gt;
|metaclass=[[Wilder]]&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength=+5&lt;br /&gt;
|constitution=+1&lt;br /&gt;
|willpower=+3&lt;br /&gt;
}}&lt;br /&gt;
==Locked Description==&lt;br /&gt;
''Sleek, majestic, powerful... ''&lt;br /&gt;
&lt;br /&gt;
''In the path of dragons we walk, and their breath is our breath.'' &lt;br /&gt;
&lt;br /&gt;
''See their beating hearts with your eyes and taste their majesty between your teeth.''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Wyrmics are fighters who have learnt how to mimic some of the aspects of the dragons.&lt;br /&gt;
They have access to talents normally belonging to the various kind of drakes.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Ice claw (talent)|Ice Claw]]&lt;br /&gt;
*[[Meditation]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Two-handed assault (category)|Two-Handed Assault]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stunning blow (talent)|Stunning Blow]]&lt;br /&gt;
| talent2 = [[Fearless cleave (talent)|Fearless Cleave]]&lt;br /&gt;
| talent3 = [[Death dance (talent)|Death Dance]]&lt;br /&gt;
| talent4 = [[Execution (talent)|Execution]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Shield offense (category)|Shield Offense]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Shield pummel (talent)|Shield Pummel]]&lt;br /&gt;
| talent2 = [[Riposte (talent)|Riposte]]&lt;br /&gt;
| talent3 = [[Shield slam (talent)|Shield Slam]]&lt;br /&gt;
| talent4 = [[Assault (talent)|Assault]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Sand drake aspect (category)|Sand Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Swallow (talent)|Swallow]]&lt;br /&gt;
| talent2 = [[Quake (talent)|Quake]]&lt;br /&gt;
| talent3 = [[Burrow (talent)|Burrow]]&lt;br /&gt;
| talent4 = [[Sand breath (talent)|Sand Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Fire drake aspect (category)|Fire Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Wing buffet (talent)|Wing Buffet]]&lt;br /&gt;
| talent2 = [[Bellowing roar (talent)|Bellowing Roar]]&lt;br /&gt;
| talent3 = [[Devouring flame (talent)|Devouring Flame]]&lt;br /&gt;
| talent4 = [[Fire breath (talent)|Fire Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Cold drake aspect (category)|Cold Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Ice claw (talent)|Ice Claw]]&lt;br /&gt;
| talent2 = [[Icy skin (talent)|Icy Skin]]&lt;br /&gt;
| talent3 = [[Ice wall (talent)|Ice Wall]]&lt;br /&gt;
| talent4 = [[Ice breath (talent)|Ice Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Storm drake aspect (category)|Storm Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Lightning speed (talent)|Lightning Speed]]&lt;br /&gt;
| talent2 = [[Static field (talent)|Static Field]]&lt;br /&gt;
| talent3 = [[Tornado (talent)|Tornado]]&lt;br /&gt;
| talent4 = [[Lightning breath (talent)|Lightning Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Venom drake aspect (category)|Venom Drake Aspect]]&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Acidic spray (talent)|Acidic Spray]]&lt;br /&gt;
| talent2 = [[Corrosive mist (talent)|Corrosive Mist]]&lt;br /&gt;
| talent3 = [[Dissolve (talent)|Dissolve]]&lt;br /&gt;
| talent4 = [[Corrosive breath (talent)|Corrosive Breath]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category_type)|Technique]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category_type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Higher draconic abilities (category)|Higher Draconic Abilities]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Prismatic slash (talent)|Prismatic Slash]]&lt;br /&gt;
| talent2 = [[Venomous breath (talent)|Venomous Breath]]&lt;br /&gt;
| talent3 = [[Wyrmic guile (talent)|Wyrmic Guile]]&lt;br /&gt;
| talent4 = [[Chromatic fury (talent)|Chromatic Fury]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Spell}}&lt;br /&gt;
| Name = {{c|Undead drake}}&lt;br /&gt;
| Mastery = 1.30&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = {{t|Raze}}&lt;br /&gt;
| talent2 = {{t|Infectious Miasma}}&lt;br /&gt;
| talent3 = {{t|Vampiric Surge}}&lt;br /&gt;
| talent4 = {{t|Necrotic Breath}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Call of the wild (category)|Call of the Wild]]&lt;br /&gt;
| Mastery = 1.20&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Meditation (talent)|Meditation]]&lt;br /&gt;
| talent2 = [[Nature's touch (talent)|Nature's Touch]]&lt;br /&gt;
| talent3 = [[Earth's eyes (talent)|Earth's Eyes]]&lt;br /&gt;
| talent4 = [[Nature's balance (talent)|Nature's Balance]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Fungus (category)|Fungus]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Wild growth (talent)|Wild Growth]]&lt;br /&gt;
| talent2 = [[Fungal growth (talent)|Fungal Growth]]&lt;br /&gt;
| talent3 = [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
| talent4 = [[Sudden growth (talent)|Sudden Growth]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.00&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Wild-gift (category type)|Wild-Gift]]&lt;br /&gt;
| Name = [[Harmony (category)|Harmony]]&lt;br /&gt;
| Mastery = 1.10&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Waters of life (talent)|Waters of Life]]&lt;br /&gt;
| talent2 = [[Elemental harmony (talent)|Elemental Harmony]]&lt;br /&gt;
| talent3 = [[One with nature (talent)|One with Nature]]&lt;br /&gt;
| talent4 = [[Healing nexus (talent)|Healing Nexus]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Wyrmics are warriors who possess the powers of dragons. They have strong offensive and defensive capabilities, using both weapons and talents.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
The defining early-game skill for the Wyrmic is [[Icy skin (talent)|Icy Skin]]. This gives you a huge boost to [[Armour]], and gives you retaliation damage against all monsters that hit you in melee. (In older betas, it was not uncommon for a low-level Wyrmic to do more damage just standing still and letting monsters hit him, than with his weapon(s). This has been rebalanced somewhat in beta 43, with Icy Skin giving greatly reduced results at low [[Willpower]].)&lt;br /&gt;
&lt;br /&gt;
Because of this, one playstyle for a Wyrmic is to boost Armor as high as possible, while keeping [[Defense]] fairly low. This way, monsters will hit you, and injure themselves, but not do much damage to you. Equipment that does additional retaliation damage can be stacked on top of this.&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] and [[Thalore]]n make excellent Wyrmics.&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
There are several viable builds for Wyrmics. The simplest is to boost [[Strength]] and bash things with weapons, and breathe on them. (All Wyrmic breath talents scale with Strength.)&lt;br /&gt;
&lt;br /&gt;
There are two schools of thought regarding weapon choices. The class starts with a two-handed weapon, and access to [[Death Dance]] and [[Berserker (talent)|Berserker]], so they can choose to play like a [[Berserker]] (with breath weapons).&lt;br /&gt;
&lt;br /&gt;
Wyrmics also start with the [[Shield offense (category)|Shield Offense]] tree, so they can choose to switch to a one-handed weapon and shield (after investment in [[Armour Training]]). This lets them play in the style of [[Bulwark]]s (with breath weapons), using [[Shield Pummel]] and [[Assault]] for adjacent targets, and breath weapons for distant ones, or for groups.&lt;br /&gt;
&lt;br /&gt;
Wyrmics do not start with [[Mindstar mastery (category)|Mindstar Mastery]], but they can purchase it in [[Zigur]], or learn it by betraying an [[escorts|Alchemist escortee]]. This gives you a third build choice, using [[mindstar]]s. A mindstar build will favor [[Willpower]] over Strength, and will lean on talents that scale with [[Mindpower]] or Willpower. Melee damage with the mindstars will be low at first (before tier 4 mindstars start dropping), but quite powerful in the late game.&lt;br /&gt;
&lt;br /&gt;
===Survival===&lt;br /&gt;
Boosting the [[Armour training (talent)|Armour Training]] talent is highly recommended. Wearing heavy plate armour helps immensely, as you will frequently find yourself fighting hand-to-hand.&lt;br /&gt;
&lt;br /&gt;
You have just one healing talent ([[Nature's touch (talent)|Nature's Touch]]) -- or two, if you count [[Swallow (talent)|Swallow]] -- but absolutely no monster detection or shielding capabilities. You probably aren't boosting [[Dexterity]] much, so you'll have little [[Defense]], especially if you are running [[Berserker (talent)|Berserker]]. You'll have to rely on [[Armour]], [[inscriptions|infusions/runes]], high [[Life]] (HP), [[saves]] and resists to survive at higher levels.&lt;br /&gt;
&lt;br /&gt;
The [[Fungus (category)|Fungus]] tree talents make your healing and regeneration more effective. A special tip for Fungus users: [[Fungal growth (talent)|Fungal Growth]] gives you a weak (but free) regeneration effect, which will appear to block your ability to use your regeneration infusions. You can remove the weak regeneration effect, if necessary, by right-clicking on its effect icon.&lt;br /&gt;
&lt;br /&gt;
[[Lightning speed (talent)|Lightning Speed]] is an excellent mobility talent, more versatile than [[Rush (talent)|Rush]], although you could also spend points to get Rush as a fallback when Lightning Speed is on cooldown. (A category point is required, though, so it's an awfully expensive purchase from an otherwise useless tree.) Additional mobility sources will help -- a movement infusion, or a psychoport totem, are excellent choices. If you are not doing [[Antimagic]], you can also wear an amulet of teleport, or use a rune of teleport or controlled phase door.&lt;br /&gt;
&lt;br /&gt;
Wyrmics have some good disabling talents. [[Sand breath (talent)|Sand Breath]] (blindness breath attack) is quite effective against late game foes (Orc Prides). [[Bellowing roar (talent)|Bellowing Roar]] can confuse nearby opponents. [[Ice breath (talent)|Ice Breath]] can freeze them.&lt;br /&gt;
&lt;br /&gt;
Eating the [[Heart of the Sandworm Queen]] unlocks the [[Harmony (category)|Harmony]] tree. The [[Elemental harmony (talent)|Elemental Harmony]] talent (sustained) gives you a variety of effects when you are hit by elemental damage; a common combination is to hit yourself with fire damage for the speed boost. [[Waters of life (talent)|Waters of Life]] doesn't cure diseases and poisons, but instead makes them heal you.&lt;br /&gt;
&lt;br /&gt;
Confusion can be deadly, and you have no talents that help you resist it -- unless you are a [[Dwarf]] or [[Thalore]]. The Dwarven talent [[Power is money (talent)|Power is Money]] gives a tremendous boost to saving throws in the mid- and late-game, and is one of the reasons why Dwarves are a top pick for this class.&lt;br /&gt;
&lt;br /&gt;
Wyrmics, more so than any other class, may strongly consider pursuing [[Antimagic]]. The Antimagic talents scale with [[Willpower]], which you are already boosting for the draconic talents. [[Resolve (talent)|Resolve]] in particular helps you recover [[Equilibrium]] practically for free, and gives a little bit of elemental resistance. However, sacrificing the tools of arcane magic is never a small price, so consider the choice carefully.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=11917</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=11917"/>
				<updated>2016-03-14T02:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
Items may be found on the ground, dropped by monsters, gained from quests, or bought from [[stores]]&lt;br /&gt;
&lt;br /&gt;
== Types of Items ==&lt;br /&gt;
Items are divided into different types, that usually fits into specific slots of characters.&lt;br /&gt;
&lt;br /&gt;
Most items are ranked into [[tier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Two-handed || Main-hand only? || May wield in offhand? || Stat requirement || Uses stat for damage:&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxes || Yes (Two handed) || - || Strength || 120% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Greatswords || Yes (Two handed) || - || Strength || 120% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Greatmauls || Yes (Two handed) || - || Strength || 120% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Staffs || Yes (Two handed) || - || Magic || 80% Magic&lt;br /&gt;
|-&lt;br /&gt;
|Tridents || Yes (Two handed) || - || Strength || 120% Strength&lt;br /&gt;
|-&lt;br /&gt;
!One-handed  || Main-hand only? || May wield in offhand? || Stat requirement || Uses stat:&lt;br /&gt;
|-&lt;br /&gt;
|Waraxe || Yes || No || Strength || 100% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Longsword || Yes || No || Strength || 100% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Mace || Yes || No || Strength || 100% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Daggers || No || Yes || Dexterity || 45% Strength 45% Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Whips || No || Yes || Dexterity || 100% Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindstars]] || No || Yes || Willpower || Varies depending on tier and {{t|Psiblades}} talent level&lt;br /&gt;
|-&lt;br /&gt;
!Ranged  || Main-hand only? || May wield in offhand? || Stat requirement || Uses stat:&lt;br /&gt;
|-&lt;br /&gt;
|Bows || Yes || No || Dexterity || Use ammo stat&lt;br /&gt;
|-&lt;br /&gt;
|Slings || Yes || No || Dexterity || Use ammo stat&lt;br /&gt;
|-&lt;br /&gt;
!Misc  || Main-hand only? || May wield in offhand? || Stat requirement || Uses stat:&lt;br /&gt;
|-&lt;br /&gt;
|Quivers || No || No || Dexterity || 70% Strength 50% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Pouches || No || No || Dexterity || 70% Dexterity 50% Cunning&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
Armour generally increases your survivability.&lt;br /&gt;
&lt;br /&gt;
*Body&lt;br /&gt;
*Head&lt;br /&gt;
*Belt&lt;br /&gt;
*Feet&lt;br /&gt;
*Cloak&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
*Quiver&lt;br /&gt;
*Tool&lt;br /&gt;
*Lite&lt;br /&gt;
*Rings&lt;br /&gt;
*Amulet&lt;br /&gt;
&lt;br /&gt;
=== Inscriptions ===&lt;br /&gt;
&lt;br /&gt;
{{:Inscriptions}}&lt;br /&gt;
See the full [[Inscriptions]] page for more information.&lt;br /&gt;
&lt;br /&gt;
=== Plot Items ===&lt;br /&gt;
&lt;br /&gt;
==== Transmogrification Chest ====&lt;br /&gt;
&lt;br /&gt;
{{:Transmogrification Chest}}&lt;br /&gt;
&lt;br /&gt;
== Power Source ==&lt;br /&gt;
All items are crafted by someone, or ''something''. A power source is the source of an item's power. In most cases, an item's power source does not impact gameplay, but there are some exceptions to this:&lt;br /&gt;
* Being [[Anti-magic]] prevents you from using {{arc}} powered items.&lt;br /&gt;
* Wearing {{am|arcane disrupting}} items will randomly cause any talent with the '''''is a spell''''' property to fail. This includes runes and sustained talents. The chance of failure is 10% per material level of the item. Items without a material level will be treated as if they were level 1.&lt;br /&gt;
* [[Solipsist]]s' [[Psychometry (talent)|Psychometry]].&lt;br /&gt;
&lt;br /&gt;
There are 7 different power sources:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #8F00FF;&amp;quot;&amp;gt;Powered by arcane forces&amp;lt;/span&amp;gt; - Associated with mages&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #6B8E23;&amp;quot;&amp;gt;Infused by nature&amp;lt;/span&amp;gt; - Natural forces, originating from the land itself&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DA70D6;&amp;quot;&amp;gt;Infused by arcane disrupting forces&amp;lt;/span&amp;gt; - Items made by [[Anti-magic]] groups, like the Ziguranth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #D78E45;&amp;quot;&amp;gt;Crafted by a master:&amp;lt;/span&amp;gt; - Crafted by smiths and similar people without any association to magic or nature&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DDDD00;&amp;quot;&amp;gt;Infused by psionic forces&amp;lt;/span&amp;gt; - Natural forces that have evolved to keep up with magic&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DC143C;&amp;quot;&amp;gt;Powered by unknown forces&amp;lt;/span&amp;gt; - Mysterious or Otherworldly forces&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #B6BD69;&amp;quot;&amp;gt;Powered by steamtech&amp;lt;/span&amp;gt; - Steam powered! (introduced in [[Embers of Rage]])&lt;br /&gt;
&lt;br /&gt;
== Item Color ==&lt;br /&gt;
&lt;br /&gt;
There are 7 different item colors:&lt;br /&gt;
&lt;br /&gt;
* white - base items with no [[ego]] modifiers&lt;br /&gt;
* light green - one or two lesser ego modifiers&lt;br /&gt;
* blue - one greater or one greater and one lesser ego modifier&lt;br /&gt;
* violet - two greater ego modifiers&lt;br /&gt;
* pink - dropped by rare monsters&lt;br /&gt;
* orange - random artifacts&lt;br /&gt;
* yellow - standard [[Artifact]]s&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=11916</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=11916"/>
				<updated>2016-03-14T02:56:33Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
Items may be found on the ground, dropped by monsters, gained from quests, or bought from [[stores]]&lt;br /&gt;
&lt;br /&gt;
== Types of Items ==&lt;br /&gt;
Items are divided into different types, that usually fits into specific slots of characters.&lt;br /&gt;
&lt;br /&gt;
Most items are ranked into [[tier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Two-handed || Main-hand only? || May wield in offhand? || Stat requirement || Uses stat for damage:&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxes || Yes (Two handed) || - || Strength || 120% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Greatswords || Yes (Two handed) || - || Strength || 120% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Greatmauls || Yes (Two handed) || - || Strength || 120% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Staffs || Yes (Two handed) || - || Magic || 80% Magic&lt;br /&gt;
|-&lt;br /&gt;
|Tridents || Yes (Two handed) || - || Strength || 120% Strength&lt;br /&gt;
|-&lt;br /&gt;
!One-handed  || Main-hand only? || May wield in offhand? || Stat requirement || Uses stat:&lt;br /&gt;
|-&lt;br /&gt;
|Waraxe || Yes || No || Strength || 100% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Longsword || Yes || No || Strength || 100% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Mace || Yes || No || Strength || 100% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Daggers || No || Yes || Dexterity || 45% Strength 45% Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Whips || No || Yes || Dexterity || 100% Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Ranged  || Main-hand only? || May wield in offhand? || Stat requirement || Uses stat:&lt;br /&gt;
|-&lt;br /&gt;
|Bows || Yes || No || Dexterity || Use ammo stat&lt;br /&gt;
|-&lt;br /&gt;
|Slings || Yes || No || Dexterity || Use ammo stat&lt;br /&gt;
|-&lt;br /&gt;
!Misc  || Main-hand only? || May wield in offhand? || Stat requirement || Uses stat:&lt;br /&gt;
|-&lt;br /&gt;
|Quivers || No || No || Dexterity || 70% Strength 50% Strength&lt;br /&gt;
|-&lt;br /&gt;
|Pouches || No || No || Dexterity || 70% Dexterity 50% Cunning&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
Armour generally increases your survivability.&lt;br /&gt;
&lt;br /&gt;
*Body&lt;br /&gt;
*Head&lt;br /&gt;
*Belt&lt;br /&gt;
*Feet&lt;br /&gt;
*Cloak&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
*Quiver&lt;br /&gt;
*Tool&lt;br /&gt;
*Lite&lt;br /&gt;
*Rings&lt;br /&gt;
*Amulet&lt;br /&gt;
&lt;br /&gt;
=== Inscriptions ===&lt;br /&gt;
&lt;br /&gt;
{{:Inscriptions}}&lt;br /&gt;
See the full [[Inscriptions]] page for more information.&lt;br /&gt;
&lt;br /&gt;
=== Plot Items ===&lt;br /&gt;
&lt;br /&gt;
==== Transmogrification Chest ====&lt;br /&gt;
&lt;br /&gt;
{{:Transmogrification Chest}}&lt;br /&gt;
&lt;br /&gt;
== Power Source ==&lt;br /&gt;
All items are crafted by someone, or ''something''. A power source is the source of an item's power. In most cases, an item's power source does not impact gameplay, but there are some exceptions to this:&lt;br /&gt;
* Being [[Anti-magic]] prevents you from using {{arc}} powered items.&lt;br /&gt;
* Wearing {{am|arcane disrupting}} items will randomly cause any talent with the '''''is a spell''''' property to fail. This includes runes and sustained talents. The chance of failure is 10% per material level of the item. Items without a material level will be treated as if they were level 1.&lt;br /&gt;
* [[Solipsist]]s' [[Psychometry (talent)|Psychometry]].&lt;br /&gt;
&lt;br /&gt;
There are 7 different power sources:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #8F00FF;&amp;quot;&amp;gt;Powered by arcane forces&amp;lt;/span&amp;gt; - Associated with mages&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #6B8E23;&amp;quot;&amp;gt;Infused by nature&amp;lt;/span&amp;gt; - Natural forces, originating from the land itself&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DA70D6;&amp;quot;&amp;gt;Infused by arcane disrupting forces&amp;lt;/span&amp;gt; - Items made by [[Anti-magic]] groups, like the Ziguranth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #D78E45;&amp;quot;&amp;gt;Crafted by a master:&amp;lt;/span&amp;gt; - Crafted by smiths and similar people without any association to magic or nature&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DDDD00;&amp;quot;&amp;gt;Infused by psionic forces&amp;lt;/span&amp;gt; - Natural forces that have evolved to keep up with magic&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DC143C;&amp;quot;&amp;gt;Powered by unknown forces&amp;lt;/span&amp;gt; - Mysterious or Otherworldly forces&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #B6BD69;&amp;quot;&amp;gt;Powered by steamtech&amp;lt;/span&amp;gt; - Steam powered! (introduced in [[Embers of Rage]])&lt;br /&gt;
&lt;br /&gt;
== Item Color ==&lt;br /&gt;
&lt;br /&gt;
There are 7 different item colors:&lt;br /&gt;
&lt;br /&gt;
* white - base items with no [[ego]] modifiers&lt;br /&gt;
* light green - one or two lesser ego modifiers&lt;br /&gt;
* blue - one greater or one greater and one lesser ego modifier&lt;br /&gt;
* violet - two greater ego modifiers&lt;br /&gt;
* pink - dropped by rare monsters&lt;br /&gt;
* orange - random artifacts&lt;br /&gt;
* yellow - standard [[Artifact]]s&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Brawler&amp;diff=11912</id>
		<title>Brawler</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Brawler&amp;diff=11912"/>
				<updated>2016-03-14T02:49:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Brawler&lt;br /&gt;
|metaclass=Warrior&lt;br /&gt;
|starting_life=120&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength= +3&lt;br /&gt;
|dexterity= +3&lt;br /&gt;
|cunning =+3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Locked Description==&lt;br /&gt;
''Though you may fight alone against many,''&lt;br /&gt;
&lt;br /&gt;
''destined to fight till you die,''&lt;br /&gt;
&lt;br /&gt;
''still you do not relent.'' &lt;br /&gt;
&lt;br /&gt;
''In a ring of blood you learn''&lt;br /&gt;
&lt;br /&gt;
''that a pair of fists'' &lt;br /&gt;
&lt;br /&gt;
''can face the world.''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon.&lt;br /&gt;
&lt;br /&gt;
Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness.&lt;br /&gt;
&lt;br /&gt;
Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today.&lt;br /&gt;
Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect.&lt;br /&gt;
&lt;br /&gt;
The unarmed fighting styles the Brawler uses rely on maneuverability and having both hands available. As such, they cannot make use of their training wearing massive armour or while a weapon or shield is equipped.&lt;br /&gt;
Their most important stats are: [[Strength]], [[Dexterity]], and [[Cunning]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Gauntlets&lt;br /&gt;
*Rough Leather Gloves&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Uppercut (talent)|Uppercut]]&lt;br /&gt;
*[[Double strike (talent)|Double Strike]]&lt;br /&gt;
*[[Striking stance (talent)|Striking Stance]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
*[[Armour training (talent)|Armour Training]]&lt;br /&gt;
*[[Unarmed mastery (talent)|Unarmed Mastery]]&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Pugilism (category)|Pugilism]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Double strike (talent)|Double Strike]]&lt;br /&gt;
| talent2 = [[Spinning backhand (talent)|Spinning Backhand]]&lt;br /&gt;
| talent3 = [[Axe kick (talent)|Axe Kick]]&lt;br /&gt;
| talent4 = [[Flurry of fists (talent)|Flurry of Fists]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Finishing moves (category)|Finishing Moves]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Uppercut (talent)|Uppercut]]&lt;br /&gt;
| talent2 = [[Concussive punch (talent)|Concussive Punch]]&lt;br /&gt;
| talent3 = [[Butterfly kick (talent)|Butterfly Kick]]&lt;br /&gt;
| talent4 = [[Haymaker (talent)|Haymaker]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Tactical (category)|Tactical]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Tactical expert (talent)|Tactical Expert]]&lt;br /&gt;
| talent2 = [[Counter attack (talent)|Counter Attack]]&lt;br /&gt;
| talent3 = [[Set up (talent)|Set Up]]&lt;br /&gt;
| talent4 = [[Exploit weakness (talent)|Exploit Weakness]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Grappling (category)|Grappling]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Clinch (talent)|Clinch]]&lt;br /&gt;
| talent2 = [[Crushing hold (talent)|Crushing Hold]]&lt;br /&gt;
| talent3 = [[Take down (talent)|Take Down]]&lt;br /&gt;
| talent4 = [[Hurricane throw (talent)|Hurricane Throw]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Unarmed discipline (category)|Unarmed Discipline]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Combination kick (talent)|Combination Kick]]&lt;br /&gt;
| talent2 = [[Defensive throw (talent)|Defensive Throw]]&lt;br /&gt;
| talent3 = [[Open palm block (talent)|Open Palm Block]]&lt;br /&gt;
| talent4 = [[Roundhouse kick (talent)|Roundhouse Kick]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Dirty fighting (category)|Dirty Fighting]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Dirty fighting (talent)|Dirty Fighting]]&lt;br /&gt;
| talent2 = [[Backstab (talent)|Backstab]]&lt;br /&gt;
| talent3 = [[Switch place (talent)|Switch Place]]&lt;br /&gt;
| talent4 = [[Cripple (talent)|Cripple]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Mobility (category)|Mobility]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Hack'n'back (talent)|Hack'n'Back]]&lt;br /&gt;
| talent2 = [[Mobile defence (talent)|Mobile Defense]]&lt;br /&gt;
| talent3 = [[Light of foot (talent)|Light of Foot]]&lt;br /&gt;
| talent4 = [[Strider (talent)|Strider]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Conditioning (category)|Conditioning]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Vitality (talent)|Vitality]]&lt;br /&gt;
| talent2 = [[Unflinching resolve (talent)|Unflinching Resolve]]&lt;br /&gt;
| talent3 = [[Daunting presence (talent)|Daunting Presence]]&lt;br /&gt;
| talent4 = [[Adrenaline surge (talent)|Adrenaline Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Unarmed training (category)|Unarmed Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Unarmed mastery (talent)|Unarmed Mastery]]&lt;br /&gt;
| talent2 = [[Unified body (talent)|Unified Body]]&lt;br /&gt;
| talent3 = [[Heightened reflexes (talent)|Heightened Reflexes]]&lt;br /&gt;
| talent4 = [[Reflex defense (talent)|Reflex Defense]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Field control (category)|Field Control]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Disengage (talent)|Disengage]]&lt;br /&gt;
| talent2 = [[Track (talent)|Track]]&lt;br /&gt;
| talent3 = [[Heave (talent)|Heave]]&lt;br /&gt;
| talent4 = [[Slow motion (talent)|Slow Motion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| other_rows = &lt;br /&gt;
{{Other_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = Unarmed Other&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| talent1 = [[Striking stance (talent)|Striking Stance]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
More mobile than traditional fighters and more durable than fragile rogues, the Brawler is an unarmed combatant with exceptional burst and sustained damage.&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
* Exceptional mobility for a warrior&lt;br /&gt;
* Highly-synergistic Pugilism tree&lt;br /&gt;
* Excellent natural scaling&lt;br /&gt;
* Strong synergy with on-hit items&lt;br /&gt;
* High critical strike chance&lt;br /&gt;
* Kills space-time anomalies, vampire lords, and the entire Orc race with BARE HANDS&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
* Limited build/playstyle options&lt;br /&gt;
* Equipment restrictions&lt;br /&gt;
&lt;br /&gt;
No blades, no magic; Brawlers fight with their bare (er, gloved) hands, and they fight very well. Like their Marauder cousins, Str/Dex/Cun Brawlers combine the rogue's critical-prone multi-striking capabilities with the warrior's survivability. However, while Marauders leans more towards the rogue's dual-wielding playstyle, Brawlers gravitate towards the warrior's &amp;quot;Meat-Grinder&amp;quot; playstyle through their incredible natural scaling and Pugilism. Speaking of which:&lt;br /&gt;
&lt;br /&gt;
===Natural Scaling===&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
* +40% attack speed while unarmed&lt;br /&gt;
* .5 Physical Power per Level&lt;br /&gt;
&lt;br /&gt;
Brawlers have neither a primary nor a secondary weapon to grant them stat-enhancing perks, so these benefits come embedded in the class itself. The 40% bonus attack speed removes the standard 20% unarmed attack speed penalty and replaces it with a 20% AS bonus (although the Disarmed effect negates this), making it essential for a class built around unarmed combat. The physical power per level serves a dual purpose: early on, it slightly improves your damage and helps your Finishing Moves (mainly Uppercut) apply their intended effects while you focus on unlocking your essential Dexterity and Cunning abilities. However, its main purpose becomes noticeable around level 25+, where the combined potential of your natural scaling, Unarmed Mastery, and strength bonuses are often just enough to trigger a cross-tier effect on lesser enemies. While the effect isn't as reliable as a dedicated ability, it is essentially a free disable that procs on your basic attacks, allowing you to butcher ants, wolves, bears, and other low-quality monsters with little fear of retaliation. This ability will eventually taper off as monsters gain higher and higher physical save.&lt;br /&gt;
&lt;br /&gt;
They're also the only class with true scaling with the Defense stat, with Mobile Defense allowing them to make use of Armour despite wearing leather and Reflex Defense giving you significant damage mitigation despite not wearing heavy or massive armour.&lt;br /&gt;
&lt;br /&gt;
===Pugilism - A Gentlemen's Art===&lt;br /&gt;
&lt;br /&gt;
Pugilism is the Brawler's most iconic and most important talent tree. Combined with the Brawler's natural perks, it is what allows an unarmed fighter to match and potentially exceed armed fighters in raw damage output. While there are certainly ways to build the Brawler without investing deep into the Pugilism tree, few builds synergize with the class as well as one emphasizing Pugilism, Unarmed Mastery (talent) and, to a lesser extent, Finishing Moves. Going over the abilities:&lt;br /&gt;
&lt;br /&gt;
;Double Strike&lt;br /&gt;
:The Brawler's bread-and-butter skill with an excellent damage-per-level increase, extra point combo point at level 4, zero stamina cost, and a low cooldown that can be further reduced by brawler's gloves/gauntlets. As this activates automatically while you have {{t|Striking Stance}} activated, this can be completely ignored as an active, while you passively use it just by using your bump attack.&lt;br /&gt;
&lt;br /&gt;
;Spinning Backhand&lt;br /&gt;
:This is why the Brawler is categorized as a &amp;quot;mobile&amp;quot; fighter. With two points, Spinning Backhand's range increases to 4, allowing you to save Rush for initiations when it's truly needed. At level 5, Spinning Backhand gains a full 6 range (along with the range-influenced DPS increase), meaning that it can effectively replace Rush as the go-to &amp;quot;mage-bashing&amp;quot; tool. Finally, with maxed Relentless Strikes, this ability sits with a manageable seven turn cooldown, meaning that it can be used multiple times within a large engagement. Throw in its AoE component, and you have the Brawler's all-in-one utility slap. Consider adding a second point early, then add on remaining points once you've reached acceptable levels of your other Pugilism abilities if you desire.&lt;br /&gt;
&lt;br /&gt;
;Axe Kick&lt;br /&gt;
:This is one of the primary &amp;quot;defensive offense&amp;quot; talents that brawler has many of. This ability completely ignores saves, but is stopped by confusion immunity. However, against targets that this lands on, you get rid of many of their damage dealing options - all of them, if they're a caster.&lt;br /&gt;
&lt;br /&gt;
;Flurry of Fists&lt;br /&gt;
:The Brawler's wombo combo &amp;quot;this thing needs to DIE&amp;quot; ability. Spinning Backhand into Flurry of Fists will kill most non-boss casters instantly in the first half of the game, and almost instantly thereafter depending on your opponent's resistances. At rank 4 it delivers three combo points, meaning that Spinning Backhand -&amp;gt; Flurry of Fists -&amp;gt; Any Finishing Move will deliver a four point finisher in three turns.&lt;br /&gt;
&lt;br /&gt;
;Striking Stance&lt;br /&gt;
:This isn't technically a Pugilism ability, but its relationship with Double Strike and its incredible bonuses should not go unmentioned. Striking Stance gives a sizable accuracy boost, an exceptional damage modifier to many skills, and flat damage reduction. This should always be on, and as it has an instant cast time, consider putting it on auto-cast in case it gets deactivated by an enemy talent.&lt;br /&gt;
&lt;br /&gt;
===Grappling===&lt;br /&gt;
&lt;br /&gt;
Grappling is another &amp;quot;defensive offense&amp;quot; option that allows Grapplers to deal particularly well with mages, but thanks to the myriad of statuses applied by the first and second talent in the Grappling tree, it can be used to handle any large single threats. Grappling allows you to grapple enemies that are up to one size category larger than you, and many of the most threatening monsters in the game are of size normal or big. This allows any race that isn't a yeek or halfling to grapple them and these races should consider [[size]] boosting gear as important.&lt;br /&gt;
&lt;br /&gt;
===Overall===&lt;br /&gt;
&lt;br /&gt;
The Brawler is great fit for players looking for a mobile, powerful class who can do a little bit of everything.&lt;br /&gt;
&lt;br /&gt;
With their BARE HANDS.&lt;br /&gt;
&lt;br /&gt;
Fisticuffs!&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
Noteworthy Items:&lt;br /&gt;
* Bloodcaller - This allows you to heal very effectively off the damage you do.&lt;br /&gt;
* Spellhunt Remnants - These allow you to, even without being anti-magic, punch the magic out of any puny casters.&lt;br /&gt;
&lt;br /&gt;
Other Talent Trees:&lt;br /&gt;
* While unarmed discipline does not have many exciting talents beyond Combination Kick, 5 points into Combo Kick and 1 point into Defensive Throw provide a very large boost to your damage and ability to shut down your opposition. Combo kick can remove up to 5 sustains, disabling very important things like Necrotic Aura, Shield Wall, Essence of Speed, Kinetic Shield, etc. causing once dangerous foes to fall helpless before your fists.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Brawler&amp;diff=11900</id>
		<title>Brawler</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Brawler&amp;diff=11900"/>
				<updated>2016-03-14T02:09:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Brawler&lt;br /&gt;
|metaclass=Warrior&lt;br /&gt;
|starting_life=120&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength= +3&lt;br /&gt;
|dexterity= +3&lt;br /&gt;
|cunning =+3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Locked Description==&lt;br /&gt;
''Though you may fight alone against many,''&lt;br /&gt;
&lt;br /&gt;
''destined to fight till you die,''&lt;br /&gt;
&lt;br /&gt;
''still you do not relent.'' &lt;br /&gt;
&lt;br /&gt;
''In a ring of blood you learn''&lt;br /&gt;
&lt;br /&gt;
''that a pair of fists'' &lt;br /&gt;
&lt;br /&gt;
''can face the world.''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon.&lt;br /&gt;
&lt;br /&gt;
Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness.&lt;br /&gt;
&lt;br /&gt;
Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today.&lt;br /&gt;
Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect.&lt;br /&gt;
&lt;br /&gt;
The unarmed fighting styles the Brawler uses rely on maneuverability and having both hands available. As such, they cannot make use of their training wearing massive armour or while a weapon or shield is equipped.&lt;br /&gt;
Their most important stats are: [[Strength]], [[Dexterity]], and [[Cunning]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Gauntlets&lt;br /&gt;
*Rough Leather Gloves&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Uppercut (talent)|Uppercut]]&lt;br /&gt;
*[[Double strike (talent)|Double Strike]]&lt;br /&gt;
*[[Striking stance (talent)|Striking Stance]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
*[[Armour training (talent)|Armour Training]]&lt;br /&gt;
*[[Unarmed mastery (talent)|Unarmed Mastery]]&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Pugilism (category)|Pugilism]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Double strike (talent)|Double Strike]]&lt;br /&gt;
| talent2 = [[Spinning backhand (talent)|Spinning Backhand]]&lt;br /&gt;
| talent3 = [[Axe kick (talent)|Axe Kick]]&lt;br /&gt;
| talent4 = [[Flurry of fists (talent)|Flurry of Fists]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Finishing moves (category)|Finishing Moves]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Uppercut (talent)|Uppercut]]&lt;br /&gt;
| talent2 = [[Concussive punch (talent)|Concussive Punch]]&lt;br /&gt;
| talent3 = [[Butterfly kick (talent)|Butterfly Kick]]&lt;br /&gt;
| talent4 = [[Haymaker (talent)|Haymaker]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Tactical (category)|Tactical]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Tactical expert (talent)|Tactical Expert]]&lt;br /&gt;
| talent2 = [[Counter attack (talent)|Counter Attack]]&lt;br /&gt;
| talent3 = [[Set up (talent)|Set Up]]&lt;br /&gt;
| talent4 = [[Exploit weakness (talent)|Exploit Weakness]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Grappling (category)|Grappling]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Clinch (talent)|Clinch]]&lt;br /&gt;
| talent2 = [[Crushing hold (talent)|Crushing Hold]]&lt;br /&gt;
| talent3 = [[Take down (talent)|Take Down]]&lt;br /&gt;
| talent4 = [[Hurricane throw (talent)|Hurricane Throw]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Unarmed discipline (category)|Unarmed Discipline]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Combination kick (talent)|Combination Kick]]&lt;br /&gt;
| talent2 = [[Defensive throw (talent)|Defensive Throw]]&lt;br /&gt;
| talent3 = [[Open palm block (talent)|Open Palm Block]]&lt;br /&gt;
| talent4 = [[Roundhouse kick (talent)|Roundhouse Kick]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Dirty fighting (category)|Dirty Fighting]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Dirty fighting (talent)|Dirty Fighting]]&lt;br /&gt;
| talent2 = [[Backstab (talent)|Backstab]]&lt;br /&gt;
| talent3 = [[Switch place (talent)|Switch Place]]&lt;br /&gt;
| talent4 = [[Cripple (talent)|Cripple]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Mobility (category)|Mobility]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Hack'n'back (talent)|Hack'n'Back]]&lt;br /&gt;
| talent2 = [[Mobile defence (talent)|Mobile Defense]]&lt;br /&gt;
| talent3 = [[Light of foot (talent)|Light of Foot]]&lt;br /&gt;
| talent4 = [[Strider (talent)|Strider]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Conditioning (category)|Conditioning]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Vitality (talent)|Vitality]]&lt;br /&gt;
| talent2 = [[Unflinching resolve (talent)|Unflinching Resolve]]&lt;br /&gt;
| talent3 = [[Daunting presence (talent)|Daunting Presence]]&lt;br /&gt;
| talent4 = [[Adrenaline surge (talent)|Adrenaline Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Unarmed training (category)|Unarmed Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Unarmed mastery (talent)|Unarmed Mastery]]&lt;br /&gt;
| talent2 = [[Unified body (talent)|Unified Body]]&lt;br /&gt;
| talent3 = [[Heightened reflexes (talent)|Heightened Reflexes]]&lt;br /&gt;
| talent4 = [[Reflex defense (talent)|Reflex Defense]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Field control (category)|Field Control]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Disengage (talent)|Disengage]]&lt;br /&gt;
| talent2 = [[Track (talent)|Track]]&lt;br /&gt;
| talent3 = [[Heave (talent)|Heave]]&lt;br /&gt;
| talent4 = [[Slow motion (talent)|Slow Motion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| other_rows = &lt;br /&gt;
{{Other_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = Unarmed Other&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| talent1 = [[Striking stance (talent)|Striking Stance]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
More mobile than traditional fighters and more durable than fragile rogues, the Brawler is an unarmed combatant with exceptional burst and sustained damage.&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
* Exceptional mobility for a warrior&lt;br /&gt;
* Highly-synergistic Pugilism tree&lt;br /&gt;
* Excellent natural scaling&lt;br /&gt;
* Strong synergy with on-hit items&lt;br /&gt;
* High critical strike chance&lt;br /&gt;
* Kills space-time anomalies, vampire lords, and the entire Orc race with BARE HANDS&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
* Limited build/playstyle options&lt;br /&gt;
* Equipment restrictions&lt;br /&gt;
&lt;br /&gt;
No blades, no magic; Brawlers fight with their bare (er, gloved) hands, and they fight very well. Like their Marauder cousins, Str/Dex/Cun Brawlers combine the rogue's critical-prone multi-striking capabilities with the warrior's survivability. However, while Marauders leans more towards the rogue's dual-wielding playstyle, Brawlers gravitate towards the warrior's &amp;quot;Meat-Grinder&amp;quot; playstyle through their incredible natural scaling and Pugilism. Speaking of which:&lt;br /&gt;
&lt;br /&gt;
===Natural Scaling===&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
* +40% attack speed while unarmed&lt;br /&gt;
* .5 Physical Power per Level&lt;br /&gt;
&lt;br /&gt;
Brawlers have neither a primary nor a secondary weapon to grant them stat-enhancing perks, so these benefits come embedded in the class itself. The 40% bonus attack speed removes the standard 20% unarmed attack speed penalty and replaces it with a 20% AS bonus (although the Disarmed effect negates this), making it essential for a class built around unarmed combat. The physical power per level serves a dual purpose: early on, it slightly improves your damage and helps your Finishing Moves (mainly Uppercut) apply their intended effects while you focus on unlocking your essential Dexterity and Cunning abilities. However, its main purpose becomes noticeable around level 25+, where the combined potential of your natural scaling, Unarmed Mastery, and strength bonuses are often just enough to trigger a cross-tier effect on lesser enemies. While the effect isn't as reliable as a dedicated ability, it is essentially a free disable that procs on your basic attacks, allowing you to butcher ants, wolves, bears, and other low-quality monsters with little fear of retaliation. This ability will eventually taper off as monsters gain higher and higher physical save.&lt;br /&gt;
&lt;br /&gt;
They're also the only class with true scaling with the Defense stat, with Mobile Defense allowing them to make use of Armour despite wearing leather and Reflex Defense giving you significant damage mitigation despite not wearing heavy or massive armour.&lt;br /&gt;
&lt;br /&gt;
===Pugilism - A Gentlemen's Art===&lt;br /&gt;
&lt;br /&gt;
Pugilism is the Brawler's most iconic and most important talent tree. Combined with the Brawler's natural perks, it is what allows an unarmed fighter to match and potentially exceed armed fighters in raw damage output. While there are certainly ways to build the Brawler without investing deep into the Pugilism tree, few builds synergize with the class as well as one emphasizing Pugilism, Unarmed Mastery (talent) and, to a lesser extent, Finishing Moves. Going over the abilities:&lt;br /&gt;
&lt;br /&gt;
;Double Strike&lt;br /&gt;
:The Brawler's bread-and-butter skill with an excellent damage-per-level increase, extra point combo point at level 4, zero stamina cost, and a low cooldown that can be further reduced by brawler's gloves/gauntlets. As this activates automatically while you have {{t|Striking Stance}} activated, this can be completely ignored as an active, while you passively use it just by using your bump attack.&lt;br /&gt;
&lt;br /&gt;
;Spinning Backhand&lt;br /&gt;
:This is why the Brawler is categorized as a &amp;quot;mobile&amp;quot; fighter. With two points, Spinning Backhand's range increases to 4, allowing you to save Rush for initiations when it's truly needed. At level 5, Spinning Backhand gains a full 6 range (along with the range-influenced DPS increase), meaning that it can effectively replace Rush as the go-to &amp;quot;mage-bashing&amp;quot; tool. Finally, with maxed Relentless Strikes, this ability sits with a manageable seven turn cooldown, meaning that it can be used multiple times within a large engagement. Throw in its AoE component, and you have the Brawler's all-in-one utility slap. Consider adding a second point early, then add on remaining points once you've reached acceptable levels of your other Pugilism abilities if you desire.&lt;br /&gt;
&lt;br /&gt;
;Axe Kick&lt;br /&gt;
:This is one of the primary &amp;quot;defensive offense&amp;quot; talents that brawler has many of. This ability completely ignores saves, but is stopped by confusion immunity. However, against targets that this lands on, you get rid of many of their damage dealing options - all of them, if they're a caster.&lt;br /&gt;
&lt;br /&gt;
;Flurry of Fists&lt;br /&gt;
:The Brawler's wombo combo &amp;quot;this thing needs to DIE&amp;quot; ability. Spinning Backhand into Flurry of Fists will kill most non-boss casters instantly in the first half of the game, and almost instantly thereafter depending on your opponent's resistances. At rank 4 it delivers three combo points, meaning that Spinning Backhand -&amp;gt; Flurry of Fists -&amp;gt; Any Finishing Move will deliver a four point finisher in three turns.&lt;br /&gt;
&lt;br /&gt;
;Striking Stance&lt;br /&gt;
:This isn't technically a Pugilism ability, but its relationship with Double Strike and its incredible bonuses should not go unmentioned. Striking Stance gives a sizable accuracy boost, an exceptional damage modifier to many skills, and flat damage reduction. This should always be on, and as it has an instant cast time, consider putting it on auto-cast in case it gets deactivated by an enemy talent.&lt;br /&gt;
&lt;br /&gt;
===Grappling with Grappling Stance===&lt;br /&gt;
&lt;br /&gt;
Grappling is another &amp;quot;defensive offense&amp;quot; option that allows Grapplers to deal particularly well with mages, but thanks to the myriad of statuses applied by the first and second talent in the Grappling tree, it can be used to handle any large single threats. Many of the most threatening monsters in the game are of size normal or big, so any race that isn't a yeek or halfling can grapple them. Yeeks and Halflings should consider [[size]] boosting gear.&lt;br /&gt;
&lt;br /&gt;
===Overall===&lt;br /&gt;
&lt;br /&gt;
The Brawler is great fit for players looking for a mobile, powerful class who can do a little bit of everything.&lt;br /&gt;
&lt;br /&gt;
With their BARE HANDS.&lt;br /&gt;
&lt;br /&gt;
Fisticuffs!&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
Noteworthy Items:&lt;br /&gt;
* Bloodcaller - This allows you to heal very effectively off the damage you do.&lt;br /&gt;
* Spellhunt Remnants - These allow you to, even without being anti-magic, punch the magic out of any puny casters.&lt;br /&gt;
&lt;br /&gt;
Other Talent Trees:&lt;br /&gt;
* While unarmed discipline does not have many exciting talents beyond Combination Kick, 5 points into Combo Kick and 1 point into Defensive Throw provide a very large boost to your damage and ability to shut down your opposition. Combo kick can remove up to 5 sustains, disabling very important things like Necrotic Aura, Shield Wall, Essence of Speed, Kinetic Shield, etc. causing once dangerous foes to fall helpless before your fists.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Brawler&amp;diff=11899</id>
		<title>Brawler</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Brawler&amp;diff=11899"/>
				<updated>2016-03-14T02:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Brawler&lt;br /&gt;
|metaclass=Warrior&lt;br /&gt;
|starting_life=120&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength= +3&lt;br /&gt;
|dexterity= +3&lt;br /&gt;
|cunning =+3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Locked Description==&lt;br /&gt;
''Though you may fight alone against many,''&lt;br /&gt;
&lt;br /&gt;
''destined to fight till you die,''&lt;br /&gt;
&lt;br /&gt;
''still you do not relent.'' &lt;br /&gt;
&lt;br /&gt;
''In a ring of blood you learn''&lt;br /&gt;
&lt;br /&gt;
''that a pair of fists'' &lt;br /&gt;
&lt;br /&gt;
''can face the world.''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon.&lt;br /&gt;
&lt;br /&gt;
Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness.&lt;br /&gt;
&lt;br /&gt;
Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today.&lt;br /&gt;
Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect.&lt;br /&gt;
&lt;br /&gt;
The unarmed fighting styles the Brawler uses rely on maneuverability and having both hands available. As such, they cannot make use of their training wearing massive armour or while a weapon or shield is equipped.&lt;br /&gt;
Their most important stats are: [[Strength]], [[Dexterity]], and [[Cunning]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Gauntlets&lt;br /&gt;
*Rough Leather Gloves&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Uppercut (talent)|Uppercut]]&lt;br /&gt;
*[[Double strike (talent)|Double Strike]]&lt;br /&gt;
*[[Striking stance (talent)|Striking Stance]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
*[[Armour training (talent)|Armour Training]]&lt;br /&gt;
*[[Unarmed mastery (talent)|Unarmed Mastery]]&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat techniques (category)|Combat Techniques]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Rush (talent)|Rush]]&lt;br /&gt;
| talent2 = [[Precise strikes (talent)|Precise Strikes]]&lt;br /&gt;
| talent3 = [[Perfect strike (talent)|Perfect Strike]]&lt;br /&gt;
| talent4 = [[Blinding speed (talent)|Blinding Speed]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat veteran (category)|Combat Veteran]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Quick recovery (talent)|Quick Recovery]]&lt;br /&gt;
| talent2 = [[Fast metabolism (talent)|Fast Metabolism]]&lt;br /&gt;
| talent3 = [[Spell shield (talent)|Spell Shield]]&lt;br /&gt;
| talent4 = [[Unending frenzy (talent)|Unending Frenzy]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Pugilism (category)|Pugilism]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Double strike (talent)|Double Strike]]&lt;br /&gt;
| talent2 = [[Spinning backhand (talent)|Spinning Backhand]]&lt;br /&gt;
| talent3 = [[Axe kick (talent)|Axe Kick]]&lt;br /&gt;
| talent4 = [[Flurry of fists (talent)|Flurry of Fists]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Finishing moves (category)|Finishing Moves]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Uppercut (talent)|Uppercut]]&lt;br /&gt;
| talent2 = [[Concussive punch (talent)|Concussive Punch]]&lt;br /&gt;
| talent3 = [[Butterfly kick (talent)|Butterfly Kick]]&lt;br /&gt;
| talent4 = [[Haymaker (talent)|Haymaker]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Tactical (category)|Tactical]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Tactical expert (talent)|Tactical Expert]]&lt;br /&gt;
| talent2 = [[Counter attack (talent)|Counter Attack]]&lt;br /&gt;
| talent3 = [[Set up (talent)|Set Up]]&lt;br /&gt;
| talent4 = [[Exploit weakness (talent)|Exploit Weakness]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Grappling (category)|Grappling]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Clinch (talent)|Clinch]]&lt;br /&gt;
| talent2 = [[Crushing hold (talent)|Crushing Hold]]&lt;br /&gt;
| talent3 = [[Take down (talent)|Take Down]]&lt;br /&gt;
| talent4 = [[Hurricane throw (talent)|Hurricane Throw]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Unarmed discipline (category)|Unarmed Discipline]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Combination kick (talent)|Combination Kick]]&lt;br /&gt;
| talent2 = [[Defensive throw (talent)|Defensive Throw]]&lt;br /&gt;
| talent3 = [[Open palm block (talent)|Open Palm Block]]&lt;br /&gt;
| talent4 = [[Roundhouse kick (talent)|Roundhouse Kick]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Dirty fighting (category)|Dirty Fighting]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Dirty fighting (talent)|Dirty Fighting]]&lt;br /&gt;
| talent2 = [[Backstab (talent)|Backstab]]&lt;br /&gt;
| talent3 = [[Switch place (talent)|Switch Place]]&lt;br /&gt;
| talent4 = [[Cripple (talent)|Cripple]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Mobility (category)|Mobility]]&lt;br /&gt;
| Mastery = 1.2&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Hack'n'back (talent)|Hack'n'Back]]&lt;br /&gt;
| talent2 = [[Mobile defence (talent)|Mobile Defense]]&lt;br /&gt;
| talent3 = [[Light of foot (talent)|Light of Foot]]&lt;br /&gt;
| talent4 = [[Strider (talent)|Strider]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Conditioning (category)|Conditioning]]&lt;br /&gt;
| Mastery = 1.1&lt;br /&gt;
| talent1 = [[Vitality (talent)|Vitality]]&lt;br /&gt;
| talent2 = [[Unflinching resolve (talent)|Unflinching Resolve]]&lt;br /&gt;
| talent3 = [[Daunting presence (talent)|Daunting Presence]]&lt;br /&gt;
| talent4 = [[Adrenaline surge (talent)|Adrenaline Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Unarmed training (category)|Unarmed Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Unarmed mastery (talent)|Unarmed Mastery]]&lt;br /&gt;
| talent2 = [[Unified body (talent)|Unified Body]]&lt;br /&gt;
| talent3 = [[Heightened reflexes (talent)|Heightened Reflexes]]&lt;br /&gt;
| talent4 = [[Reflex defense (talent)|Reflex Defense]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = [[Field control (category)|Field Control]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Disengage (talent)|Disengage]]&lt;br /&gt;
| talent2 = [[Track (talent)|Track]]&lt;br /&gt;
| talent3 = [[Heave (talent)|Heave]]&lt;br /&gt;
| talent4 = [[Slow motion (talent)|Slow Motion]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| other_rows = &lt;br /&gt;
{{Other_row&lt;br /&gt;
| Type = [[Technique (category type)|Technique]]&lt;br /&gt;
| Name = Unarmed Other&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| talent1 = [[Striking stance (talent)|Striking Stance]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
More mobile than traditional fighters and more durable than fragile rogues, the Brawler is an unarmed combatant with exceptional burst and sustained damage.&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
* Exceptional mobility for a warrior&lt;br /&gt;
* Highly-synergistic Pugilism tree&lt;br /&gt;
* Excellent natural scaling&lt;br /&gt;
* Strong synergy with on-hit items&lt;br /&gt;
* High critical strike chance&lt;br /&gt;
* Kills space-time anomalies, vampire lords, and the entire Orc race with BARE HANDS&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
* Limited build/playstyle options&lt;br /&gt;
* Equipment restrictions&lt;br /&gt;
&lt;br /&gt;
No blades, no magic; Brawlers fight with their bare (er, gloved) hands, and they fight very well. Like their Marauder cousins, Str/Dex/Cun Brawlers combine the rogue's critical-prone multi-striking capabilities with the warrior's survivability. However, while Marauders leans more towards the rogue's dual-wielding playstyle, Brawlers gravitate towards the warrior's &amp;quot;Meat-Grinder&amp;quot; playstyle through their incredible natural scaling and Pugilism. Speaking of which:&lt;br /&gt;
&lt;br /&gt;
===Natural Scaling===&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
* +40% attack speed while unarmed&lt;br /&gt;
* .5 Physical Power per Level&lt;br /&gt;
&lt;br /&gt;
Brawlers have neither a primary nor a secondary weapon to grant them stat-enhancing perks, so these benefits come embedded in the class itself. The 40% bonus attack speed removes the standard 20% unarmed attack speed penalty and replaces it with a 20% AS bonus (although the Disarmed effect negates this), making it essential for a class built around unarmed combat. The physical power per level serves a dual purpose: early on, it slightly improves your damage and helps your Finishing Moves (mainly Uppercut) apply their intended effects while you focus on unlocking your essential Dexterity and Cunning abilities. However, its main purpose becomes noticeable around level 25+, where the combined potential of your natural scaling, Unarmed Mastery, and strength bonuses are often just enough to trigger a cross-tier effect on lesser enemies. While the effect isn't as reliable as a dedicated ability, it is essentially a free disable that procs on your basic attacks, allowing you to butcher ants, wolves, bears, and other low-quality monsters with little fear of retaliation. This ability will eventually taper off as monsters gain higher and higher physical save.&lt;br /&gt;
&lt;br /&gt;
===Pugilism - A Gentlemen's Art===&lt;br /&gt;
&lt;br /&gt;
Pugilism is the Brawler's most iconic and most important talent tree. Combined with the Brawler's natural perks, it is what allows an unarmed fighter to match and potentially exceed armed fighters in raw damage output. While there are certainly ways to build the Brawler without investing deep into the Pugilism tree, few builds synergize with the class as well as one emphasizing Pugilism, Unarmed Mastery (talent) and, to a lesser extent, Finishing Moves. Going over the abilities:&lt;br /&gt;
&lt;br /&gt;
;Double Strike&lt;br /&gt;
:The Brawler's bread-and-butter skill with an excellent damage-per-level increase, extra point combo point at level 4, zero stamina cost, and a low cooldown that can be further reduced by brawler's gloves/gauntlets. As this activates automatically while you have {{t|Striking Stance}} activated, this can be completely ignored as an active, while you passively use it just by using your bump attack.&lt;br /&gt;
&lt;br /&gt;
;Spinning Backhand&lt;br /&gt;
:This is why the Brawler is categorized as a &amp;quot;mobile&amp;quot; fighter. With two points, Spinning Backhand's range increases to 4, allowing you to save Rush for initiations when it's truly needed. At level 5, Spinning Backhand gains a full 6 range (along with the range-influenced DPS increase), meaning that it can effectively replace Rush as the go-to &amp;quot;mage-bashing&amp;quot; tool. Finally, with maxed Relentless Strikes, this ability sits with a manageable seven turn cooldown, meaning that it can be used multiple times within a large engagement. Throw in its AoE component, and you have the Brawler's all-in-one utility slap. Consider adding a second point early, then add on remaining points once you've reached acceptable levels of your other Pugilism abilities if you desire.&lt;br /&gt;
&lt;br /&gt;
;Axe Kick&lt;br /&gt;
:This is one of the primary &amp;quot;defensive offense&amp;quot; talents that brawler has many of. This ability completely ignores saves, but is stopped by confusion immunity. However, against targets that this lands on, you get rid of many of their damage dealing options - all of them, if they're a caster.&lt;br /&gt;
&lt;br /&gt;
;Flurry of Fists&lt;br /&gt;
:The Brawler's wombo combo &amp;quot;this thing needs to DIE&amp;quot; ability. Spinning Backhand into Flurry of Fists will kill most non-boss casters instantly in the first half of the game, and almost instantly thereafter depending on your opponent's resistances. At rank 4 it delivers three combo points, meaning that Spinning Backhand -&amp;gt; Flurry of Fists -&amp;gt; Any Finishing Move will deliver a four point finisher in three turns.&lt;br /&gt;
&lt;br /&gt;
;Striking Stance&lt;br /&gt;
:This isn't technically a Pugilism ability, but its relationship with Double Strike and its incredible bonuses should not go unmentioned. Striking Stance gives a sizable accuracy boost, an exceptional damage modifier to many skills, and flat damage reduction. This should always be on, and as it has an instant cast time, consider putting it on auto-cast in case it gets deactivated by an enemy talent.&lt;br /&gt;
&lt;br /&gt;
===Grappling with Grappling Stance===&lt;br /&gt;
&lt;br /&gt;
Grappling is another &amp;quot;defensive offense&amp;quot; option that allows Grapplers to deal particularly well with mages, but thanks to the myriad of statuses applied by the first and second talent in the Grappling tree, it can be used to handle any large single threats. Many of the most threatening monsters in the game are of size normal or big, so any race that isn't a yeek or halfling can grapple them. Yeeks and Halflings should consider [[size]] boosting gear.&lt;br /&gt;
&lt;br /&gt;
===Overall===&lt;br /&gt;
&lt;br /&gt;
The Brawler is great fit for players looking for a mobile, powerful class who can do a little bit of everything.&lt;br /&gt;
&lt;br /&gt;
With their BARE HANDS.&lt;br /&gt;
&lt;br /&gt;
Fisticuffs!&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
Noteworthy Items:&lt;br /&gt;
* Bloodcaller - This allows you to heal very effectively off the damage you do.&lt;br /&gt;
* Spellhunt Remnants - These allow you to, even without being anti-magic, punch the magic out of any puny casters.&lt;br /&gt;
&lt;br /&gt;
Other Talent Trees:&lt;br /&gt;
* While unarmed discipline does not have many exciting talents beyond Combination Kick, 5 points into Combo Kick and 1 point into Defensive Throw provide a very large boost to your damage and ability to shut down your opposition. Combo kick can remove up to 5 sustains, disabling very important things like Necrotic Aura, Shield Wall, Essence of Speed, Kinetic Shield, etc. causing once dangerous foes to fall helpless before your fists.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=11869</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=11869"/>
				<updated>2016-03-12T23:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Resists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This '''survival guide''' is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards. It also written for the Main [[Campaign]] (also known as 'Age of Ascension'). There are significant differences in the DLCs, [[Ashes of Urh'Rok]] and [[Embers of Rage]].&lt;br /&gt;
&lt;br /&gt;
For a general guide to recommended order to clear zones, see the [[Recommended Zone Order Progression]] guide.&lt;br /&gt;
 &lt;br /&gt;
==Gear and Defensive Stats==&lt;br /&gt;
Everyone starts out with a few pieces of terrible, unenchanted gear, which needs to be replaced as soon as you possibly can. Your main priority should be items with +maximum [[Life]] above anything else, with healing mod and con (because it gives HP) as second priorities. This is kinda why [[Constitution]] is mostly a poor stat choice for your level up stat points, because if you find a Bronze Lantern of Health or Rough Belt of Resilience, you've just gained 10-13 con worth of HP. It's still worth holding onto items that boost Con, however, as that still gives HP. At first, you should look over most any item you have that isn't white (AKA, unenchanted), but you'll eventually start noticing [[Egos]] (aka, item descriptions) worth keeping - for +max HP, for example, it's Resilience, though also of Health on lights and of Eyal or Fortifying on body armor.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] is a stat mostly gotten from your body armor and from the [[Armour Training]] talent and acts as damage reduction. As it takes damage off every weapon attack you take, from melee weapons, bows, or slings, it can very quickly add up to reducing a lot of damage. It is mostly best achieved by wearing heavier armor.&lt;br /&gt;
&lt;br /&gt;
[[Defense]] is also a stat that primarily comes from your body armor, but can also be gotten from boots or a cloak. It's a lower priority than many other stats, as its defensive properties are not very potent against many of the more dangerous enemies who will have very high [[Accuracy]].&lt;br /&gt;
&lt;br /&gt;
[[Saves]] are generally a poor stat to focus on, but should not be completely ignored. Their primary protection is avoiding getting bogged down in status effects from weaker enemies, but will generally not prevent most statuses from stronger enemies.&lt;br /&gt;
&lt;br /&gt;
You also should, after you've cleared a couple of the earlier levels and collected gold, do a tour of the shops in all the towns ([[Derth]], [[Elvala]], [[Shatur]], and [[Last Hope]]) and buy just about any gear that has +max HP on it and buy inscription upgrades. If you're a class that does not start with Combat Training, it would be wise to buy it in Last Hope for 50 gold.&lt;br /&gt;
&lt;br /&gt;
==Inscriptions==&lt;br /&gt;
[[inscriptions|Infusions and Runes]] make up the generally defensive abilities that almost every character has access to. While every race starts with different inscriptions equipped, these are not always the best inscriptions to have equipped. Note: The following advice assumes you have access to both Infusions and Runes, see further down for advice for Undead who cannot use Infusions. Having a Wild Infusion that clears off Physical statuses is a very high priority inscription to have - being stunned is one of the most deadly situations to be in, as you're slowed down and cannot do much damage. A second high priority inscription is a form healing or damage mitigation, such as a Healing Infusion, Regeneration Infusion, or Shield Rune. Your third rune should generally be an escape (see below) or a Manasurge Rune, if you're a class that uses mana.&lt;br /&gt;
&lt;br /&gt;
If you're a [[Skeleton]] or [[Ghoul]] (one of the Undead races), unfortunately you cannot use Inscriptions. Fortunately, Heat Beam runes play a somewhat similar role in removing physical effects, but do not remove crosstier effects or provide all res.&lt;br /&gt;
&lt;br /&gt;
Spam your inscriptions and healing skills. If you have a shield, pop it the turn before you think you'll take damage - and remember, shield runes are instant. If you have a regeneration infusion, use it after you're down like 20-30% hp. If you have a healing infusion, pop it as soon as you won't waste any heal. Use your Wild (Physical) infusion the turn you get stunned. Get use out of them and then start getting them cooling down quickly.&lt;br /&gt;
&lt;br /&gt;
==Encounters and Mobility==&lt;br /&gt;
What I mean by an 'encounter' is really just any time you run into enemies to fight. Learning to fight encounters as the smallest chunk you can is super important - If you see a group of mobs and you're in an open room, you should almost always back up into a 1 tile wide corridor or back around a corner if a corridor isn't available (like [[Rhaloren Camp]], [[Maze]] or [[Sandworm Lair]]). If you're a mage and your skills are on cooldown, don't try to bump things, just walk back and wait for your talents to be off cooldown. Getting ganged up on is going to kill you, every time. You'll learn how to 'pull aggro' of mobs and get them to come to you in a conga line, instead of you having to fight into all of them at once. Always open vaults at a diagonal so less of the vault can see you (and blast you). You'll also eventually get used to what to expect from vaults before you even open them, but that takes a lot of play. And remember - you don't have to open every vault, or even fight every enemy on a floor. If a rare is too strong for you, you can just leave it behind. Enemies don't know where you are, they rely on vision like you do, so breaking line of sight can be very strong.&lt;br /&gt;
&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are usually avoidable if you play your cards right. If you use your mobility tool as a way to get into the fight, you no longer have it as an escape. Rushing at an archer might kill it, but his 4 friends that you didn't see might get their revenge. If, instead, you back up around a corner and draw the archer to you, you can more easily kill it and deal with its friends later. However, learning when it is correct to use a mobility tool to engage is also an important part of the learning process of ToME.&lt;br /&gt;
&lt;br /&gt;
If you have a mobility skill, avoid using it to get in, unless you're out of your range against a mage or archer (and be wary of what might be out of sight) and use it to get out before you're at 10% hp, run away at more like 30 or 40% (unless your opponent is also very low, although even then it might be wise).&lt;br /&gt;
&lt;br /&gt;
Further, you should use mobility well before a poor phase door jump or a sudden stun will cause your death next turn. Saving your mobility for when you're at 10% is just asking for a ranged attack to still kill you - use them while you still have some options left, instead of as your last resort.&lt;br /&gt;
&lt;br /&gt;
For most classes, the best mobility tools tend to come in the form of [[inscriptions|infusions and runes]].  Here are some universally available escapes:&lt;br /&gt;
&lt;br /&gt;
*'''Phase door''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives. &lt;br /&gt;
*'''Teleport''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's [[Switch place (talent)|Switch Place]], or a dwarf's [[Stone walking (talent)|Stone Walking]].  So if you have one or more of these things, or if you're [[antimagic]] (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at [[Last Hope]] sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an inscription.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape. It also means that silence, confusion, and stuns cannot disable it.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
&lt;br /&gt;
==Status effects==&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': This causes any talent that uses a turn to have a 50% chance to fail, except for talents on items.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 3 talents on cooldown when you get stunned, lowers movement speed and damage, and your cooldowns do not count down.  If one of those 3 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.   Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over. Stun can never put your instant abilities or items, such as a torque of psychoportation, on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Dazed]]''': This is something like a stun + pin.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
&lt;br /&gt;
==Resists==&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the [[Storming the city]] quest in [[Derth]] is an early exception), as they rely on you having a large health pool to protect and the wide-spread variety of elements you'll be hit by making it hard to focus on resists based on what area you're in.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=11868</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=11868"/>
				<updated>2016-03-12T23:25:58Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Status effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This '''survival guide''' is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards. It also written for the Main [[Campaign]] (also known as 'Age of Ascension'). There are significant differences in the DLCs, [[Ashes of Urh'Rok]] and [[Embers of Rage]].&lt;br /&gt;
&lt;br /&gt;
For a general guide to recommended order to clear zones, see the [[Recommended Zone Order Progression]] guide.&lt;br /&gt;
 &lt;br /&gt;
==Gear and Defensive Stats==&lt;br /&gt;
Everyone starts out with a few pieces of terrible, unenchanted gear, which needs to be replaced as soon as you possibly can. Your main priority should be items with +maximum [[Life]] above anything else, with healing mod and con (because it gives HP) as second priorities. This is kinda why [[Constitution]] is mostly a poor stat choice for your level up stat points, because if you find a Bronze Lantern of Health or Rough Belt of Resilience, you've just gained 10-13 con worth of HP. It's still worth holding onto items that boost Con, however, as that still gives HP. At first, you should look over most any item you have that isn't white (AKA, unenchanted), but you'll eventually start noticing [[Egos]] (aka, item descriptions) worth keeping - for +max HP, for example, it's Resilience, though also of Health on lights and of Eyal or Fortifying on body armor.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] is a stat mostly gotten from your body armor and from the [[Armour Training]] talent and acts as damage reduction. As it takes damage off every weapon attack you take, from melee weapons, bows, or slings, it can very quickly add up to reducing a lot of damage. It is mostly best achieved by wearing heavier armor.&lt;br /&gt;
&lt;br /&gt;
[[Defense]] is also a stat that primarily comes from your body armor, but can also be gotten from boots or a cloak. It's a lower priority than many other stats, as its defensive properties are not very potent against many of the more dangerous enemies who will have very high [[Accuracy]].&lt;br /&gt;
&lt;br /&gt;
[[Saves]] are generally a poor stat to focus on, but should not be completely ignored. Their primary protection is avoiding getting bogged down in status effects from weaker enemies, but will generally not prevent most statuses from stronger enemies.&lt;br /&gt;
&lt;br /&gt;
You also should, after you've cleared a couple of the earlier levels and collected gold, do a tour of the shops in all the towns ([[Derth]], [[Elvala]], [[Shatur]], and [[Last Hope]]) and buy just about any gear that has +max HP on it and buy inscription upgrades. If you're a class that does not start with Combat Training, it would be wise to buy it in Last Hope for 50 gold.&lt;br /&gt;
&lt;br /&gt;
==Inscriptions==&lt;br /&gt;
[[inscriptions|Infusions and Runes]] make up the generally defensive abilities that almost every character has access to. While every race starts with different inscriptions equipped, these are not always the best inscriptions to have equipped. Note: The following advice assumes you have access to both Infusions and Runes, see further down for advice for Undead who cannot use Infusions. Having a Wild Infusion that clears off Physical statuses is a very high priority inscription to have - being stunned is one of the most deadly situations to be in, as you're slowed down and cannot do much damage. A second high priority inscription is a form healing or damage mitigation, such as a Healing Infusion, Regeneration Infusion, or Shield Rune. Your third rune should generally be an escape (see below) or a Manasurge Rune, if you're a class that uses mana.&lt;br /&gt;
&lt;br /&gt;
If you're a [[Skeleton]] or [[Ghoul]] (one of the Undead races), unfortunately you cannot use Inscriptions. Fortunately, Heat Beam runes play a somewhat similar role in removing physical effects, but do not remove crosstier effects or provide all res.&lt;br /&gt;
&lt;br /&gt;
Spam your inscriptions and healing skills. If you have a shield, pop it the turn before you think you'll take damage - and remember, shield runes are instant. If you have a regeneration infusion, use it after you're down like 20-30% hp. If you have a healing infusion, pop it as soon as you won't waste any heal. Use your Wild (Physical) infusion the turn you get stunned. Get use out of them and then start getting them cooling down quickly.&lt;br /&gt;
&lt;br /&gt;
==Encounters and Mobility==&lt;br /&gt;
What I mean by an 'encounter' is really just any time you run into enemies to fight. Learning to fight encounters as the smallest chunk you can is super important - If you see a group of mobs and you're in an open room, you should almost always back up into a 1 tile wide corridor or back around a corner if a corridor isn't available (like [[Rhaloren Camp]], [[Maze]] or [[Sandworm Lair]]). If you're a mage and your skills are on cooldown, don't try to bump things, just walk back and wait for your talents to be off cooldown. Getting ganged up on is going to kill you, every time. You'll learn how to 'pull aggro' of mobs and get them to come to you in a conga line, instead of you having to fight into all of them at once. Always open vaults at a diagonal so less of the vault can see you (and blast you). You'll also eventually get used to what to expect from vaults before you even open them, but that takes a lot of play. And remember - you don't have to open every vault, or even fight every enemy on a floor. If a rare is too strong for you, you can just leave it behind. Enemies don't know where you are, they rely on vision like you do, so breaking line of sight can be very strong.&lt;br /&gt;
&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are usually avoidable if you play your cards right. If you use your mobility tool as a way to get into the fight, you no longer have it as an escape. Rushing at an archer might kill it, but his 4 friends that you didn't see might get their revenge. If, instead, you back up around a corner and draw the archer to you, you can more easily kill it and deal with its friends later. However, learning when it is correct to use a mobility tool to engage is also an important part of the learning process of ToME.&lt;br /&gt;
&lt;br /&gt;
If you have a mobility skill, avoid using it to get in, unless you're out of your range against a mage or archer (and be wary of what might be out of sight) and use it to get out before you're at 10% hp, run away at more like 30 or 40% (unless your opponent is also very low, although even then it might be wise).&lt;br /&gt;
&lt;br /&gt;
Further, you should use mobility well before a poor phase door jump or a sudden stun will cause your death next turn. Saving your mobility for when you're at 10% is just asking for a ranged attack to still kill you - use them while you still have some options left, instead of as your last resort.&lt;br /&gt;
&lt;br /&gt;
For most classes, the best mobility tools tend to come in the form of [[inscriptions|infusions and runes]].  Here are some universally available escapes:&lt;br /&gt;
&lt;br /&gt;
*'''Phase door''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives. &lt;br /&gt;
*'''Teleport''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's [[Switch place (talent)|Switch Place]], or a dwarf's [[Stone walking (talent)|Stone Walking]].  So if you have one or more of these things, or if you're [[antimagic]] (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at [[Last Hope]] sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an inscription.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape. It also means that silence, confusion, and stuns cannot disable it.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
&lt;br /&gt;
==Status effects==&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': This causes any talent that uses a turn to have a 50% chance to fail, except for talents on items.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 3 talents on cooldown when you get stunned, lowers movement speed and damage, and your cooldowns do not count down.  If one of those 3 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.   Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over. Stun can never put your instant abilities or items, such as a torque of psychoportation, on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Dazed]]''': This is something like a stun + pin.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
&lt;br /&gt;
==Resists==&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the [[Storming the city]] quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into [[Thick skin (talent)|Thick Skin]] as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (max hp).&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=11811</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=11811"/>
				<updated>2016-03-12T01:44:24Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack, even if it is not physical damage. It does not work on physical attacks that are not weapon based, such as {{t|Skullcracker}}. There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour'''&lt;br /&gt;
* '''Armour penetration''' (APR)&lt;br /&gt;
* '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the [[Armour Training]] talent, however some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
The final resulting damage reduction is:&lt;br /&gt;
&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=11810</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=11810"/>
				<updated>2016-03-12T01:43:32Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack, even if it is not physical damage. It does not work on physical attacks that are not weapon based, such as [[Skullcracker]]. There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour'''&lt;br /&gt;
* '''Armour penetration''' (APR)&lt;br /&gt;
* '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the [[Armour Training]] talent, however some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
The final resulting damage reduction is:&lt;br /&gt;
&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=11809</id>
		<title>Damage Reduction, Armor, Resistances, and Affinities</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Reduction,_Armor,_Resistances,_and_Affinities&amp;diff=11809"/>
				<updated>2016-03-12T01:42:42Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
'''Armour''' reduces damage from every incoming melee and ranged weapon attack, even if it is not physical damage. It does not work on physical attacks that are not weapon based, such as [[Headcracker]]. There are three values which work together to determine the final outcome:&lt;br /&gt;
* '''Armour'''&lt;br /&gt;
* '''Armour penetration''' (APR)&lt;br /&gt;
* '''Armour hardiness'''&lt;br /&gt;
&lt;br /&gt;
The attacker's APR is subtracted from the target's armour value.  Armour hardiness is the maximum percent of each incoming attack that can be absorbed. The primary method of increasing armor hardiness is via the [[Armour Training]] talent, however some artifact armors, cloaks, and shields also affect the value.&lt;br /&gt;
&lt;br /&gt;
The final resulting damage reduction is:&lt;br /&gt;
&lt;br /&gt;
 min( (Armour - APR), (Hardiness * damage) )&lt;br /&gt;
&lt;br /&gt;
At 0% hardiness, your armour absorbs no damage at all. At 100% hardiness, your armour absorbs any damage up to the actual armour value. At 50% hardiness, up to 1/2 the damage will be absorbed, but no more than your total armour value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.&lt;br /&gt;
&lt;br /&gt;
# You are hit by an attack dealing 100 damage.  (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50.  Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.&lt;br /&gt;
# You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5.  Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.&lt;br /&gt;
&lt;br /&gt;
Armour is applied before all kinds of critical damage increase, talent multipliers and weapon damage range multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.&lt;br /&gt;
&lt;br /&gt;
Reducing an enemy to below 0 armour does not cause bonus damage.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Armor&amp;diff=11808</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Armor&amp;diff=11808"/>
				<updated>2016-03-12T01:40:43Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: Redirected page to Armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Armour]]&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Egos-staves&amp;diff=11792</id>
		<title>Egos-staves</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Egos-staves&amp;diff=11792"/>
				<updated>2016-03-11T18:25:31Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: ugh, this is terrible to do in the wiki's format, going to finish more later&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, armor hardiness, and physical resist&lt;br /&gt;
|-&lt;br /&gt;
|Lifebinding||true||16||Provides healmod and life regen&lt;br /&gt;
|Increases constitution&lt;br /&gt;
|Increases spellpower&lt;br /&gt;
|-&lt;br /&gt;
|Potent||false||5||Increases staff's damage and increased 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>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=11749</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=11749"/>
				<updated>2016-03-11T01:08:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This '''survival guide''' is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards. It also written for the Main [[Campaign]] (also known as 'Age of Ascension'). There are significant differences in the DLCs, [[Ashes of Urh'Rok]] and [[Embers of Rage]].&lt;br /&gt;
&lt;br /&gt;
For a general guide to recommended order to clear zones, see the [[Recommended Zone Order Progression]] guide.&lt;br /&gt;
 &lt;br /&gt;
==Gear and Defensive Stats==&lt;br /&gt;
Everyone starts out with a few pieces of terrible, unenchanted gear, which needs to be replaced as soon as you possibly can. Your main priority should be items with +maximum [[Life]] above anything else, with healing mod and con (because it gives HP) as second priorities. This is kinda why [[Constitution]] is mostly a poor stat choice for your level up stat points, because if you find a Bronze Lantern of Health or Rough Belt of Resilience, you've just gained 10-13 con worth of HP. It's still worth holding onto items that boost Con, however, as that still gives HP. At first, you should look over most any item you have that isn't white (AKA, unenchanted), but you'll eventually start noticing [[Egos]] (aka, item descriptions) worth keeping - for +max HP, for example, it's Resilience, though also of Health on lights and of Eyal or Fortifying on body armor.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] is a stat mostly gotten from your body armor and from the [[Armour Training]] talent and acts as damage reduction. As it takes damage off every weapon attack you take, from melee weapons, bows, or slings, it can very quickly add up to reducing a lot of damage. It is mostly best achieved by wearing heavier armor.&lt;br /&gt;
&lt;br /&gt;
[[Defense]] is also a stat that primarily comes from your body armor, but can also be gotten from boots or a cloak. It's a lower priority than many other stats, as its defensive properties are not very potent against many of the more dangerous enemies who will have very high [[Accuracy]].&lt;br /&gt;
&lt;br /&gt;
[[Saves]] are generally a poor stat to focus on, but should not be completely ignored. Their primary protection is avoiding getting bogged down in status effects from weaker enemies, but will generally not prevent most statuses from stronger enemies.&lt;br /&gt;
&lt;br /&gt;
You also should, after you've cleared a couple of the earlier levels and collected gold, do a tour of the shops in all the towns ([[Derth]], [[Elvala]], [[Shatur]], and [[Last Hope]]) and buy just about any gear that has +max HP on it and buy inscription upgrades. If you're a class that does not start with Combat Training, it would be wise to buy it in Last Hope for 50 gold.&lt;br /&gt;
&lt;br /&gt;
==Inscriptions==&lt;br /&gt;
[[inscriptions|Infusions and Runes]] make up the generally defensive abilities that almost every character has access to. While every race starts with different inscriptions equipped, these are not always the best inscriptions to have equipped. Note: The following advice assumes you have access to both Infusions and Runes, see further down for advice for Undead who cannot use Infusions. Having a Wild Infusion that clears off Physical statuses is a very high priority inscription to have - being stunned is one of the most deadly situations to be in, as you're slowed down and cannot do much damage. A second high priority inscription is a form healing or damage mitigation, such as a Healing Infusion, Regeneration Infusion, or Shield Rune. Your third rune should generally be an escape (see below) or a Manasurge Rune, if you're a class that uses mana.&lt;br /&gt;
&lt;br /&gt;
If you're a [[Skeleton]] or [[Ghoul]] (one of the Undead races), unfortunately you cannot use Inscriptions. Fortunately, Heat Beam runes play a somewhat similar role in removing physical effects, but do not remove crosstier effects or provide all res.&lt;br /&gt;
&lt;br /&gt;
Spam your inscriptions and healing skills. If you have a shield, pop it the turn before you think you'll take damage - and remember, shield runes are instant. If you have a regeneration infusion, use it after you're down like 20-30% hp. If you have a healing infusion, pop it as soon as you won't waste any heal. Use your Wild (Physical) infusion the turn you get stunned. Get use out of them and then start getting them cooling down quickly.&lt;br /&gt;
&lt;br /&gt;
==Encounters and Mobility==&lt;br /&gt;
What I mean by an 'encounter' is really just any time you run into enemies to fight. Learning to fight encounters as the smallest chunk you can is super important - If you see a group of mobs and you're in an open room, you should almost always back up into a 1 tile wide corridor or back around a corner if a corridor isn't available (like [[Rhaloren Camp]], [[Maze]] or [[Sandworm Lair]]). If you're a mage and your skills are on cooldown, don't try to bump things, just walk back and wait for your talents to be off cooldown. Getting ganged up on is going to kill you, every time. You'll learn how to 'pull aggro' of mobs and get them to come to you in a conga line, instead of you having to fight into all of them at once. Always open vaults at a diagonal so less of the vault can see you (and blast you). You'll also eventually get used to what to expect from vaults before you even open them, but that takes a lot of play. And remember - you don't have to open every vault, or even fight every enemy on a floor. If a rare is too strong for you, you can just leave it behind. Enemies don't know where you are, they rely on vision like you do, so breaking line of sight can be very strong.&lt;br /&gt;
&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are usually avoidable if you play your cards right. If you use your mobility tool as a way to get into the fight, you no longer have it as an escape. Rushing at an archer might kill it, but his 4 friends that you didn't see might get their revenge. If, instead, you back up around a corner and draw the archer to you, you can more easily kill it and deal with its friends later. However, learning when it is correct to use a mobility tool to engage is also an important part of the learning process of ToME.&lt;br /&gt;
&lt;br /&gt;
If you have a mobility skill, avoid using it to get in, unless you're out of your range against a mage or archer (and be wary of what might be out of sight) and use it to get out before you're at 10% hp, run away at more like 30 or 40% (unless your opponent is also very low, although even then it might be wise).&lt;br /&gt;
&lt;br /&gt;
Further, you should use mobility well before a poor phase door jump or a sudden stun will cause your death next turn. Saving your mobility for when you're at 10% is just asking for a ranged attack to still kill you - use them while you still have some options left, instead of as your last resort.&lt;br /&gt;
&lt;br /&gt;
For most classes, the best mobility tools tend to come in the form of [[inscriptions|infusions and runes]].  Here are some universally available escapes:&lt;br /&gt;
&lt;br /&gt;
*'''Phase door''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives. &lt;br /&gt;
*'''Teleport''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's [[Switch place (talent)|Switch Place]], or a dwarf's [[Stone walking (talent)|Stone Walking]].  So if you have one or more of these things, or if you're [[antimagic]] (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at [[Last Hope]] sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an inscription.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape. It also means that silence, confusion, and stuns cannot disable it.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
&lt;br /&gt;
==Status effects==&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': This causes any talent that uses a turn to have a 50% chance to fail, except for talents on items.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 3 talents on cooldown when you get stunned, lowers movement speed and damage, and your cooldowns do not count down.  If one of those 3 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.   Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over. Stun can never put your instant abilities or items, such as a torque of psychoportation, on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Dazed]]''': This is something like a stun + pin in recent versions of the game.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
&lt;br /&gt;
==Resists==&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the [[Storming the city]] quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into [[Thick skin (talent)|Thick Skin]] as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (max hp).&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=11748</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=11748"/>
				<updated>2016-03-11T01:08:04Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This '''survival guide''' is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards. It also written for the Main [[Campaign]] (also known as 'Age of Ascension'). There are significant differences in the DLCs, [[Ashes of Urh'Rok]] and [[Embers of Rage]].&lt;br /&gt;
&lt;br /&gt;
For a general guide to recommended order to clear zones, see the [[Recommended zone order guide]].&lt;br /&gt;
 &lt;br /&gt;
==Gear and Defensive Stats==&lt;br /&gt;
Everyone starts out with a few pieces of terrible, unenchanted gear, which needs to be replaced as soon as you possibly can. Your main priority should be items with +maximum [[Life]] above anything else, with healing mod and con (because it gives HP) as second priorities. This is kinda why [[Constitution]] is mostly a poor stat choice for your level up stat points, because if you find a Bronze Lantern of Health or Rough Belt of Resilience, you've just gained 10-13 con worth of HP. It's still worth holding onto items that boost Con, however, as that still gives HP. At first, you should look over most any item you have that isn't white (AKA, unenchanted), but you'll eventually start noticing [[Egos]] (aka, item descriptions) worth keeping - for +max HP, for example, it's Resilience, though also of Health on lights and of Eyal or Fortifying on body armor.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] is a stat mostly gotten from your body armor and from the [[Armour Training]] talent and acts as damage reduction. As it takes damage off every weapon attack you take, from melee weapons, bows, or slings, it can very quickly add up to reducing a lot of damage. It is mostly best achieved by wearing heavier armor.&lt;br /&gt;
&lt;br /&gt;
[[Defense]] is also a stat that primarily comes from your body armor, but can also be gotten from boots or a cloak. It's a lower priority than many other stats, as its defensive properties are not very potent against many of the more dangerous enemies who will have very high [[Accuracy]].&lt;br /&gt;
&lt;br /&gt;
[[Saves]] are generally a poor stat to focus on, but should not be completely ignored. Their primary protection is avoiding getting bogged down in status effects from weaker enemies, but will generally not prevent most statuses from stronger enemies.&lt;br /&gt;
&lt;br /&gt;
You also should, after you've cleared a couple of the earlier levels and collected gold, do a tour of the shops in all the towns ([[Derth]], [[Elvala]], [[Shatur]], and [[Last Hope]]) and buy just about any gear that has +max HP on it and buy inscription upgrades. If you're a class that does not start with Combat Training, it would be wise to buy it in Last Hope for 50 gold.&lt;br /&gt;
&lt;br /&gt;
==Inscriptions==&lt;br /&gt;
[[inscriptions|Infusions and Runes]] make up the generally defensive abilities that almost every character has access to. While every race starts with different inscriptions equipped, these are not always the best inscriptions to have equipped. Note: The following advice assumes you have access to both Infusions and Runes, see further down for advice for Undead who cannot use Infusions. Having a Wild Infusion that clears off Physical statuses is a very high priority inscription to have - being stunned is one of the most deadly situations to be in, as you're slowed down and cannot do much damage. A second high priority inscription is a form healing or damage mitigation, such as a Healing Infusion, Regeneration Infusion, or Shield Rune. Your third rune should generally be an escape (see below) or a Manasurge Rune, if you're a class that uses mana.&lt;br /&gt;
&lt;br /&gt;
If you're a [[Skeleton]] or [[Ghoul]] (one of the Undead races), unfortunately you cannot use Inscriptions. Fortunately, Heat Beam runes play a somewhat similar role in removing physical effects, but do not remove crosstier effects or provide all res.&lt;br /&gt;
&lt;br /&gt;
Spam your inscriptions and healing skills. If you have a shield, pop it the turn before you think you'll take damage - and remember, shield runes are instant. If you have a regeneration infusion, use it after you're down like 20-30% hp. If you have a healing infusion, pop it as soon as you won't waste any heal. Use your Wild (Physical) infusion the turn you get stunned. Get use out of them and then start getting them cooling down quickly.&lt;br /&gt;
&lt;br /&gt;
==Encounters and Mobility==&lt;br /&gt;
What I mean by an 'encounter' is really just any time you run into enemies to fight. Learning to fight encounters as the smallest chunk you can is super important - If you see a group of mobs and you're in an open room, you should almost always back up into a 1 tile wide corridor or back around a corner if a corridor isn't available (like [[Rhaloren Camp]], [[Maze]] or [[Sandworm Lair]]). If you're a mage and your skills are on cooldown, don't try to bump things, just walk back and wait for your talents to be off cooldown. Getting ganged up on is going to kill you, every time. You'll learn how to 'pull aggro' of mobs and get them to come to you in a conga line, instead of you having to fight into all of them at once. Always open vaults at a diagonal so less of the vault can see you (and blast you). You'll also eventually get used to what to expect from vaults before you even open them, but that takes a lot of play. And remember - you don't have to open every vault, or even fight every enemy on a floor. If a rare is too strong for you, you can just leave it behind. Enemies don't know where you are, they rely on vision like you do, so breaking line of sight can be very strong.&lt;br /&gt;
&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are usually avoidable if you play your cards right. If you use your mobility tool as a way to get into the fight, you no longer have it as an escape. Rushing at an archer might kill it, but his 4 friends that you didn't see might get their revenge. If, instead, you back up around a corner and draw the archer to you, you can more easily kill it and deal with its friends later. However, learning when it is correct to use a mobility tool to engage is also an important part of the learning process of ToME.&lt;br /&gt;
&lt;br /&gt;
If you have a mobility skill, avoid using it to get in, unless you're out of your range against a mage or archer (and be wary of what might be out of sight) and use it to get out before you're at 10% hp, run away at more like 30 or 40% (unless your opponent is also very low, although even then it might be wise).&lt;br /&gt;
&lt;br /&gt;
Further, you should use mobility well before a poor phase door jump or a sudden stun will cause your death next turn. Saving your mobility for when you're at 10% is just asking for a ranged attack to still kill you - use them while you still have some options left, instead of as your last resort.&lt;br /&gt;
&lt;br /&gt;
For most classes, the best mobility tools tend to come in the form of [[inscriptions|infusions and runes]].  Here are some universally available escapes:&lt;br /&gt;
&lt;br /&gt;
*'''Phase door''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives. &lt;br /&gt;
*'''Teleport''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's [[Switch place (talent)|Switch Place]], or a dwarf's [[Stone walking (talent)|Stone Walking]].  So if you have one or more of these things, or if you're [[antimagic]] (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at [[Last Hope]] sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an inscription.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape. It also means that silence, confusion, and stuns cannot disable it.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
&lt;br /&gt;
==Status effects==&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': This causes any talent that uses a turn to have a 50% chance to fail, except for talents on items.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 3 talents on cooldown when you get stunned, lowers movement speed and damage, and your cooldowns do not count down.  If one of those 3 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.   Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over. Stun can never put your instant abilities or items, such as a torque of psychoportation, on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Dazed]]''': This is something like a stun + pin in recent versions of the game.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
&lt;br /&gt;
==Resists==&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the [[Storming the city]] quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into [[Thick skin (talent)|Thick Skin]] as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (max hp).&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=11541</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=11541"/>
				<updated>2016-03-08T07:06:36Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Encounters and Mobility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Note: This guide is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards.&lt;br /&gt;
 &lt;br /&gt;
==Gear and Defensive Stats==&lt;br /&gt;
Everyone starts out with a few pieces of terrible, unenchanted gear, which needs to be replaced as soon as you possibly can. Your main priority should be items with +maximum [[Life]] above anything else, with healing mod and con (because it gives HP) as second priorities. This is kinda why [[Constitution]] is mostly a poor stat choice for your level up stat points, because if you find a Bronze Lantern of Health or Rough Belt of Resilience, you've just gained 10-13 con worth of HP. It's still worth holding onto items that boost Con, however, as that still gives HP. At first, you should look over most any item you have that isn't white (AKA, unenchanted), but you'll eventually start noticing [[Egos]] (aka, item descriptions) worth keeping - for +max HP, for example, it's Resilience, though also of Health on lights and of Eyal or Fortifying on body armor.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] is a stat mostly gotten from your body armor and from the [[Armour Training]] talent and acts as damage reduction. As it takes damage off every weapon attack you take, from melee weapons, bows, or slings, it can very quickly add up to reducing a lot of damage. It is mostly best achieved by wearing heavier armor.&lt;br /&gt;
&lt;br /&gt;
[[Defense]] is also a stat that primarily comes from your body armor, but can also be gotten from boots or a cloak. It's a lower priority than many other stats, as its defensive properties are not very potent against many of the more dangerous enemies who will have very high [[Accuracy]].&lt;br /&gt;
&lt;br /&gt;
[[Saves]] are generally a poor stat to focus on, but should not be completely ignored. Their primary protection is avoiding getting bogged down in status effects from weaker enemies, but will generally not prevent most statuses from stronger enemies.&lt;br /&gt;
&lt;br /&gt;
You also should, after you've cleared a couple of the earlier levels and collected gold, do a tour of the shops in all the towns ([[Derth]], [[Elvala]], [[Shatur]], and [[Last Hope]]) and buy just about any gear that has +max HP on it and buy inscription upgrades. If you're a class that does not start with Combat Training, it would be wise to buy it in Last Hope for 50 gold.&lt;br /&gt;
&lt;br /&gt;
==Inscriptions==&lt;br /&gt;
[[inscriptions|Infusions and Runes]] make up the generally defensive abilities that almost every character has access to. While every race starts with different inscriptions equipped, these are not always the best inscriptions to have equipped. Note: The following advice assumes you have access to both Infusions and Runes, see further down for advice for Undead who cannot use Infusions. Having a Wild Infusion that clears off Physical statuses is a very high priority inscription to have - being stunned is one of the most deadly situations to be in, as you're slowed down and cannot do much damage. A second high priority inscription is a form healing or damage mitigation, such as a Healing Infusion, Regeneration Infusion, or Shield Rune. Your third rune should generally be an escape (see below) or a Manasurge Rune, if you're a class that uses mana.&lt;br /&gt;
&lt;br /&gt;
If you're a Skeleton or Ghoul (one of the Undead races), unfortunately you cannot use Inscriptions. Fortunately, Heat Beam runes play a somewhat similar role in removing physical effects, but do not remove crosstier effects or provide all res.&lt;br /&gt;
&lt;br /&gt;
Spam your inscriptions and healing skills. If you have a shield, pop it the turn before you think you'll take damage - and remember, shield runes are instant. If you have a regeneration infusion, use it after you're down like 20-30% hp. If you have a healing infision, pop it as soon as you won't waste any heal. Use your Wild (Physical) infusion the turn you get stunned. Get use out of them and then start getting them cooling down quickly.&lt;br /&gt;
&lt;br /&gt;
==Encounters and Mobility==&lt;br /&gt;
What I mean by an 'encounter' is really just any time you run into enemies to fight. Learning to fight encounters as the smallest chunk you can is super important - If you see a group of mobs and you're in an open room, you should almost always back up into a 1 tile wide corridor or back around a corner if a corridor isn't available (like [[Rhaloren Camp]], [[Maze]] or [[Sandworm Lair]]). If you're a mage and your skills are on CD, don't try to bump things, just walk back and wait for your CDs to be up. Getting ganged up on is going to kill you, every time. You'll learn how to 'pull aggro' of mobs and get them to come to you in a conga line, instead of you having to fight into all of them at once. Always open vaults at a diagonal so less of the vault can see you (and blast you). You'll also eventually get used to what to expect from vaults before you even open them, but that takes a lot of play. And remember - you don't have to open every vault, or even fight every enemy on a floor. If a rare is too strong for you, you can just leave it behind. Enemies don't know where you are, they rely on vision like you do, so breaking line of sight can be very strong.&lt;br /&gt;
&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are usually avoidable if you play your cards right. If you use your mobility tool as a way to get into the fight, you no longer have it as an escape. Rushing at an archer might kill it, but his 4 friends that you didn't see might get their revenge. If, instead, you back up around a corner and draw the archer to you, you can more easily kill it and deal with its friends later. However, learning when it is correct to use a mobility tool to engage is also an important part of the learning process of ToME.&lt;br /&gt;
&lt;br /&gt;
If you have a mobility skill, avoid using it to get in, unless you're out of your range against a mage or archer (and be wary of what might be out of sight) and use it to get out before you're at 10% hp, run away at more like 30 or 40% (unless your opponent is also very low, although even then it might be wise).&lt;br /&gt;
&lt;br /&gt;
Further, you should use mobility well before a poor phase door jump or a sudden stun will cause your death next turn. Saving your mobility for when you're at 10% is just asking for a ranged attack to still kill you - use them while you still have some options left, instead of as your last resort.&lt;br /&gt;
&lt;br /&gt;
For most classes, the best mobility tools tend to come in the form of [[inscriptions|infusions and runes]].  Here are some universally available escapes:&lt;br /&gt;
&lt;br /&gt;
*'''Phase door''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives.&lt;br /&gt;
*'''Teleport''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's [[Switch place (talent)|Switch Place]], or a dwarf's [[Stone walking (talent)|Stone Walking]].  So if you have one or more of these things, or if you're [[antimagic]] (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at [[Last Hope]] sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an inscription.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape. It also means that silence, confusion, and stuns cannot disable it.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
&lt;br /&gt;
==Status effects==&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': This causes any talent that uses a turn to have a 50% chance to fail, except for talents on items.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 3 talents on cooldown when you get stunned, lowers movement speed and damage, and your cooldowns do not count down.  If one of those 3 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.   Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over. Stun can never put your instant abilities or items, such as a torque of psychoportation, on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Dazed]]''': This is something like a stun + pin in recent versions of the game.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
&lt;br /&gt;
==Resists==&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the [[Storming the city]] quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into [[Thick skin (talent)|Thick Skin]] as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (max hp).&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=11540</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=11540"/>
				<updated>2016-03-08T07:04:15Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Gear and Defensive Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Note: This guide is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards.&lt;br /&gt;
 &lt;br /&gt;
==Gear and Defensive Stats==&lt;br /&gt;
Everyone starts out with a few pieces of terrible, unenchanted gear, which needs to be replaced as soon as you possibly can. Your main priority should be items with +maximum [[Life]] above anything else, with healing mod and con (because it gives HP) as second priorities. This is kinda why [[Constitution]] is mostly a poor stat choice for your level up stat points, because if you find a Bronze Lantern of Health or Rough Belt of Resilience, you've just gained 10-13 con worth of HP. It's still worth holding onto items that boost Con, however, as that still gives HP. At first, you should look over most any item you have that isn't white (AKA, unenchanted), but you'll eventually start noticing [[Egos]] (aka, item descriptions) worth keeping - for +max HP, for example, it's Resilience, though also of Health on lights and of Eyal or Fortifying on body armor.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] is a stat mostly gotten from your body armor and from the [[Armour Training]] talent and acts as damage reduction. As it takes damage off every weapon attack you take, from melee weapons, bows, or slings, it can very quickly add up to reducing a lot of damage. It is mostly best achieved by wearing heavier armor.&lt;br /&gt;
&lt;br /&gt;
[[Defense]] is also a stat that primarily comes from your body armor, but can also be gotten from boots or a cloak. It's a lower priority than many other stats, as its defensive properties are not very potent against many of the more dangerous enemies who will have very high [[Accuracy]].&lt;br /&gt;
&lt;br /&gt;
[[Saves]] are generally a poor stat to focus on, but should not be completely ignored. Their primary protection is avoiding getting bogged down in status effects from weaker enemies, but will generally not prevent most statuses from stronger enemies.&lt;br /&gt;
&lt;br /&gt;
You also should, after you've cleared a couple of the earlier levels and collected gold, do a tour of the shops in all the towns ([[Derth]], [[Elvala]], [[Shatur]], and [[Last Hope]]) and buy just about any gear that has +max HP on it and buy inscription upgrades. If you're a class that does not start with Combat Training, it would be wise to buy it in Last Hope for 50 gold.&lt;br /&gt;
&lt;br /&gt;
==Inscriptions==&lt;br /&gt;
[[inscriptions|Infusions and Runes]] make up the generally defensive abilities that almost every character has access to. While every race starts with different inscriptions equipped, these are not always the best inscriptions to have equipped. Note: The following advice assumes you have access to both Infusions and Runes, see further down for advice for Undead who cannot use Infusions. Having a Wild Infusion that clears off Physical statuses is a very high priority inscription to have - being stunned is one of the most deadly situations to be in, as you're slowed down and cannot do much damage. A second high priority inscription is a form healing or damage mitigation, such as a Healing Infusion, Regeneration Infusion, or Shield Rune. Your third rune should generally be an escape (see below) or a Manasurge Rune, if you're a class that uses mana.&lt;br /&gt;
&lt;br /&gt;
If you're a Skeleton or Ghoul (one of the Undead races), unfortunately you cannot use Inscriptions. Fortunately, Heat Beam runes play a somewhat similar role in removing physical effects, but do not remove crosstier effects or provide all res.&lt;br /&gt;
&lt;br /&gt;
Spam your inscriptions and healing skills. If you have a shield, pop it the turn before you think you'll take damage - and remember, shield runes are instant. If you have a regeneration infusion, use it after you're down like 20-30% hp. If you have a healing infision, pop it as soon as you won't waste any heal. Use your Wild (Physical) infusion the turn you get stunned. Get use out of them and then start getting them cooling down quickly.&lt;br /&gt;
&lt;br /&gt;
==Encounters and Mobility==&lt;br /&gt;
What I mean by an 'encounter' is really just any time you run into enemies to fight. Learning to fight encounters as the smallest chunk you can is super important - If you see a group of mobs and you're in an open room, you should almost always back up into a 1 tile wide corridor or back around a corner if a corridor isn't available (like Rhaloren Camp, Maze or SWL). If you're a mage and your skills are on CD, don't try to bump things, just walk back and wait for your CDs to be up. Getting ganged up on is going to kill you, every time. You'll learn how to 'pull aggro' of mobs and get them to come to you in a conga line, instead of you having to fight into all of them at once. Always open vaults at a diagonal so less of the vault can see you (and blast you). You'll also eventually get used to what to expect from vaults before you even open them, but that takes a lot of play. And remember - you don't have to open every vault, or even fight every enemy on a floor. If a rare is too strong for you, you can just leave it behind. Enemies don't know where you are, they rely on vision like you do, so breaking line of sight can be very strong.&lt;br /&gt;
&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are usually avoidable if you play your cards right. If you use your mobility tool as a way to get into the fight, you no longer have it as an escape. Rushing at an archer might kill it, but his 4 friends that you didn't see might get their revenge. If, instead, you back up around a corner and draw the archer to you, you can more easily kill it and deal with its friends later. However, learning when it is correct to use a mobility tool to engage is also an important part of the learning process of ToME.&lt;br /&gt;
&lt;br /&gt;
If you have a mobility skill, avoid using it to get in, unless you're out of your range against a mage or archer (and be wary of what might be out of sight) and use it to get out before you're at 10% hp, run away at more like 30 or 40% (unless your opponent is also very low, although even then it might be wise).&lt;br /&gt;
&lt;br /&gt;
Further, you should use mobility well before a poor phase door jump or a sudden stun will cause your death next turn. Saving your mobility for when you're at 10% is just asking for a ranged attack to still kill you - use them while you still have some options left, instead of as your last resort.&lt;br /&gt;
&lt;br /&gt;
For most classes, the best mobility tools tend to come in the form of [[inscriptions|infusions and runes]].  Here are some universally available escapes:&lt;br /&gt;
&lt;br /&gt;
*'''Phase door''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives.&lt;br /&gt;
*'''Teleport''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's [[Switch place (talent)|Switch Place]], or a dwarf's [[Stone walking (talent)|Stone Walking]].  So if you have one or more of these things, or if you're [[antimagic]] (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at [[Last Hope]] sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an inscription.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape. It also means that silence, confusion, and stuns cannot disable it.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
&lt;br /&gt;
==Status effects==&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': This causes any talent that uses a turn to have a 50% chance to fail, except for talents on items.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 3 talents on cooldown when you get stunned, lowers movement speed and damage, and your cooldowns do not count down.  If one of those 3 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.   Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over. Stun can never put your instant abilities or items, such as a torque of psychoportation, on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Dazed]]''': This is something like a stun + pin in recent versions of the game.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
&lt;br /&gt;
==Resists==&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the [[Storming the city]] quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into [[Thick skin (talent)|Thick Skin]] as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (max hp).&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=11501</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=11501"/>
				<updated>2016-03-08T02:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Effects==&lt;br /&gt;
===Magical===&lt;br /&gt;
====Arcane Storm====&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
====Earthen Barrier====&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed and casting speed by a certain percentage, depending on the effect's power.&lt;br /&gt;
&lt;br /&gt;
====Invisibility====&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
====Mana Overflow====&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
====Manasurge====&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
====Molten Skin====&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
====Out of Phase====&lt;br /&gt;
The target is out of phase with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&lt;br /&gt;
&lt;br /&gt;
====Reflective Skin====&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
====Dwarven Resilience====&lt;br /&gt;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Evasion====&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
====Free Action====&lt;br /&gt;
Immunity from [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&lt;br /&gt;
&lt;br /&gt;
====Heroism====&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
====Pain Suppression====&lt;br /&gt;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
====Sensing====&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
====Speed====&lt;br /&gt;
Increases global action [[speed]] by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the eternals (talent)|Grace of the Eternals]].&lt;br /&gt;
&lt;br /&gt;
====Wild Speed====&lt;br /&gt;
Your movement [[speed]] is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant [[Effect#Free Action|Free Action]] when Wild Speed ends).&lt;br /&gt;
&lt;br /&gt;
====Wrath of the Eternals====&lt;br /&gt;
Increases all damage dealt while at the same time increasing resistance to all damage. [[Thaloren]] racial talent.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Continuum Destabilization====&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
====Fade From Time====&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's [[Physical Power]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Physical Save]].&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's [[Spellpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Magical Save]].&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's [[Mindpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Mental Save]].&lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-balance, Off-balance will also be removed.&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
====Decrepitude Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Dexterity]] and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Rotting Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Constitution]] and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
====Spellshocked====&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
====Weakness Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Strength]] and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
====Stoned====&lt;br /&gt;
The target has been turned to stone, making it subject to [[shattering]] but improving physical(+20%), fire(+80%) and acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Agony====&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
====Brainlocked====&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Acid Splash====&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
====Anguish====&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
====Blinded====&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random and have 2/3rds of a chance to miss a weapon attack, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both.&lt;br /&gt;
&lt;br /&gt;
====Burning====&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Constricted====&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
====Corroded====&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
====Counterstrike====&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
====Cripple====&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
====Crushing Hold====&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
====Cursed Wound====&lt;br /&gt;
Reduced healing modifier. Multiple applications stack.&lt;br /&gt;
&lt;br /&gt;
====Dazed====&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
====Deep Wound====&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Disable====&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
====Disarmed====&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
====Frozen====&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
====Frozen Feet====&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
====Grappled====&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
====Immobilized====&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
====Insidious Poison====&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.&lt;br /&gt;
&lt;br /&gt;
====Luminescence====&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
====Maimed====&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
====Off-balance====&lt;br /&gt;
Global damage is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
====Off-guard====&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
====Paralyzed====&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
====Pinned====&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
====Poisoned====&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Ravage====&lt;br /&gt;
Lose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
====Set Up====&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
====Slow====&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
====Slow movement====&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
====Spell Disruption====&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
====Strangle Hold====&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
====Stunned====&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are reduced for the duration.&lt;br /&gt;
&lt;br /&gt;
====Sunder Arms====&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
====Weakened====&lt;br /&gt;
All damage reduced by the specified amount.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Infusion Saturation====&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&lt;br /&gt;
&lt;br /&gt;
====Runic Saturation====&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&lt;br /&gt;
&lt;br /&gt;
====Tainted====&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&lt;br /&gt;
&lt;br /&gt;
====Time Prison====&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the [[Doombringer]] talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=11500</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=11500"/>
				<updated>2016-03-08T02:09:30Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Detrimental Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Effects==&lt;br /&gt;
===Magical===&lt;br /&gt;
====Arcane Storm====&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
====Earthen Barrier====&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed and casting speed by a certain percentage, depending on the effect's power.&lt;br /&gt;
&lt;br /&gt;
====Invisibility====&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
====Mana Overflow====&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
====Manasurge====&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
====Molten Skin====&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
====Out of Phase====&lt;br /&gt;
The target is out of phase with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&lt;br /&gt;
&lt;br /&gt;
====Reflective Skin====&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
====Dwarven Resilience====&lt;br /&gt;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Evasion====&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
====Free Action====&lt;br /&gt;
Immunity from [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&lt;br /&gt;
&lt;br /&gt;
====Heroism====&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
====Pain Suppression====&lt;br /&gt;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
====Sensing====&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
====Speed====&lt;br /&gt;
Increases global action [[speed]] by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the eternals (talent)|Grace of the Eternals]].&lt;br /&gt;
&lt;br /&gt;
====Wild Speed====&lt;br /&gt;
Your movement [[speed]] is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant [[Effect#Free Action|Free Action]] when Wild Speed ends).&lt;br /&gt;
&lt;br /&gt;
====Wrath of the Eternals====&lt;br /&gt;
Increases all damage dealt while at the same time increasing resistance to all damage. [[Thaloren]] racial talent.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Continuum Destabilization====&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
====Fade From Time====&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's [[Physical Power]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Physical Save]].&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's [[Spellpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Magical Save]].&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's [[Mindpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Mental Save]].&lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-balance, Off-balance will also be removed.&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
====Decrepitude Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Dexterity]] and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Rotting Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Constitution]] and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
====Spellshocked====&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
====Weakness Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Strength]] and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
====Stoned====&lt;br /&gt;
The target has been turned to stone, making it subject to [[shattering]] but improving physical(+20%), fire(+80%) and acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Agony====&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
====Brainlocked====&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Acid Splash====&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
====Anguish====&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
====Blinded====&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random and have 2/3rds of a chance to miss a weapon attack, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both.&lt;br /&gt;
&lt;br /&gt;
====Burning====&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Constricted====&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
====Corroded====&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
====Counterstrike====&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
====Cripple====&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
====Crushing Hold====&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
====Cursed Wound====&lt;br /&gt;
Reduced healing modifier. Multiple applications stack.&lt;br /&gt;
&lt;br /&gt;
====Dazed====&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
====Deep Wound====&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Disable====&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
====Disarmed====&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
====Frozen====&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
====Frozen Feet====&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
====Grappled====&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
====Immobilized====&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
====Insidious Poison====&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.&lt;br /&gt;
&lt;br /&gt;
====Luminescence====&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
====Maimed====&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
====Off-balance====&lt;br /&gt;
Global damage is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
====Off-guard====&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
====Paralyzed====&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
====Pinned====&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
====Poisoned====&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Ravage====&lt;br /&gt;
Lose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
====Set Up====&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
====Slow====&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
====Slow movement====&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
====Spell Disruption====&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
====Strangle Hold====&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
====Stunned====&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are reduced for the duration.&lt;br /&gt;
&lt;br /&gt;
====Sunder Arms====&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
====Weakened====&lt;br /&gt;
All damage reduced by the specified amount.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Infusion Saturation====&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&lt;br /&gt;
&lt;br /&gt;
====Runic Saturation====&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&lt;br /&gt;
&lt;br /&gt;
====Tainted====&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&lt;br /&gt;
&lt;br /&gt;
====Time Prison====&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the [[Doombringer]] talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=11499</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=11499"/>
				<updated>2016-03-08T02:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Effects==&lt;br /&gt;
===Magical===&lt;br /&gt;
====Arcane Storm====&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
====Earthen Barrier====&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed and casting speed by a certain percentage, depending on the effect's power.&lt;br /&gt;
&lt;br /&gt;
====Invisibility====&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
====Mana Overflow====&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
====Manasurge====&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
====Molten Skin====&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
====Out of Phase====&lt;br /&gt;
The target is out of phase with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&lt;br /&gt;
&lt;br /&gt;
====Reflective Skin====&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
====Dwarven Resilience====&lt;br /&gt;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Evasion====&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
====Free Action====&lt;br /&gt;
Immunity from [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&lt;br /&gt;
&lt;br /&gt;
====Heroism====&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
====Pain Suppression====&lt;br /&gt;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
====Sensing====&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
====Speed====&lt;br /&gt;
Increases global action [[speed]] by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the eternals (talent)|Grace of the Eternals]].&lt;br /&gt;
&lt;br /&gt;
====Wild Speed====&lt;br /&gt;
Your movement [[speed]] is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant [[Effect#Free Action|Free Action]] when Wild Speed ends).&lt;br /&gt;
&lt;br /&gt;
====Wrath of the Eternals====&lt;br /&gt;
Increases all damage dealt while at the same time increasing resistance to all damage. [[Thaloren]] racial talent.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Continuum Destabilization====&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
====Fade From Time====&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's [[Physical Power]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Physical Save]].&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's [[Spellpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Magical Save]].&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's [[Mindpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Mental Save]].&lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed.&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
====Decrepitude Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Dexterity]] and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Rotting Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Constitution]] and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
====Spellshocked====&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
====Weakness Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Strength]] and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
====Stoned====&lt;br /&gt;
The target has been turned to stone, making it subject to [[shattering]] but improving physical(+20%), fire(+80%) and acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Agony====&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
====Brainlocked====&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Acid Splash====&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
====Anguish====&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
====Blinded====&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random and have 2/3rds of a chance to miss a weapon attack, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both.&lt;br /&gt;
&lt;br /&gt;
====Burning====&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Constricted====&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
====Corroded====&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
====Counterstrike====&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
====Cripple====&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
====Crushing Hold====&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
====Cursed Wound====&lt;br /&gt;
Reduced healing modifier. Multiple applications stack.&lt;br /&gt;
&lt;br /&gt;
====Dazed====&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
====Deep Wound====&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Disable====&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
====Disarmed====&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
====Frozen====&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
====Frozen Feet====&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
====Grappled====&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
====Immobilized====&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
====Insidious Poison====&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.&lt;br /&gt;
&lt;br /&gt;
====Luminescence====&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
====Maimed====&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
====Off-balance====&lt;br /&gt;
Global damage is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
====Off-guard====&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
====Paralyzed====&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
====Pinned====&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
====Poisoned====&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Ravage====&lt;br /&gt;
Lose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
====Set Up====&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
====Slow====&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
====Slow movement====&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
====Spell Disruption====&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
====Strangle Hold====&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
====Stunned====&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are reduced for the duration.&lt;br /&gt;
&lt;br /&gt;
====Sunder Arms====&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
====Weakened====&lt;br /&gt;
All damage reduced by the specified amount.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Infusion Saturation====&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&lt;br /&gt;
&lt;br /&gt;
====Runic Saturation====&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&lt;br /&gt;
&lt;br /&gt;
====Tainted====&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&lt;br /&gt;
&lt;br /&gt;
====Time Prison====&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the [[Doombringer]] talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=11498</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=11498"/>
				<updated>2016-03-08T02:07:54Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: Fairly sure Off-Guard no longer exists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Effects==&lt;br /&gt;
===Magical===&lt;br /&gt;
====Arcane Storm====&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
====Earthen Barrier====&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed and casting speed by a certain percentage, depending on the effect's power.&lt;br /&gt;
&lt;br /&gt;
====Invisibility====&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
====Mana Overflow====&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
====Manasurge====&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
====Molten Skin====&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
====Out of Phase====&lt;br /&gt;
The target is out of phase with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&lt;br /&gt;
&lt;br /&gt;
====Reflective Skin====&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
====Dwarven Resilience====&lt;br /&gt;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Evasion====&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
====Free Action====&lt;br /&gt;
Immunity from [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&lt;br /&gt;
&lt;br /&gt;
====Heroism====&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
====Pain Suppression====&lt;br /&gt;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
====Sensing====&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
====Speed====&lt;br /&gt;
Increases global action [[speed]] by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the eternals (talent)|Grace of the Eternals]].&lt;br /&gt;
&lt;br /&gt;
====Wild Speed====&lt;br /&gt;
Your movement [[speed]] is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant [[Effect#Free Action|Free Action]] when Wild Speed ends).&lt;br /&gt;
&lt;br /&gt;
====Wrath of the Eternals====&lt;br /&gt;
Increases all damage dealt while at the same time increasing resistance to all damage. [[Thaloren]] racial talent.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Continuum Destabilization====&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
====Fade From Time====&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's [[Physical Power]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Physical Save]].&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's [[Spellpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Magical Save]].&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's [[Mindpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Mental Save]].&lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed.&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
====Decrepitude Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Dexterity]] and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Rotting Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Constitution]] and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
====Spellshocked====&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
====Weakness Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Strength]] and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
====Stoned====&lt;br /&gt;
The target has been turned to stone, making it subject to [[shattering]] but improving physical(+20%), fire(+80%) and acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Agony====&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
====Brainlocked====&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Acid Splash====&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
====Anguish====&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
====Blinded====&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random and have 2/3rds of a chance to miss a weapon attack, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both.&lt;br /&gt;
&lt;br /&gt;
====Burning====&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Constricted====&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
====Corroded====&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
====Counterstrike====&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
====Cripple====&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
====Crushing Hold====&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
====Cursed Wound====&lt;br /&gt;
Reduced healing modifier. Multiple applications stack.&lt;br /&gt;
&lt;br /&gt;
====Dazed====&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
====Deep Wound====&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Disable====&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
====Disarmed====&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
====Frozen====&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
====Frozen Feet====&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
====Grappled====&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
====Immobilized====&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
====Insidious Poison====&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.&lt;br /&gt;
&lt;br /&gt;
====Luminescence====&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
====Maimed====&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
====Off-balance====&lt;br /&gt;
Global damage is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
====Off-guard====&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
====Paralyzed====&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
====Pinned====&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
====Poisoned====&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Ravage====&lt;br /&gt;
Lose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
====Set Up====&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
====Slow====&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
====Slow movement====&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
====Spell Disruption====&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
====Strangle Hold====&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
====Stunned====&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are reduced for the duration.&lt;br /&gt;
&lt;br /&gt;
====Sunder Arms====&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
====Weakened====&lt;br /&gt;
All damage reduced by the specified amount.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Infusion Saturation====&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&lt;br /&gt;
&lt;br /&gt;
====Runic Saturation====&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&lt;br /&gt;
&lt;br /&gt;
====Tainted====&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&lt;br /&gt;
&lt;br /&gt;
====Time Prison====&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the {{Doombringer}} talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=11497</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=11497"/>
				<updated>2016-03-08T02:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Effects==&lt;br /&gt;
===Magical===&lt;br /&gt;
====Arcane Storm====&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
====Earthen Barrier====&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed and casting speed by a certain percentage, depending on the effect's power.&lt;br /&gt;
&lt;br /&gt;
====Invisibility====&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
====Mana Overflow====&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
====Manasurge====&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
====Molten Skin====&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
====Out of Phase====&lt;br /&gt;
The target is out of phase with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&lt;br /&gt;
&lt;br /&gt;
====Reflective Skin====&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
====Dwarven Resilience====&lt;br /&gt;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Evasion====&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
====Free Action====&lt;br /&gt;
Immunity from [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&lt;br /&gt;
&lt;br /&gt;
====Heroism====&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
====Pain Suppression====&lt;br /&gt;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
====Sensing====&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
====Speed====&lt;br /&gt;
Increases global action [[speed]] by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the eternals (talent)|Grace of the Eternals]].&lt;br /&gt;
&lt;br /&gt;
====Wild Speed====&lt;br /&gt;
Your movement [[speed]] is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant [[Effect#Free Action|Free Action]] when Wild Speed ends).&lt;br /&gt;
&lt;br /&gt;
====Wrath of the Eternals====&lt;br /&gt;
Increases all damage dealt while at the same time increasing resistance to all damage. [[Thaloren]] racial talent.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Continuum Destabilization====&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
====Fade From Time====&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's [[Accuracy]] is in a higher [[rescaled combat stats|tier]] than the defender's [[Defense]].&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's [[Physical Power]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Physical Save]].&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's [[Spellpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Magical Save]].&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's [[Mindpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Mental Save]].&lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed.&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
====Decrepitude Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Dexterity]] and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Rotting Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Constitution]] and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
====Spellshocked====&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
====Weakness Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Strength]] and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
====Stoned====&lt;br /&gt;
The target has been turned to stone, making it subject to [[shattering]] but improving physical(+20%), fire(+80%) and acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Agony====&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
====Brainlocked====&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Acid Splash====&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
====Anguish====&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
====Blinded====&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random and have 2/3rds of a chance to miss a weapon attack, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both.&lt;br /&gt;
&lt;br /&gt;
====Burning====&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Constricted====&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
====Corroded====&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
====Counterstrike====&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
====Cripple====&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
====Crushing Hold====&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
====Cursed Wound====&lt;br /&gt;
Reduced healing modifier. Multiple applications stack.&lt;br /&gt;
&lt;br /&gt;
====Dazed====&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
====Deep Wound====&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Disable====&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
====Disarmed====&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
====Frozen====&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
====Frozen Feet====&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
====Grappled====&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
====Immobilized====&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
====Insidious Poison====&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.&lt;br /&gt;
&lt;br /&gt;
====Luminescence====&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
====Maimed====&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
====Off-balance====&lt;br /&gt;
Global damage is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
====Off-guard====&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
====Paralyzed====&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
====Pinned====&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
====Poisoned====&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Ravage====&lt;br /&gt;
Lose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
====Set Up====&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
====Slow====&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
====Slow movement====&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
====Spell Disruption====&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
====Strangle Hold====&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
====Stunned====&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are reduced for the duration.&lt;br /&gt;
&lt;br /&gt;
====Sunder Arms====&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
====Weakened====&lt;br /&gt;
All damage reduced by the specified amount.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Infusion Saturation====&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&lt;br /&gt;
&lt;br /&gt;
====Runic Saturation====&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&lt;br /&gt;
&lt;br /&gt;
====Tainted====&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&lt;br /&gt;
&lt;br /&gt;
====Time Prison====&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the {{Doombringer}} talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=11492</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=11492"/>
				<updated>2016-03-08T01:47:05Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Immutable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Effects==&lt;br /&gt;
===Magical===&lt;br /&gt;
====Arcane Storm====&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
====Earthen Barrier====&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed and casting speed by a certain percentage, depending on the effect's power.&lt;br /&gt;
&lt;br /&gt;
====Invisibility====&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
====Mana Overflow====&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
====Manasurge====&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
====Molten Skin====&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
====Out of Phase====&lt;br /&gt;
The target is out of phase with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&lt;br /&gt;
&lt;br /&gt;
====Reflective Skin====&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
====Dwarven Resilience====&lt;br /&gt;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Evasion====&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
====Free Action====&lt;br /&gt;
Immunity from [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&lt;br /&gt;
&lt;br /&gt;
====Heroism====&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
====Pain Suppression====&lt;br /&gt;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
====Sensing====&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
====Speed====&lt;br /&gt;
Increases global action [[speed]] by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the eternals (talent)|Grace of the Eternals]].&lt;br /&gt;
&lt;br /&gt;
====Wild Speed====&lt;br /&gt;
Your movement [[speed]] is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant [[Effect#Free Action|Free Action]] when Wild Speed ends).&lt;br /&gt;
&lt;br /&gt;
====Wrath of the Eternals====&lt;br /&gt;
Increases all damage dealt while at the same time increasing resistance to all damage. [[Thaloren]] racial talent.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Continuum Destabilization====&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
====Fade From Time====&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's [[Accuracy]] is in a higher [[rescaled combat stats|tier]] than the defender's [[Defense]].&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's [[Physical Power]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Physical Save]].&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's [[Spellpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Magical Save]].&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's [[Mindpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Mental Save]].&lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed.&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
====Decrepitude Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Dexterity]] and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Rotting Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Constitution]] and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
====Spellshocked====&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
====Weakness Disease====&lt;br /&gt;
The target is infected by a disease, reducing its [[Strength]] and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
====Stoned====&lt;br /&gt;
The target has been turned to stone, making it subject to [[shattering]] but improving physical(+20%), fire(+80%) and acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Agony====&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
====Brainlocked====&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Acid Splash====&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
====Anguish====&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
====Blinded====&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random and have 2/3rds of a chance to miss a weapon attack, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both.&lt;br /&gt;
&lt;br /&gt;
====Burning====&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Constricted====&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
====Corroded====&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
====Counterstrike====&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
====Cripple====&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
====Crushing Hold====&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
====Cursed Wound====&lt;br /&gt;
Reduced healing modifier. Multiple applications stack.&lt;br /&gt;
&lt;br /&gt;
====Dazed====&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
====Deep Wound====&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Disable====&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
====Disarmed====&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
====Frozen====&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
====Frozen Feet====&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
====Grappled====&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
====Immobilized====&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
====Insidious Poison====&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.&lt;br /&gt;
&lt;br /&gt;
====Luminescence====&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
====Maimed====&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
====Off-balance====&lt;br /&gt;
Global damage is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
====Off-guard====&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
====Paralyzed====&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
====Pinned====&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
====Poisoned====&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
====Ravage====&lt;br /&gt;
Lose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
====Set Up====&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
====Slow====&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
====Slow movement====&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
====Spell Disruption====&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
====Strangle Hold====&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
====Stunned====&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are reduced for the duration.&lt;br /&gt;
&lt;br /&gt;
====Sunder Arms====&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
====Weakened====&lt;br /&gt;
All damage reduced by the specified amount.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Damage Smearing====&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears off, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
====Infusion Saturation====&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
====Runic Saturation====&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
====Silenced====&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
====Smeared====&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Tainted====&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&lt;br /&gt;
&lt;br /&gt;
====Time Prison====&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
A classification of status effects that cannot be affected by status cleanses or having their length increased or decreased by abilities such as {{t|Timeless}}.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* The Doombringer talent, {{t|Blazing Rebirth}}&lt;br /&gt;
* The prodigy, {{t|Cauterize}}.&lt;br /&gt;
* The prodigy, {{t|Draconic Will}}.&lt;br /&gt;
* The talent, {{t|Unstoppable}}.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Flexible_combat_(talent)&amp;diff=11377</id>
		<title>Flexible combat (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Flexible_combat_(talent)&amp;diff=11377"/>
				<updated>2016-03-07T17:37:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|image=Flexible combat.png&lt;br /&gt;
|name=Flexible Combat&lt;br /&gt;
|category_type=[[Prodigies]]&lt;br /&gt;
|category=[[Prodigies#Strength|Strength]]&lt;br /&gt;
|require=Strength 50&lt;br /&gt;
|use_mode=Passive&lt;br /&gt;
|desc=&lt;br /&gt;
Each time that you make a melee attack you have a 60% chance to execute an additional unarmed strike.&lt;br /&gt;
&lt;br /&gt;
Learning this talent allows you to see the combat stats on gloves.&lt;br /&gt;
&lt;br /&gt;
Dual wielding is treated as two weapon hits in one attack, so it will '''not''' grant an extra chance to execute Flexible Combat.&lt;br /&gt;
&lt;br /&gt;
''(Note: This won't activate on shield hits or dream hammer hits)''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Fixed_cooldown&amp;diff=11374</id>
		<title>Fixed cooldown</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Fixed_cooldown&amp;diff=11374"/>
				<updated>2016-03-07T02:40:40Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: Created page with &amp;quot;Abilities with a Fixed Cooldown cannot have their cooldown reduced in any way, including {{t|Timeless}}, {{t|Quick Spell}}, the on hit effect of {{t|Distortion Bolt}}.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Abilities with a Fixed Cooldown cannot have their cooldown reduced in any way, including {{t|Timeless}}, {{t|Quick Spell}}, the on hit effect of {{t|Distortion Bolt}}.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Arcane_Blade_Guide_1.3.3&amp;diff=11344</id>
		<title>Goon Arcane Blade Guide 1.3.3</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Arcane_Blade_Guide_1.3.3&amp;diff=11344"/>
				<updated>2016-03-06T08:56:31Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: Replaced content with &amp;quot;guide removed pending rework.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;guide removed pending rework.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ancient_Automated_Archive&amp;diff=11296</id>
		<title>Ancient Automated Archive</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ancient_Automated_Archive&amp;diff=11296"/>
				<updated>2016-03-05T04:50:00Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: Created page with &amp;quot;Shops that spawn in various dungeons in Embers of Rage. They can be sent back to Kruk Pride upon activating them.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shops that spawn in various dungeons in [[Embers of Rage]]. They can be sent back to [[Kruk Pride]] upon activating them.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Palace_of_Fumes&amp;diff=11295</id>
		<title>Palace of Fumes</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Palace_of_Fumes&amp;diff=11295"/>
				<updated>2016-03-05T04:49:15Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Palace of Fumes|guardian=Council Members | floors = 6| min_level = 40| max_level = 45| min_ilevel = 5| max_ilevel = 5| width = 70| height = 70}}&lt;br /&gt;
&lt;br /&gt;
This is the semi-final location of the game. Floor five has the phonograph player, which will give you interesting lore if you collected the black disks from [[G.E.M]].&lt;br /&gt;
&lt;br /&gt;
The bosses of the zone are the Council Members:&lt;br /&gt;
* [[Council Member Nashal]]&lt;br /&gt;
* [[Council Member Tormak]]&lt;br /&gt;
* [[Council Member Pendor]]&lt;br /&gt;
* [[Council Member Palaquie]]&lt;br /&gt;
* [[Council Member Tantalos]]&lt;br /&gt;
&lt;br /&gt;
Can contain [[AAA]]s.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Krimbul_Territory&amp;diff=11294</id>
		<title>Krimbul Territory</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Krimbul_Territory&amp;diff=11294"/>
				<updated>2016-03-05T04:48:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Krimbul Territory|guardian=[[Nektosh the One-Horned]]| floors = 4| min_level = 15| max_level = 22| min_ilevel = 2| max_ilevel = 2| width = 50| height = 50}}&lt;br /&gt;
&lt;br /&gt;
The third floor is underwater.&lt;br /&gt;
&lt;br /&gt;
Can contain [[AAA]]s.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Dominion_Port&amp;diff=11293</id>
		<title>Dominion Port</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Dominion_Port&amp;diff=11293"/>
				<updated>2016-03-05T04:48:13Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Dominion Port| floors = 4| min_level = 12| max_level = 18| min_ilevel = 2| max_ilevel = 2| width = 50| height = 50| guardian=[[Admiral Korbek]]}}&lt;br /&gt;
&lt;br /&gt;
The bottom two floors are sewers (80x80 titles), and have long, wide corridors with water running down the middle. The third floor is a town layout, and the fourth floor is a tower layout.&lt;br /&gt;
&lt;br /&gt;
You will also find the [[Captured Yeti Behemoth]] in this zone.&lt;br /&gt;
&lt;br /&gt;
Can contain [[AAA]]s.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Gates_of_Morning_(Embers_of_Rage)&amp;diff=11292</id>
		<title>Gates of Morning (Embers of Rage)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Gates_of_Morning_(Embers_of_Rage)&amp;diff=11292"/>
				<updated>2016-03-05T04:47:59Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Gates of Morning|guardian=[[High Sun Paladin Aeryn]]| floors = 5| min_level = 25| max_level = 35| min_ilevel = 3| max_ilevel = 4| width = 50| height = 50}}&lt;br /&gt;
&lt;br /&gt;
This zone is almost an exact copy of [[Gates of Morning]] from the main campaign. The minor difference is a small rock passage/maze before the town proper. &lt;br /&gt;
&lt;br /&gt;
Once you defeat [[High Sun Paladin Aeryn]] for the first time, the town will descend into the cave at the rear entrance. The next four levels are the ''Caves of Morning'', and you'll have to defeat Aeryn again on the final level. If you completed the quest to collect and deposit the eggs in [[Ritch Hive]], the caves will be full of Ritches that are hostile to both you and the Gates of Morning faction.&lt;br /&gt;
&lt;br /&gt;
Can contain [[AAA]]s.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Gates_of_Morning_(Embers_of_Rage)&amp;diff=11291</id>
		<title>Gates of Morning (Embers of Rage)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Gates_of_Morning_(Embers_of_Rage)&amp;diff=11291"/>
				<updated>2016-03-05T04:47:49Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Gates of Morning|guardian=[[High Sun Paladin Aeryn]]| floors = 5| min_level = 25| max_level = 35| min_ilevel = 3| max_ilevel = 4| width = 50| height = 50}}&lt;br /&gt;
&lt;br /&gt;
This zone is almost an exact copy of [[Gates of Morning]] from the main campaign. The minor difference is a small rock passage/maze before the town proper. &lt;br /&gt;
&lt;br /&gt;
Once you defeat [[High Sun Paladin Aeryn]] for the first time, the town will descend into the cave at the rear entrance. The next four levels are the ''Caves of Morning'', and you'll have to defeat Aeryn again on the final level. If you completed the quest to collect and deposit the eggs in [[Ritch Hive]], the caves will be full of Ritches that are hostile to both you and the Gates of Morning faction.&lt;br /&gt;
&lt;br /&gt;
Can contain A[[AA]]s.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vaporous_Emporium&amp;diff=11290</id>
		<title>Vaporous Emporium</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vaporous_Emporium&amp;diff=11290"/>
				<updated>2016-03-05T04:46:52Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Vaporous Emporium| floors = 3| min_level = 1| max_level = 5| min_ilevel = 1| max_ilevel = 2| width = 50| height = 50| guardian=Talosis }}&lt;br /&gt;
&lt;br /&gt;
Spawns an [[AAA]] in every level.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=11289</id>
		<title>Tales of Maj'Eyal Wiki</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=11289"/>
				<updated>2016-03-05T04:39:03Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Tome-logo.png|400px|right]]&lt;br /&gt;
==Introduction to Tales of Maj'Eyal==&lt;br /&gt;
'''Tales of Maj'Eyal''' (aka ToME) is an free, open source, [http://en.wikipedia.org/wiki/Roguelike roguelike] roleplaying fantasy game featuring tactical turn-based combat and advanced character building.  Users play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.  With a modern graphical and customizeable interface, intuitive mouse control, streamlined mechanics and deep, challenging combat, Tales of Maj’Eyal offers engaging roguelike gameplay for the 21st century.&lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal is written in and for the free and open-source [[T-Engine 4]] game engine. Other games written in T-Engine 4 can be found [http://te4.org/games here]. Tales of Maj'Eyal and T-Engine 4 can be downloaded for free from http://www.te4.org/download. &lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal and T-Engine 4 are written by Nicolas Casalini, and supported by player donations for premium content. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* [[tome faq|Frequently Asked Questions]]&lt;br /&gt;
* [[tome glossary|Glossary of terms in ToME]]&lt;br /&gt;
* [[tome history|History of ToME]]&lt;br /&gt;
&lt;br /&gt;
'''Want to contribute to the ToME wiki?''' [[How To Contribute To The Wiki|Click here]] for how to get started. Have questions about how to make changes? [[How To Contribute To The Wiki/Questions|Ask here!]] Please help us with our '''[[Wiki Projects|Projects]]!'''&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.4.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Version of ToME: Ashes of Urh'Rok when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|Ashes of Urh'Rok: || 1.4.0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Version of ToME: Embers of Rage when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|Embers of Rage Version: || 1.4.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
{{SiteSpoiler}}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Character Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Classes]]&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Talents]]&lt;br /&gt;
* [[Prodigies]]&lt;br /&gt;
* [[Resources]]: life, mana, etc.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Campaigns]]&lt;br /&gt;
* [[Guardians]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Quests]]&lt;br /&gt;
* [[Unlockables]]&lt;br /&gt;
* [[Unlockables (Reduced Spoilers)]]&lt;br /&gt;
* [[Vaults]]&lt;br /&gt;
* [[Zones]]&lt;br /&gt;
* [[Escorts]]&lt;br /&gt;
* [[Difficulty]]&lt;br /&gt;
* [[Permadeath]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Mechanics&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Character sheet]]: power, damage, saves, armor&lt;br /&gt;
* [[Combat Damage]]&lt;br /&gt;
* [[Effects|Status Effects]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[egos|Ego Items and their Effects]]&lt;br /&gt;
* [[Vision]]&lt;br /&gt;
* [[Damage Types]]&lt;br /&gt;
* [[Scaling]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Items&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Artifacts]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* [[Item_list|Full List of all Items]]&lt;br /&gt;
* [[Materials|Item materials]]&lt;br /&gt;
* [[Mindstars]]&lt;br /&gt;
* [[Item sets]]&lt;br /&gt;
* [[Inscriptions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Development&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Source Setup]]&lt;br /&gt;
* [[How to compile]]&lt;br /&gt;
* [[Lua|Lua: The language of ToME4]]&lt;br /&gt;
* [[Addons]]&lt;br /&gt;
** [[Hooks|Hooks and what they do]]&lt;br /&gt;
** [[Callback|List of Callbacks]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Addon Resources]]&lt;br /&gt;
** [[Addon Uploading]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
** [[T4 Modules Howto Guide|Module creation guides]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Module Resources]]&lt;br /&gt;
* [[Debugging]]&lt;br /&gt;
* [[Command Line Arguments]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=11288</id>
		<title>Tales of Maj'Eyal Wiki</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tales_of_Maj%27Eyal_Wiki&amp;diff=11288"/>
				<updated>2016-03-05T04:38:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Tome-logo.png|400px|right]]&lt;br /&gt;
==Introduction to Tales of Maj'Eyal==&lt;br /&gt;
'''Tales of Maj'Eyal''' (aka ToME) is an free, open source, [http://en.wikipedia.org/wiki/Roguelike roguelike] roleplaying fantasy game featuring tactical turn-based combat and advanced character building.  Users play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.  With a modern graphical and customizeable interface, intuitive mouse control, streamlined mechanics and deep, challenging combat, Tales of Maj’Eyal offers engaging roguelike gameplay for the 21st century.&lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal is written in and for the free and open-source [[T-Engine 4]] game engine. Other games written in T-Engine 4 can be found [http://te4.org/games here]. Tales of Maj'Eyal and T-Engine 4 can be downloaded for free from http://www.te4.org/download. &lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal and T-Engine 4 are written by Nicolas Casalini, and supported by player donations for premium content. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* [[tome faq|Frequently Asked Questions]]&lt;br /&gt;
* [[tome glossary|Glossary of terms in ToME]]&lt;br /&gt;
* [[tome history|History of ToME]]&lt;br /&gt;
&lt;br /&gt;
'''Want to contribute to the ToME wiki?''' [[How To Contribute To The Wiki|Click here]] for how to get started. Have questions about how to make changes? [[How To Contribute To The Wiki/Questions|Ask here!]] Please help us with our '''[[Wiki Projects|Projects]]!'''&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.4.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Version of ToME: Ashes of Urh'Rok when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|Embers of Rage Version: || 1.4.0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Version of ToME: Embers of Rage when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|Embers of Rage Version: || 1.4.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
{{SiteSpoiler}}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Character Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Classes]]&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Talents]]&lt;br /&gt;
* [[Prodigies]]&lt;br /&gt;
* [[Resources]]: life, mana, etc.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Info&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Campaigns]]&lt;br /&gt;
* [[Guardians]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Quests]]&lt;br /&gt;
* [[Unlockables]]&lt;br /&gt;
* [[Unlockables (Reduced Spoilers)]]&lt;br /&gt;
* [[Vaults]]&lt;br /&gt;
* [[Zones]]&lt;br /&gt;
* [[Escorts]]&lt;br /&gt;
* [[Difficulty]]&lt;br /&gt;
* [[Permadeath]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Game Mechanics&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Character sheet]]: power, damage, saves, armor&lt;br /&gt;
* [[Combat Damage]]&lt;br /&gt;
* [[Effects|Status Effects]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[egos|Ego Items and their Effects]]&lt;br /&gt;
* [[Vision]]&lt;br /&gt;
* [[Damage Types]]&lt;br /&gt;
* [[Scaling]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Items&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Artifacts]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
* [[Item_list|Full List of all Items]]&lt;br /&gt;
* [[Materials|Item materials]]&lt;br /&gt;
* [[Mindstars]]&lt;br /&gt;
* [[Item sets]]&lt;br /&gt;
* [[Inscriptions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid; background-color:#FFB473; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Development&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Source Setup]]&lt;br /&gt;
* [[How to compile]]&lt;br /&gt;
* [[Lua|Lua: The language of ToME4]]&lt;br /&gt;
* [[Addons]]&lt;br /&gt;
** [[Hooks|Hooks and what they do]]&lt;br /&gt;
** [[Callback|List of Callbacks]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Addon Resources]]&lt;br /&gt;
** [[Addon Uploading]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
** [[T4 Modules Howto Guide|Module creation guides]]&lt;br /&gt;
** [[Resources_for_Addons_and_Modules|Module Resources]]&lt;br /&gt;
* [[Debugging]]&lt;br /&gt;
* [[Command Line Arguments]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=11257</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=11257"/>
				<updated>2016-03-04T05:41:11Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Damage Reduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
== Weapon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage, because all the other factors go through a reducing formula first.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''45% Str, 45% Dex'' which means it uses your [[Strength]] (times 0.45) plus your [[Dexterity]] (times 0.45).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''45% Str'' part and forces the calculation to use your [[Cunning]] (times 0.45) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.45+Dex*0.45.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.45 + 35*0.45, or 34.2.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.  This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
&lt;br /&gt;
ToME 4 is all about diminishing returns (except when it isn't), and so we convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Mastery Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is {{t|Weapons Mastery}}.  For daggers, it is {{t|Dagger Mastery}}.  Bows and slings use {{t|Bow Mastery}} and {{t|Sling Mastery}} respectively. For [[mindstars]], it is {{t|Psiblades}}. Other classes, such as [[Temporal Warden]]s, [[Brawler]]s, [[Stone Warden]]s, [[Sawbutcher]]s, [[Gunslinger]]s, and [[Psyshot]]s have their own class specific way version of these talents.&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 2 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.570.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 57% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 34.2) * 1.337 * 1.570, or about 38.539.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 38.539 ^ 1.04, or 44.60.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
&lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
====Step 1: Weapon damage====&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a [[Shalore]] [[Mindslayer]] with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
====Step 2: Armour and Armour Hardiness====&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
====Step 3: Damage Range====&lt;br /&gt;
Damage range can only be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
====Step 4: Talents====&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
====Step 5: Critical Hits====&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
====Step 6: Offhand Multiplier====&lt;br /&gt;
Offhand weapons only do 50% damage, unless the attacker has a talent that increases this, such as  {{t|Dual Weapon Training}} or {{t|Corrupted Strength}}. Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Common Damage Modifiers===&lt;br /&gt;
All sources of damage are affected the same by the following things in this order.&lt;br /&gt;
&lt;br /&gt;
====Increased Damage====&lt;br /&gt;
Element category increases and enemy category increases are summed for the foe and then applied. If you have +25% physical damage and +25% damage against living and attack a living foe with a physical attack, the resulting damage will be multiplied by 1.5.&lt;br /&gt;
&lt;br /&gt;
=====Element Categories=====&lt;br /&gt;
These are applied to any damage you do of the corresponding type. The most common sources of this is from certain egos and always on staffs.&lt;br /&gt;
&lt;br /&gt;
=====Enemy Categories=====&lt;br /&gt;
These are applied to any damage you do to the corresponding type of foe. The most common sources of this is from certain egos and artifacts, such as [[Genocide]].&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
It is at this point that [[Resistances]] are applied.&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
It is at this point that [[Damage reduction]]s are applied.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=11256</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=11256"/>
				<updated>2016-03-04T05:40:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Damage Reduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
== Weapon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage, because all the other factors go through a reducing formula first.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''45% Str, 45% Dex'' which means it uses your [[Strength]] (times 0.45) plus your [[Dexterity]] (times 0.45).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''45% Str'' part and forces the calculation to use your [[Cunning]] (times 0.45) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.45+Dex*0.45.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.45 + 35*0.45, or 34.2.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.  This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
&lt;br /&gt;
ToME 4 is all about diminishing returns (except when it isn't), and so we convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Mastery Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is {{t|Weapons Mastery}}.  For daggers, it is {{t|Dagger Mastery}}.  Bows and slings use {{t|Bow Mastery}} and {{t|Sling Mastery}} respectively. For [[mindstars]], it is {{t|Psiblades}}. Other classes, such as [[Temporal Warden]]s, [[Brawler]]s, [[Stone Warden]]s, [[Sawbutcher]]s, [[Gunslinger]]s, and [[Psyshot]]s have their own class specific way version of these talents.&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 2 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.570.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 57% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 34.2) * 1.337 * 1.570, or about 38.539.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 38.539 ^ 1.04, or 44.60.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
&lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
====Step 1: Weapon damage====&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a [[Shalore]] [[Mindslayer]] with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
====Step 2: Armour and Armour Hardiness====&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
====Step 3: Damage Range====&lt;br /&gt;
Damage range can only be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
====Step 4: Talents====&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
====Step 5: Critical Hits====&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
====Step 6: Offhand Multiplier====&lt;br /&gt;
Offhand weapons only do 50% damage, unless the attacker has a talent that increases this, such as  {{t|Dual Weapon Training}} or {{t|Corrupted Strength}}. Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Common Damage Modifiers===&lt;br /&gt;
All sources of damage are affected the same by the following things in this order.&lt;br /&gt;
&lt;br /&gt;
====Increased Damage====&lt;br /&gt;
Element category increases and enemy category increases are summed for the foe and then applied. If you have +25% physical damage and +25% damage against living and attack a living foe with a physical attack, the resulting damage will be multiplied by 1.5.&lt;br /&gt;
&lt;br /&gt;
=====Element Categories=====&lt;br /&gt;
These are applied to any damage you do of the corresponding type. The most common sources of this is from certain egos and always on staffs.&lt;br /&gt;
&lt;br /&gt;
=====Enemy Categories=====&lt;br /&gt;
These are applied to any damage you do to the corresponding type of foe. The most common sources of this is from certain egos and artifacts, such as [[Genocide]].&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
It is at this point that [[Resistances]] are applied.&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
It is at this point that [[Damage Reduction]]s are applied.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=11255</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=11255"/>
				<updated>2016-03-04T05:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Rekenner: /* Common Damage Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
== Weapon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage, because all the other factors go through a reducing formula first.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''45% Str, 45% Dex'' which means it uses your [[Strength]] (times 0.45) plus your [[Dexterity]] (times 0.45).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''45% Str'' part and forces the calculation to use your [[Cunning]] (times 0.45) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.45+Dex*0.45.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.45 + 35*0.45, or 34.2.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.  This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
&lt;br /&gt;
ToME 4 is all about diminishing returns (except when it isn't), and so we convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Mastery Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is {{t|Weapons Mastery}}.  For daggers, it is {{t|Dagger Mastery}}.  Bows and slings use {{t|Bow Mastery}} and {{t|Sling Mastery}} respectively. For [[mindstars]], it is {{t|Psiblades}}. Other classes, such as [[Temporal Warden]]s, [[Brawler]]s, [[Stone Warden]]s, [[Sawbutcher]]s, [[Gunslinger]]s, and [[Psyshot]]s have their own class specific way version of these talents.&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 2 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.570.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 57% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 34.2) * 1.337 * 1.570, or about 38.539.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 38.539 ^ 1.04, or 44.60.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
&lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Determining Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
====Step 1: Weapon damage====&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a [[Shalore]] [[Mindslayer]] with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
====Step 2: Armour and Armour Hardiness====&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
====Step 3: Damage Range====&lt;br /&gt;
Damage range can only be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
====Step 4: Talents====&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
====Step 5: Critical Hits====&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
====Step 6: Offhand Multiplier====&lt;br /&gt;
Offhand weapons only do 50% damage, unless the attacker has a talent that increases this, such as  {{t|Dual Weapon Training}} or {{t|Corrupted Strength}}. Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Common Damage Modifiers===&lt;br /&gt;
All sources of damage are affected the same by the following things in this order.&lt;br /&gt;
&lt;br /&gt;
====Increased Damage====&lt;br /&gt;
Element category increases and enemy category increases are summed for the foe and then applied. If you have +25% physical damage and +25% damage against living and attack a living foe with a physical attack, the resulting damage will be multiplied by 1.5.&lt;br /&gt;
&lt;br /&gt;
=====Element Categories=====&lt;br /&gt;
These are applied to any damage you do of the corresponding type. The most common sources of this is from certain egos and always on staffs.&lt;br /&gt;
&lt;br /&gt;
=====Enemy Categories=====&lt;br /&gt;
These are applied to any damage you do to the corresponding type of foe. The most common sources of this is from certain egos and artifacts, such as [[Genocide]].&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
It is at this point that [[Resistances]] are applied.&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
It is at this point that [[Damage Reductions]] are applied.&lt;/div&gt;</summary>
		<author><name>Rekenner</name></author>	</entry>

	</feed>