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		<updated>2026-05-18T09:38:41Z</updated>
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	<entry>
		<id>https://te4.org/w/index.php?title=Talent&amp;diff=17536</id>
		<title>Talent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talent&amp;diff=17536"/>
				<updated>2021-06-14T18:41:30Z</updated>
		
		<summary type="html">&lt;p&gt;SDY: /* {{c|Combat Training}} */ EoR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Talents''' are all of the skills and spells your character can learn.  Most are available based on your [[class]] or [[race]], although some can be learned from [[escorts|escort quests]] or other [[quests]].  &lt;br /&gt;
&lt;br /&gt;
Learnable talents are divided into two broad groups: '''Class talents''' and '''Generic talents'''.  Class talents are specialized skills that only specific [[classes]] may learn; Generic talents represent more general knowledge and are usually available to several classes.  Some (but not all) Generic talents may be purchased in [[stores]], or acquired as quest rewards. [[Race|Racial]] talents are also Generic. &lt;br /&gt;
&lt;br /&gt;
Certain equipment may bestow a talent on you, including talents not available any other way (for example, [[Block]]). These talents exist only while you have the item equipped.&lt;br /&gt;
&lt;br /&gt;
==Using Talent Points==&lt;br /&gt;
&lt;br /&gt;
For every [[character level]] gained, a character receives:&lt;br /&gt;
* 3 [[stats|stat]] points (2.5 in [[difficulty|insane and madness game modes]]) that can be used to increase [[Strength]], [[Dexterity]], [[Constitution]], [[Magic]], [[Willpower]], and [[Cunning]]. &lt;br /&gt;
&lt;br /&gt;
* 1 '''Class talent point''' and '''1 Generic talent point''' that can be used to increase Class or Generic talents, respectively. At intervals of five levels (levels: 5, 10, 15 ...) you will receive instead 2 Class talent points and zero generic talent points.&lt;br /&gt;
&lt;br /&gt;
Talent points are used to gain new abilities and skills, or to increase to power of those skills. Most talents have requirements of [[character level]] or [[stats]] which much be met in order to train that skill further. For example, the common talent [[Armour Training]] requires Strength 16 for level 1, Strength 26 for level 2, and on up to Strength 44 for level 5. &lt;br /&gt;
&lt;br /&gt;
Each talent point can be used to increase the '''Talent level''' of one particular talent. Only Generic points can be used for Generic talents, and only Class points for Class talents. Increasing the level of a talent will increase the effects of that talent, or unlock new abilities for that talent. All talents start at zero talent level and have a maximum level of five. There are a few special exceptions to this rule. &lt;br /&gt;
&lt;br /&gt;
===Mastery===&lt;br /&gt;
&lt;br /&gt;
Talent categories have a '''mastery''' value applied to them, which increases or decreases the effective talent level for all talents in that category. Your class and race will determine additional the mastery multipliers which can increase or decrease the final effective talent level - and therefore effectiveness - of your talents. Some pieces of equipment can also increase your mastery value for a specific category or set of categories when worn/wielded.&lt;br /&gt;
&lt;br /&gt;
For example, a [[Brawler]] has access to the {{c|Combat Training}} tree with a x1.0 multiplier. One point invested in any skill in this tree will make an effective talent level of 1.0. With five points invested, the effective talent level is 5.0. Meanwhile a [[Berserker]] has a x1.3 multiplier for the {{c|Combat Training}} tree. With five points invested, the effective talent level for the Berserker in any of those skills would be 6.5.&lt;br /&gt;
&lt;br /&gt;
==Using Category Points==&lt;br /&gt;
&lt;br /&gt;
Characters also receive 1 '''Talent category point''' at character levels 10, 20, and 36. These can be used to learn a new talent category (grey in the talent list), to increase the mastery of a known category by x0.2 (only once per category), or to add an additional [[inscriptions|infusion/rune slot]] (up to a maximum of 2 additional slots). The [[Cornac]] subrace of humans will start the game with one additional category point for the player's free use.&lt;br /&gt;
&lt;br /&gt;
==Prodigies==&lt;br /&gt;
&lt;br /&gt;
At characters levels 25 and 42, a character may learn [[Prodigies]]. These are separate from talents and do not cost any type of talent points.&lt;br /&gt;
&lt;br /&gt;
==Maximum Points==&lt;br /&gt;
&lt;br /&gt;
The typical maximums that can be reached by a character on easy/normal/nightmare difficulties are as follows:&lt;br /&gt;
&lt;br /&gt;
;Base Stat Points&amp;amp;#58; 232&lt;br /&gt;
*60 base points from 10 points in each of six stats at start&lt;br /&gt;
*9 points from [[class]] modifiers at start&lt;br /&gt;
*3 points from level 1 available to distribute at start&lt;br /&gt;
*147 points for leveling up to level 50&lt;br /&gt;
*10 bonus points upon reaching level 50&lt;br /&gt;
*3 points from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 9 points on average from consuming the [[Wyrm Bile]]''&lt;br /&gt;
&lt;br /&gt;
;Class Talent Points&amp;amp;#58; 70&lt;br /&gt;
*4-5 points from new character at start (depending on class)&lt;br /&gt;
*59 points for leveling up to level 50&lt;br /&gt;
*3 bonus points upon reaching level 50&lt;br /&gt;
*2 points from the [[Alchemist Quest]]&lt;br /&gt;
*1 point from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 1 irreversible point in {{t|Lichform}} for completing the [[From Death, Life]] quest''&lt;br /&gt;
&lt;br /&gt;
;Generic Talent Points&amp;amp;#58; 50&lt;br /&gt;
*2-6 points from new character at start (depending on class and race)&lt;br /&gt;
*39 points for leveling up to level 50&lt;br /&gt;
*3 bonus points upon reaching level 50&lt;br /&gt;
*2 points from [[The agent of the arena]] quest in [[Derth]]&lt;br /&gt;
:''You may select a party member to receive this reward''&lt;br /&gt;
*2 points from the [[Alchemist Quest]]&lt;br /&gt;
*1 point from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 1 irreversible point in {{t|Resolve}} for going [[Antimagic]]''&lt;br /&gt;
&lt;br /&gt;
;Category Points&amp;amp;#58; 4&lt;br /&gt;
*1 at level 10&lt;br /&gt;
*1 at level 20&lt;br /&gt;
*1 at level 36&lt;br /&gt;
*1 for consuming the [[Wyrm Bile]]&lt;br /&gt;
*''Not included in total above: 1 from start if [[Cornac]]''&lt;br /&gt;
&lt;br /&gt;
;Prodigy Points&amp;amp;#58; 2&lt;br /&gt;
*1 at level 25&lt;br /&gt;
*1 at level 42&lt;br /&gt;
&lt;br /&gt;
''Note: There is a small possibility that earning 2 class talent points from the [[Alchemist Quest]] will prevent the quest from ever rewarding you with 2 generic points, and vice versa.''&lt;br /&gt;
&lt;br /&gt;
== Additional Talents and Talent Categories ==&lt;br /&gt;
&lt;br /&gt;
Many talents or talent categories can be acquired by characters even if they do not initially have access to them. For the Age of Ascendancy and Infinite Dungeon campaigns, escort quests rewards are listed on the [[Escort]] page. For the Embers of Rage campaign, the rewards available from the [[Old Psi-Machine]] are listed on its page. [[Prodigies]] can be learned by any character that can meet their requirements. There are also special traps that are shown on the {{t|Trap Mastery}} page. Some talents also come with associated talents when learned. All other means of learning talents or talent categories are detailed below:&lt;br /&gt;
&lt;br /&gt;
=== {{c|Antimagic}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Complete the [[Antimagic]] trial in Zigur.&lt;br /&gt;
::If category was hidden or locked, unlock it at mastery level 1.0 and gain 1 free point in {{t|Resolve}}&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.1&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Antimagic Wyrm Bile Extract]]&lt;br /&gt;
::Unlock category at mastery level 1.0 and gain 1 free point in {{t|Resolve}}&lt;br /&gt;
&lt;br /&gt;
=== {{t|Antimagic Adept}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Complete the [[Storming the city]] quest through [[Zigur]], requiring you to be Antimagic.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Chemistry}} ===&lt;br /&gt;
'''Embers of Rage:'''&lt;br /&gt;
::Purchase for 100 gold at the [[Kruk Pride]] tinker store.&lt;br /&gt;
::Unlock category at mastery level 1.0, and gain 1 free point in {{t|Therapeutics}}.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Combat Training}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Purchase for 50 gold at any [[Last Hope]] weapon store&lt;br /&gt;
::Unlocks category at mastery level 1.0&lt;br /&gt;
'''Embers of Rage:'''&lt;br /&gt;
::Purchase for 8 gold at the [[Kruk Pride]] heavy armor store.&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Potion of Martial Prowess]]&lt;br /&gt;
::Unlocks category at mastery level 1.0&lt;br /&gt;
&lt;br /&gt;
=== {{t|Flame}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Read the [[Tome of Wildfire]] while not knowing Flame.&lt;br /&gt;
::Grants Flame at talent level 3.&lt;br /&gt;
::(If you already know Flame, it instead increases your mastery of {{c|Fire}} and {{c|Wildfire}} by 0.1 each.)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Fungus}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Complete the [[Storming the city]] quest through [[Zigur]], requiring you to be Antimagic.&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.1&lt;br /&gt;
&lt;br /&gt;
=== {{c|Harmony}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Eat the [[Heart of the Sandworm Queen]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
&lt;br /&gt;
=== {{c|Hexes}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Complete [[the fall of Zigur]] quest&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
::''You may select a party member to receive this reward''&lt;br /&gt;
&lt;br /&gt;
=== {{t|Ice Storm}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Read the [[Tome of Uttercold]] while not knowing Ice Storm.&lt;br /&gt;
::Grants Ice Storm at talent level 3.&lt;br /&gt;
::(If you already know Ice Storm, it instead increases your mastery of {{c|Water}} and {{c|Ice}} by 0.1 each.)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Mindstar Mastery}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Purchase at mindstar store in [[Zigur]]&lt;br /&gt;
::Pay 100 gold to reveal category as locked at mastery level 1.0 (never do this)&lt;br /&gt;
::Pay 500 gold to unlock category at mastery level 1.0 if it was previously hidden.&lt;br /&gt;
::Pay 750 gold to increase mastery level by 0.2 if it was previously below 1.2&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Potion of Martial Prowess]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
&lt;br /&gt;
=== {{c|Physics}} ===&lt;br /&gt;
'''Embers of Rage:'''&lt;br /&gt;
::Purchase for 100 gold at the [[Kruk Pride]] tinker store.&lt;br /&gt;
::Unlock category at mastery level 1.0, and gain 1 free point in {{t|Smith}}.&lt;br /&gt;
&lt;br /&gt;
=== {{t|Relentless Pursuit}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::After going east, talk to [[High Sun Paladin Aeryn]] in [[Gates of Morning]] and ask for help.&lt;br /&gt;
&lt;br /&gt;
=== {{t|Shoot}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Purchase for 8 gold at any [[Last Hope]] weapon store.&lt;br /&gt;
'''Embers of Rage:'''&lt;br /&gt;
::Purchase for 8 gold at the [[Kruk Pride]] heavy armor store.&lt;br /&gt;
'''The Arena:'''&lt;br /&gt;
::Learned at the start.&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Potion of Martial Prowess]]&lt;br /&gt;
&lt;br /&gt;
=== {{c|Staff Combat}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Purchase at the staff store in [[Angolwen]]&lt;br /&gt;
::Pay 100 gold to reveal category as locked at mastery level 1.0 (never do this)&lt;br /&gt;
::Pay 500 gold to unlock category at mastery level 1.0 if it was previously hidden.&lt;br /&gt;
::Pay 750 gold to increase mastery level by 0.2 if it was previously below 1.2&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Potion of Martial Prowess]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
&lt;br /&gt;
=== {{t|Stoning Poison}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::If you know {{c|Poisons}}, purchase from the Lost Merchant (after saving him in the [[Trapped!]] quest) for 1500 gold.&lt;br /&gt;
::''As of version 1.7.3 this is bugged, but it is planned to be fixed in the upcoming version 1.7.4.''&lt;br /&gt;
&lt;br /&gt;
=== {{c|Vile Life}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Eat the [[Corrupted heart of the Sandworm Queen]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
&lt;br /&gt;
==Talent Types==&lt;br /&gt;
&lt;br /&gt;
Talents are organized into '''trees''' (or [[:Category:Category|category]]) and '''[[:Category:Category_Type|category types]]'''. A 'tree' is a set of four talents which have a similar mastery level (how effective the player is with those talents) and which have a similar focus. A 'category type' is a collection of talent trees with similar themes, usually for use by a particular [[class]] or group of classes. &lt;br /&gt;
&lt;br /&gt;
For example, the '[[Chronomancy (category type)|Chronomancy]]' category type contains the trees: Age-manipulation, Chronomancy, Energy, Gravity, Matter, Paradox, Spacetime-folding, Spacetime-weaving, Speed-control, Temporal-combat, Timeline-threading and Timetravel.&lt;br /&gt;
&lt;br /&gt;
===All Category Types===&lt;br /&gt;
&lt;br /&gt;
*{{ct|Celestial}}&lt;br /&gt;
*{{ct|Chronomancy}}&lt;br /&gt;
*{{ct|Corruption}}&lt;br /&gt;
*{{ct|Cunning}}&lt;br /&gt;
*{{ct|Cursed}}&lt;br /&gt;
*{{ct|Demented}}&lt;br /&gt;
*{{ct|Psionic}}&lt;br /&gt;
*{{ct|Race}}&lt;br /&gt;
*{{ct|Spell}}&lt;br /&gt;
*{{ct|Steam}}&lt;br /&gt;
*{{ct|Technique}}&lt;br /&gt;
*{{ct|Undead}}&lt;br /&gt;
*{{ct|Wild-gift}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Categories not directly accessible by players:&lt;br /&gt;
&lt;br /&gt;
*[[NPC Only (category type)|NPC Only]]&lt;br /&gt;
*[[Objects (category type)|Objects]]&lt;br /&gt;
&lt;br /&gt;
==Talent Use Mode Details==&lt;br /&gt;
There are three basic ways of using talents, often called &amp;quot;use mode&amp;quot;: ''Passive'', ''Active'' and ''Sustained''.&lt;br /&gt;
&lt;br /&gt;
* '''Passive''' talents are always in effect once you know them; you don't have to do anything to make them work, and they cannot be deactivated by enemies.  An example of a passive talent is {{t|Combat Accuracy}}.&lt;br /&gt;
&lt;br /&gt;
* '''Active''' talents have to be triggered, either by pressing a hotkey or clicking an icon on the talent/hotkey bar at the bottom of the screen.  There is often (but not always) a [[resource]]s cost to activate the talent, and a cooldown period before the talent can be used again.&lt;br /&gt;
&lt;br /&gt;
:Most active talents cost 1 turn to activate, but some are instantaneous (notably, [[inscriptions|wild infusions and shielding runes]] and most of the basic racial talents).  Some active talents affect only the character using them (e.g. healing, teleport, shielding, ...), while others are targeted at a single opponent ({{t|Dirty Fighting}}, {{t|Assault}}), or a selectable area of the map ({{t|Fire Breath}}), or the tiles around the character ({{t|Death Dance}}), etc.  Some of them produce effects that linger for a while (on the map, or on characters); others are resolved immediately.  Each talent is different.&lt;br /&gt;
&lt;br /&gt;
* '''Sustained''' talents are triggered like active talents, but they remain in effect until deactivated.  Most of them produce an effect that benefits the character using them; for example, {{t|Icy Skin}} gives [[armour]] and cold retaliation damage.  Most sustained talents have a resource cost associated with them, which decreases the total available pool of that resource for as long as the talent is in effect.  For example, {{t|Blur Sight}} is a sustained talent with a [[Mana]] cost of 30.  If your character has a pool of 200 Mana, activating Blur Sight will decrease your Mana pool to 170.  [[Stamina]]-using sustained talents work similarly.&lt;br /&gt;
&lt;br /&gt;
:Sustained talents that use [[Equilibrium]] or [[Paradox]] work a little bit differently, since those resources operate in reverse.  Icy Skin has a sustained Equilibrium cost of 30.  Normally, your Equilibrium level will drop toward 0 when [[Meditation|Meditating]] or walking on the world map.  When Icy Skin is in effect, your Equilibrium level will not drop below 30.  Likewise, {{t|Weapon Folding}} has a sustained Paradox cost of 12.  When it's in effect, your Paradox level cannot drop below 12. Sustained talents, and effects obtained from active talents, can sometimes be deactivated by enemies.  Be careful out there!&lt;br /&gt;
 &lt;br /&gt;
For more details on how talents work see [[Talent mechanics]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Talents]][[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>SDY</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talent&amp;diff=17535</id>
		<title>Talent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talent&amp;diff=17535"/>
				<updated>2021-06-14T18:41:05Z</updated>
		
		<summary type="html">&lt;p&gt;SDY: /* {{t|Shoot}} */ EoR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Talents''' are all of the skills and spells your character can learn.  Most are available based on your [[class]] or [[race]], although some can be learned from [[escorts|escort quests]] or other [[quests]].  &lt;br /&gt;
&lt;br /&gt;
Learnable talents are divided into two broad groups: '''Class talents''' and '''Generic talents'''.  Class talents are specialized skills that only specific [[classes]] may learn; Generic talents represent more general knowledge and are usually available to several classes.  Some (but not all) Generic talents may be purchased in [[stores]], or acquired as quest rewards. [[Race|Racial]] talents are also Generic. &lt;br /&gt;
&lt;br /&gt;
Certain equipment may bestow a talent on you, including talents not available any other way (for example, [[Block]]). These talents exist only while you have the item equipped.&lt;br /&gt;
&lt;br /&gt;
==Using Talent Points==&lt;br /&gt;
&lt;br /&gt;
For every [[character level]] gained, a character receives:&lt;br /&gt;
* 3 [[stats|stat]] points (2.5 in [[difficulty|insane and madness game modes]]) that can be used to increase [[Strength]], [[Dexterity]], [[Constitution]], [[Magic]], [[Willpower]], and [[Cunning]]. &lt;br /&gt;
&lt;br /&gt;
* 1 '''Class talent point''' and '''1 Generic talent point''' that can be used to increase Class or Generic talents, respectively. At intervals of five levels (levels: 5, 10, 15 ...) you will receive instead 2 Class talent points and zero generic talent points.&lt;br /&gt;
&lt;br /&gt;
Talent points are used to gain new abilities and skills, or to increase to power of those skills. Most talents have requirements of [[character level]] or [[stats]] which much be met in order to train that skill further. For example, the common talent [[Armour Training]] requires Strength 16 for level 1, Strength 26 for level 2, and on up to Strength 44 for level 5. &lt;br /&gt;
&lt;br /&gt;
Each talent point can be used to increase the '''Talent level''' of one particular talent. Only Generic points can be used for Generic talents, and only Class points for Class talents. Increasing the level of a talent will increase the effects of that talent, or unlock new abilities for that talent. All talents start at zero talent level and have a maximum level of five. There are a few special exceptions to this rule. &lt;br /&gt;
&lt;br /&gt;
===Mastery===&lt;br /&gt;
&lt;br /&gt;
Talent categories have a '''mastery''' value applied to them, which increases or decreases the effective talent level for all talents in that category. Your class and race will determine additional the mastery multipliers which can increase or decrease the final effective talent level - and therefore effectiveness - of your talents. Some pieces of equipment can also increase your mastery value for a specific category or set of categories when worn/wielded.&lt;br /&gt;
&lt;br /&gt;
For example, a [[Brawler]] has access to the {{c|Combat Training}} tree with a x1.0 multiplier. One point invested in any skill in this tree will make an effective talent level of 1.0. With five points invested, the effective talent level is 5.0. Meanwhile a [[Berserker]] has a x1.3 multiplier for the {{c|Combat Training}} tree. With five points invested, the effective talent level for the Berserker in any of those skills would be 6.5.&lt;br /&gt;
&lt;br /&gt;
==Using Category Points==&lt;br /&gt;
&lt;br /&gt;
Characters also receive 1 '''Talent category point''' at character levels 10, 20, and 36. These can be used to learn a new talent category (grey in the talent list), to increase the mastery of a known category by x0.2 (only once per category), or to add an additional [[inscriptions|infusion/rune slot]] (up to a maximum of 2 additional slots). The [[Cornac]] subrace of humans will start the game with one additional category point for the player's free use.&lt;br /&gt;
&lt;br /&gt;
==Prodigies==&lt;br /&gt;
&lt;br /&gt;
At characters levels 25 and 42, a character may learn [[Prodigies]]. These are separate from talents and do not cost any type of talent points.&lt;br /&gt;
&lt;br /&gt;
==Maximum Points==&lt;br /&gt;
&lt;br /&gt;
The typical maximums that can be reached by a character on easy/normal/nightmare difficulties are as follows:&lt;br /&gt;
&lt;br /&gt;
;Base Stat Points&amp;amp;#58; 232&lt;br /&gt;
*60 base points from 10 points in each of six stats at start&lt;br /&gt;
*9 points from [[class]] modifiers at start&lt;br /&gt;
*3 points from level 1 available to distribute at start&lt;br /&gt;
*147 points for leveling up to level 50&lt;br /&gt;
*10 bonus points upon reaching level 50&lt;br /&gt;
*3 points from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 9 points on average from consuming the [[Wyrm Bile]]''&lt;br /&gt;
&lt;br /&gt;
;Class Talent Points&amp;amp;#58; 70&lt;br /&gt;
*4-5 points from new character at start (depending on class)&lt;br /&gt;
*59 points for leveling up to level 50&lt;br /&gt;
*3 bonus points upon reaching level 50&lt;br /&gt;
*2 points from the [[Alchemist Quest]]&lt;br /&gt;
*1 point from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 1 irreversible point in {{t|Lichform}} for completing the [[From Death, Life]] quest''&lt;br /&gt;
&lt;br /&gt;
;Generic Talent Points&amp;amp;#58; 50&lt;br /&gt;
*2-6 points from new character at start (depending on class and race)&lt;br /&gt;
*39 points for leveling up to level 50&lt;br /&gt;
*3 bonus points upon reaching level 50&lt;br /&gt;
*2 points from [[The agent of the arena]] quest in [[Derth]]&lt;br /&gt;
:''You may select a party member to receive this reward''&lt;br /&gt;
*2 points from the [[Alchemist Quest]]&lt;br /&gt;
*1 point from consuming the [[Heart of the Sandworm Queen]], or its corrupted counterpart&lt;br /&gt;
*''Not included in total above: 1 irreversible point in {{t|Resolve}} for going [[Antimagic]]''&lt;br /&gt;
&lt;br /&gt;
;Category Points&amp;amp;#58; 4&lt;br /&gt;
*1 at level 10&lt;br /&gt;
*1 at level 20&lt;br /&gt;
*1 at level 36&lt;br /&gt;
*1 for consuming the [[Wyrm Bile]]&lt;br /&gt;
*''Not included in total above: 1 from start if [[Cornac]]''&lt;br /&gt;
&lt;br /&gt;
;Prodigy Points&amp;amp;#58; 2&lt;br /&gt;
*1 at level 25&lt;br /&gt;
*1 at level 42&lt;br /&gt;
&lt;br /&gt;
''Note: There is a small possibility that earning 2 class talent points from the [[Alchemist Quest]] will prevent the quest from ever rewarding you with 2 generic points, and vice versa.''&lt;br /&gt;
&lt;br /&gt;
== Additional Talents and Talent Categories ==&lt;br /&gt;
&lt;br /&gt;
Many talents or talent categories can be acquired by characters even if they do not initially have access to them. For the Age of Ascendancy and Infinite Dungeon campaigns, escort quests rewards are listed on the [[Escort]] page. For the Embers of Rage campaign, the rewards available from the [[Old Psi-Machine]] are listed on its page. [[Prodigies]] can be learned by any character that can meet their requirements. There are also special traps that are shown on the {{t|Trap Mastery}} page. Some talents also come with associated talents when learned. All other means of learning talents or talent categories are detailed below:&lt;br /&gt;
&lt;br /&gt;
=== {{c|Antimagic}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Complete the [[Antimagic]] trial in Zigur.&lt;br /&gt;
::If category was hidden or locked, unlock it at mastery level 1.0 and gain 1 free point in {{t|Resolve}}&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.1&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Antimagic Wyrm Bile Extract]]&lt;br /&gt;
::Unlock category at mastery level 1.0 and gain 1 free point in {{t|Resolve}}&lt;br /&gt;
&lt;br /&gt;
=== {{t|Antimagic Adept}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Complete the [[Storming the city]] quest through [[Zigur]], requiring you to be Antimagic.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Chemistry}} ===&lt;br /&gt;
'''Embers of Rage:'''&lt;br /&gt;
::Purchase for 100 gold at the [[Kruk Pride]] tinker store.&lt;br /&gt;
::Unlock category at mastery level 1.0, and gain 1 free point in {{t|Therapeutics}}.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Combat Training}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Purchase for 50 gold at any [[Last Hope]] weapon store&lt;br /&gt;
::Unlocks category at mastery level 1.0&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Potion of Martial Prowess]]&lt;br /&gt;
::Unlocks category at mastery level 1.0&lt;br /&gt;
&lt;br /&gt;
=== {{t|Flame}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Read the [[Tome of Wildfire]] while not knowing Flame.&lt;br /&gt;
::Grants Flame at talent level 3.&lt;br /&gt;
::(If you already know Flame, it instead increases your mastery of {{c|Fire}} and {{c|Wildfire}} by 0.1 each.)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Fungus}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Complete the [[Storming the city]] quest through [[Zigur]], requiring you to be Antimagic.&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.1&lt;br /&gt;
&lt;br /&gt;
=== {{c|Harmony}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Eat the [[Heart of the Sandworm Queen]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
&lt;br /&gt;
=== {{c|Hexes}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Complete [[the fall of Zigur]] quest&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
::''You may select a party member to receive this reward''&lt;br /&gt;
&lt;br /&gt;
=== {{t|Ice Storm}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Read the [[Tome of Uttercold]] while not knowing Ice Storm.&lt;br /&gt;
::Grants Ice Storm at talent level 3.&lt;br /&gt;
::(If you already know Ice Storm, it instead increases your mastery of {{c|Water}} and {{c|Ice}} by 0.1 each.)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Mindstar Mastery}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Purchase at mindstar store in [[Zigur]]&lt;br /&gt;
::Pay 100 gold to reveal category as locked at mastery level 1.0 (never do this)&lt;br /&gt;
::Pay 500 gold to unlock category at mastery level 1.0 if it was previously hidden.&lt;br /&gt;
::Pay 750 gold to increase mastery level by 0.2 if it was previously below 1.2&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Potion of Martial Prowess]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
&lt;br /&gt;
=== {{c|Physics}} ===&lt;br /&gt;
'''Embers of Rage:'''&lt;br /&gt;
::Purchase for 100 gold at the [[Kruk Pride]] tinker store.&lt;br /&gt;
::Unlock category at mastery level 1.0, and gain 1 free point in {{t|Smith}}.&lt;br /&gt;
&lt;br /&gt;
=== {{t|Relentless Pursuit}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::After going east, talk to [[High Sun Paladin Aeryn]] in [[Gates of Morning]] and ask for help.&lt;br /&gt;
&lt;br /&gt;
=== {{t|Shoot}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Purchase for 8 gold at any [[Last Hope]] weapon store.&lt;br /&gt;
'''Embers of Rage:'''&lt;br /&gt;
::Purchase for 8 gold at the [[Kruk Pride]] heavy armor store.&lt;br /&gt;
'''The Arena:'''&lt;br /&gt;
::Learned at the start.&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Potion of Martial Prowess]]&lt;br /&gt;
&lt;br /&gt;
=== {{c|Staff Combat}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Purchase at the staff store in [[Angolwen]]&lt;br /&gt;
::Pay 100 gold to reveal category as locked at mastery level 1.0 (never do this)&lt;br /&gt;
::Pay 500 gold to unlock category at mastery level 1.0 if it was previously hidden.&lt;br /&gt;
::Pay 750 gold to increase mastery level by 0.2 if it was previously below 1.2&lt;br /&gt;
'''Infinite Dungeon:'''&lt;br /&gt;
::Drink the [[Potion of Martial Prowess]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
&lt;br /&gt;
=== {{t|Stoning Poison}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::If you know {{c|Poisons}}, purchase from the Lost Merchant (after saving him in the [[Trapped!]] quest) for 1500 gold.&lt;br /&gt;
::''As of version 1.7.3 this is bugged, but it is planned to be fixed in the upcoming version 1.7.4.''&lt;br /&gt;
&lt;br /&gt;
=== {{c|Vile Life}} ===&lt;br /&gt;
'''Age of Ascendancy:'''&lt;br /&gt;
::Eat the [[Corrupted heart of the Sandworm Queen]]&lt;br /&gt;
::If category was hidden, reveal it as locked at mastery level 1.0&lt;br /&gt;
::If category was locked, unlock it&lt;br /&gt;
::If category was unlocked, increase its mastery level by 0.2&lt;br /&gt;
&lt;br /&gt;
==Talent Types==&lt;br /&gt;
&lt;br /&gt;
Talents are organized into '''trees''' (or [[:Category:Category|category]]) and '''[[:Category:Category_Type|category types]]'''. A 'tree' is a set of four talents which have a similar mastery level (how effective the player is with those talents) and which have a similar focus. A 'category type' is a collection of talent trees with similar themes, usually for use by a particular [[class]] or group of classes. &lt;br /&gt;
&lt;br /&gt;
For example, the '[[Chronomancy (category type)|Chronomancy]]' category type contains the trees: Age-manipulation, Chronomancy, Energy, Gravity, Matter, Paradox, Spacetime-folding, Spacetime-weaving, Speed-control, Temporal-combat, Timeline-threading and Timetravel.&lt;br /&gt;
&lt;br /&gt;
===All Category Types===&lt;br /&gt;
&lt;br /&gt;
*{{ct|Celestial}}&lt;br /&gt;
*{{ct|Chronomancy}}&lt;br /&gt;
*{{ct|Corruption}}&lt;br /&gt;
*{{ct|Cunning}}&lt;br /&gt;
*{{ct|Cursed}}&lt;br /&gt;
*{{ct|Demented}}&lt;br /&gt;
*{{ct|Psionic}}&lt;br /&gt;
*{{ct|Race}}&lt;br /&gt;
*{{ct|Spell}}&lt;br /&gt;
*{{ct|Steam}}&lt;br /&gt;
*{{ct|Technique}}&lt;br /&gt;
*{{ct|Undead}}&lt;br /&gt;
*{{ct|Wild-gift}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Categories not directly accessible by players:&lt;br /&gt;
&lt;br /&gt;
*[[NPC Only (category type)|NPC Only]]&lt;br /&gt;
*[[Objects (category type)|Objects]]&lt;br /&gt;
&lt;br /&gt;
==Talent Use Mode Details==&lt;br /&gt;
There are three basic ways of using talents, often called &amp;quot;use mode&amp;quot;: ''Passive'', ''Active'' and ''Sustained''.&lt;br /&gt;
&lt;br /&gt;
* '''Passive''' talents are always in effect once you know them; you don't have to do anything to make them work, and they cannot be deactivated by enemies.  An example of a passive talent is {{t|Combat Accuracy}}.&lt;br /&gt;
&lt;br /&gt;
* '''Active''' talents have to be triggered, either by pressing a hotkey or clicking an icon on the talent/hotkey bar at the bottom of the screen.  There is often (but not always) a [[resource]]s cost to activate the talent, and a cooldown period before the talent can be used again.&lt;br /&gt;
&lt;br /&gt;
:Most active talents cost 1 turn to activate, but some are instantaneous (notably, [[inscriptions|wild infusions and shielding runes]] and most of the basic racial talents).  Some active talents affect only the character using them (e.g. healing, teleport, shielding, ...), while others are targeted at a single opponent ({{t|Dirty Fighting}}, {{t|Assault}}), or a selectable area of the map ({{t|Fire Breath}}), or the tiles around the character ({{t|Death Dance}}), etc.  Some of them produce effects that linger for a while (on the map, or on characters); others are resolved immediately.  Each talent is different.&lt;br /&gt;
&lt;br /&gt;
* '''Sustained''' talents are triggered like active talents, but they remain in effect until deactivated.  Most of them produce an effect that benefits the character using them; for example, {{t|Icy Skin}} gives [[armour]] and cold retaliation damage.  Most sustained talents have a resource cost associated with them, which decreases the total available pool of that resource for as long as the talent is in effect.  For example, {{t|Blur Sight}} is a sustained talent with a [[Mana]] cost of 30.  If your character has a pool of 200 Mana, activating Blur Sight will decrease your Mana pool to 170.  [[Stamina]]-using sustained talents work similarly.&lt;br /&gt;
&lt;br /&gt;
:Sustained talents that use [[Equilibrium]] or [[Paradox]] work a little bit differently, since those resources operate in reverse.  Icy Skin has a sustained Equilibrium cost of 30.  Normally, your Equilibrium level will drop toward 0 when [[Meditation|Meditating]] or walking on the world map.  When Icy Skin is in effect, your Equilibrium level will not drop below 30.  Likewise, {{t|Weapon Folding}} has a sustained Paradox cost of 12.  When it's in effect, your Paradox level cannot drop below 12. Sustained talents, and effects obtained from active talents, can sometimes be deactivated by enemies.  Be careful out there!&lt;br /&gt;
 &lt;br /&gt;
For more details on how talents work see [[Talent mechanics]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Talents]][[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>SDY</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shadow_Crypt&amp;diff=16955</id>
		<title>Shadow Crypt</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shadow_Crypt&amp;diff=16955"/>
				<updated>2020-12-19T17:17:59Z</updated>
		
		<summary type="html">&lt;p&gt;SDY: Some updates.  Cultist uses bone shield and diseases, which is not &amp;quot;necromancer.&amp;quot;   Also some details on mechanics, some of which have changed (e.g. the clone used to be a snapshot taken when you entered the zone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Shadow Crypt&lt;br /&gt;
|guardian=[[Rak'Shor Cultist]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=34&lt;br /&gt;
|max_level=45&lt;br /&gt;
|min_ilevel=4&lt;br /&gt;
|max_ilevel=5&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Shadow crypt is a randomly placed zone in the Far East. It has three levels, with the bottom level being a boss arena where you will face off against a Rak'Shor [[corruptor]].  After a few turns at the start of the combat he will summon a &amp;quot;doomed shade of (player name)&amp;quot; which is a hostile mob that is an exact copy of you that has extra talents from the [[Doomed]] class.  The copy will use the gear of the player at the time it is summoned and does not swap weapon sets.  Defeating the clone will [[unlock]] the Doomed class and grant the Clone War [[achievement]].&lt;br /&gt;
&lt;br /&gt;
The zone is populated by orc blood mages, orc necromancers, orc corruptors, and enemies called &amp;quot;shade of (x)&amp;quot; which are identical to the normal enemy in every way except that they can phase through walls and do not breathe. Only orc blood mages, necromancers, and corruptors may be rank rare or higher; all other enemies that would otherwise be ranked rare or higher still drop loot associated with that rank, but are not actually ranked rare or higher.&lt;/div&gt;</summary>
		<author><name>SDY</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shadow_Crypt&amp;diff=16954</id>
		<title>Shadow Crypt</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shadow_Crypt&amp;diff=16954"/>
				<updated>2020-12-19T15:01:04Z</updated>
		
		<summary type="html">&lt;p&gt;SDY: /* Zone Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Shadow Crypt&lt;br /&gt;
|guardian=[[Rak'Shor Cultist]]&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=34&lt;br /&gt;
|max_level=45&lt;br /&gt;
|min_ilevel=4&lt;br /&gt;
|max_ilevel=5&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Shadow crypt is a randomly placed zone in the Far East. It has three levels, with the bottom level being a boss arena where you will face off against a Rak'Shor [[necromancer]]. Immediately at the start of the combat he will summon a &amp;quot;doomed shade of (player name)&amp;quot; which is a hostile mob that is an exact copy of you that has extra talents from the [[Doomed]] class. The copy will use the gear of the player at the time it is summoned.  Defeating it will [[unlock]] the [[Doomed]] class, an afflicted caster.&lt;br /&gt;
&lt;br /&gt;
The zone is populated by orc blood mages, orc necromancers, orc corruptors, and enemies called &amp;quot;shade of (x)&amp;quot; which are identical to the normal enemy in every way except that they can phase through walls and do not breathe. Only orc blood mages, necromancers, and corruptors may be rank rare or higher; all other enemies that would otherwise be ranked rare or higher still drop loot associated with that rank, but are not actually ranked rare or higher.&lt;/div&gt;</summary>
		<author><name>SDY</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=9556</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=9556"/>
				<updated>2015-01-29T09:46:04Z</updated>
		
		<summary type="html">&lt;p&gt;SDY: /* Positive energy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason (usually because you are under water). You die in a few turns when it runs out.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
Equilibrium is the [[resources|resource]] used by the [[Wild-gift (category type)|Wild Gift]] talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn.&lt;br /&gt;
&lt;br /&gt;
Equilibrium does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* Standing in the area of effect of a Font of Life&lt;br /&gt;
* [[Meditation (talent)|Meditating]]&lt;br /&gt;
* [[Swallow (talent)|Swallowing]] enemies&lt;br /&gt;
* Being hit while [[Resolve (talent)|Resolve]] is active but [[Antimagic shield (talent)|Antimagic Shield]] is not&lt;br /&gt;
* Coming under a life regeneration effect while under the influence of [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;br /&gt;
&lt;br /&gt;
Note that if a player/creature has an [[Equilibrium]] bar, using [[Vim|Vim-based]] talents will increase it by a noticeable amount.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the [[Solipsist]]'s [[Feedback (category)|Feedback]] and [[Discharge (category)|Discharge]] talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater).&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
Hate is the [[resources|resource]] used by the Afflicted classes, the [[Cursed]] and the [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting.  Hate is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your Hate slowly decays (more quickly when the level is higher), down to a minimum of half your Hate at the end of the most recent combat.  The strengths of many abilities also depend on your level of Hate.&lt;br /&gt;
&lt;br /&gt;
Here are some ways Hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''Kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''Take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''Take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''Do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed [[Dark sustenance (category)|Dark Sustenance]] tree has the talent [[Feed (talent)|Feed]], which can be used to replenish hate.  Various Cursed talents also give Hate bonuses.&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Not all classes can regenerate Mana naturally.&lt;br /&gt;
==Necrotic==&lt;br /&gt;
Used by [[Necromancer|Necromancers]], and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings within the necrotic aura.&lt;br /&gt;
==Negative energy==&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.  [[Necromancer]]s can also get access to the tree by becoming a [[Lich]].&lt;br /&gt;
&lt;br /&gt;
It can be replenished by Anorithil using:&lt;br /&gt;
* [[Twilight (talent)|Twilight]]: 15 positive, 6 cooldown, recover (20 + 0.4 * talent * cunning) negative energy&lt;br /&gt;
* [[Twilight surge (talent)|Twilight Surge]]: recover 20 negative and 10 positive energy&lt;br /&gt;
among other ways.&lt;br /&gt;
&lt;br /&gt;
Liches will regenerate negative energy over time, Anorithil and Adventurers lose negative energy over time.&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the Chronomancy talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600).&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, first calculate modified paradox by the following formula: (Paradox - [[Willpower]] * Willpower_modifier). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form. Willpower_modifier is 1 + ([[Paradox mastery (talent)|Paradox Mastery]] talent level / 10).&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3). &lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4). &lt;br /&gt;
==Positive energy==&lt;br /&gt;
Positive energy is a resource used by both of the [[Celestial (Metaclass)|Celestial]] classes (the [[Sun Paladin|Sun Paladins]] and [[Anorithil]]). Many early talents will actually replenish it rather than drain it, shown as negative numbers in costs.  It decreases over time if not used.&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Mind damage type reduces psi (if left) instead of health.&lt;br /&gt;
==Stamina==&lt;br /&gt;
Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered.&lt;br /&gt;
==Vim==&lt;br /&gt;
Vim is the resource used by [[Reaver|Reavers]] and [[Corruptor|Corruptors]].  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talents cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, but they either need a victim (Drain) or require you to be hit (Leech).&lt;/div&gt;</summary>
		<author><name>SDY</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=9555</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=9555"/>
				<updated>2015-01-29T09:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;SDY: /* Negative energy */ tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason (usually because you are under water). You die in a few turns when it runs out.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
Equilibrium is the [[resources|resource]] used by the [[Wild-gift (category type)|Wild Gift]] talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn.&lt;br /&gt;
&lt;br /&gt;
Equilibrium does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* Standing in the area of effect of a Font of Life&lt;br /&gt;
* [[Meditation (talent)|Meditating]]&lt;br /&gt;
* [[Swallow (talent)|Swallowing]] enemies&lt;br /&gt;
* Being hit while [[Resolve (talent)|Resolve]] is active but [[Antimagic shield (talent)|Antimagic Shield]] is not&lt;br /&gt;
* Coming under a life regeneration effect while under the influence of [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;br /&gt;
&lt;br /&gt;
Note that if a player/creature has an [[Equilibrium]] bar, using [[Vim|Vim-based]] talents will increase it by a noticeable amount.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the [[Solipsist]]'s [[Feedback (category)|Feedback]] and [[Discharge (category)|Discharge]] talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater).&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
Hate is the [[resources|resource]] used by the Afflicted classes, the [[Cursed]] and the [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting.  Hate is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your Hate slowly decays (more quickly when the level is higher), down to a minimum of half your Hate at the end of the most recent combat.  The strengths of many abilities also depend on your level of Hate.&lt;br /&gt;
&lt;br /&gt;
Here are some ways Hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''Kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''Take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''Take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''Do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed [[Dark sustenance (category)|Dark Sustenance]] tree has the talent [[Feed (talent)|Feed]], which can be used to replenish hate.  Various Cursed talents also give Hate bonuses.&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Not all classes can regenerate Mana naturally.&lt;br /&gt;
==Necrotic==&lt;br /&gt;
Used by [[Necromancer|Necromancers]], and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings within the necrotic aura.&lt;br /&gt;
==Negative energy==&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.  [[Necromancer]]s can also get access to the tree by becoming a [[Lich]].&lt;br /&gt;
&lt;br /&gt;
It can be replenished by Anorithil using:&lt;br /&gt;
* [[Twilight (talent)|Twilight]]: 15 positive, 6 cooldown, recover (20 + 0.4 * talent * cunning) negative energy&lt;br /&gt;
* [[Twilight surge (talent)|Twilight Surge]]: recover 20 negative and 10 positive energy&lt;br /&gt;
among other ways.&lt;br /&gt;
&lt;br /&gt;
Liches will regenerate negative energy over time, Anorithil and Adventurers lose negative energy over time.&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the Chronomancy talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600).&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, first calculate modified paradox by the following formula: (Paradox - [[Willpower]] * Willpower_modifier). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form. Willpower_modifier is 1 + ([[Paradox mastery (talent)|Paradox Mastery]] talent level / 10).&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3). &lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4). &lt;br /&gt;
==Positive energy==&lt;br /&gt;
Positive energy is a resource used by both of the [[Celestial (Metaclass)|Celestial]] classes (the [[Sun Paladin|Sun Paladins]] and [[Anorithil]]). Many early talents will actually replenish it rather than drain it.&lt;br /&gt;
&lt;br /&gt;
Positive energy is associated with illumination, light damage, and healing.&lt;br /&gt;
==Psi==&lt;br /&gt;
Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Mind damage type reduces psi (if left) instead of health.&lt;br /&gt;
==Stamina==&lt;br /&gt;
Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered.&lt;br /&gt;
==Vim==&lt;br /&gt;
Vim is the resource used by [[Reaver|Reavers]] and [[Corruptor|Corruptors]].  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talents cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, but they either need a victim (Drain) or require you to be hit (Leech).&lt;/div&gt;</summary>
		<author><name>SDY</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=9554</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=9554"/>
				<updated>2015-01-29T09:43:12Z</updated>
		
		<summary type="html">&lt;p&gt;SDY: /* Negative energy */ Liches.  Also removing random comment which isn't all that accurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason (usually because you are under water). You die in a few turns when it runs out.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
Equilibrium is the [[resources|resource]] used by the [[Wild-gift (category type)|Wild Gift]] talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn.&lt;br /&gt;
&lt;br /&gt;
Equilibrium does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* Standing in the area of effect of a Font of Life&lt;br /&gt;
* [[Meditation (talent)|Meditating]]&lt;br /&gt;
* [[Swallow (talent)|Swallowing]] enemies&lt;br /&gt;
* Being hit while [[Resolve (talent)|Resolve]] is active but [[Antimagic shield (talent)|Antimagic Shield]] is not&lt;br /&gt;
* Coming under a life regeneration effect while under the influence of [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;br /&gt;
&lt;br /&gt;
Note that if a player/creature has an [[Equilibrium]] bar, using [[Vim|Vim-based]] talents will increase it by a noticeable amount.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the [[Solipsist]]'s [[Feedback (category)|Feedback]] and [[Discharge (category)|Discharge]] talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater).&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
Hate is the [[resources|resource]] used by the Afflicted classes, the [[Cursed]] and the [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting.  Hate is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your Hate slowly decays (more quickly when the level is higher), down to a minimum of half your Hate at the end of the most recent combat.  The strengths of many abilities also depend on your level of Hate.&lt;br /&gt;
&lt;br /&gt;
Here are some ways Hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''Kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''Take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''Take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''Do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed [[Dark sustenance (category)|Dark Sustenance]] tree has the talent [[Feed (talent)|Feed]], which can be used to replenish hate.  Various Cursed talents also give Hate bonuses.&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Not all classes can regenerate Mana naturally.&lt;br /&gt;
==Necrotic==&lt;br /&gt;
Used by [[Necromancer|Necromancers]], and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings within the necrotic aura.&lt;br /&gt;
==Negative energy==&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.  [[Necromancers]] can also get access to the tree by becoming a Lich.&lt;br /&gt;
&lt;br /&gt;
It can be replenished by Anorithil using:&lt;br /&gt;
* [[Twilight (talent)|Twilight]]: 15 positive, 6 cooldown, recover (20 + 0.4 * talent * cunning) negative energy&lt;br /&gt;
* [[Twilight surge (talent)|Twilight Surge]]: recover 20 negative and 10 positive energy&lt;br /&gt;
among other ways.&lt;br /&gt;
&lt;br /&gt;
Liches will regenerate negative energy over time, Anorithil and Adventurers lose negative energy over time.&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the Chronomancy talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600).&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, first calculate modified paradox by the following formula: (Paradox - [[Willpower]] * Willpower_modifier). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form. Willpower_modifier is 1 + ([[Paradox mastery (talent)|Paradox Mastery]] talent level / 10).&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3). &lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4). &lt;br /&gt;
==Positive energy==&lt;br /&gt;
Positive energy is a resource used by both of the [[Celestial (Metaclass)|Celestial]] classes (the [[Sun Paladin|Sun Paladins]] and [[Anorithil]]). Many early talents will actually replenish it rather than drain it.&lt;br /&gt;
&lt;br /&gt;
Positive energy is associated with illumination, light damage, and healing.&lt;br /&gt;
==Psi==&lt;br /&gt;
Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Mind damage type reduces psi (if left) instead of health.&lt;br /&gt;
==Stamina==&lt;br /&gt;
Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered.&lt;br /&gt;
==Vim==&lt;br /&gt;
Vim is the resource used by [[Reaver|Reavers]] and [[Corruptor|Corruptors]].  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talents cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, but they either need a victim (Drain) or require you to be hit (Leech).&lt;/div&gt;</summary>
		<author><name>SDY</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Kelad,_the_One_Who_Stole_Poosh&amp;diff=9553</id>
		<title>Kelad, the One Who Stole Poosh</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Kelad,_the_One_Who_Stole_Poosh&amp;diff=9553"/>
				<updated>2015-01-29T09:29:34Z</updated>
		
		<summary type="html">&lt;p&gt;SDY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardian&lt;br /&gt;
|name=Kelad, the One Who Stole Poosh&lt;br /&gt;
|location=[[Lost land of Poosh]]&lt;br /&gt;
|level=19+&lt;br /&gt;
|description=This small creature is covered by a cloak and hood, only a pair of yellow eyes are visible.&lt;br /&gt;
|str=25&lt;br /&gt;
|dex=10&lt;br /&gt;
|con=20&lt;br /&gt;
|mag=20&lt;br /&gt;
|wil=20&lt;br /&gt;
|cun=8&lt;br /&gt;
|abilities=&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
* +4 armor, +20 defense&lt;br /&gt;
* 20% resist to darkness, light and temporal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Dust to dust (talent)|Dust to dust (3+)]], [[Turn back the clock (talent)|Turn back the clock (5+)]], [[Echoes from the past (talent)|Echoes from the past (4+)]], [[Rethread (talent)|Rethread (3+)]] &lt;br /&gt;
&lt;br /&gt;
[[Temporal fugue (talent)|Temporal fugue (3+)]], [[Body reversion (talent)|Body reversion (3+)]] &lt;br /&gt;
&lt;br /&gt;
[[Energy decomposition (talent)|Energy decomposition (3+)]], [[Energy absorption (talent)|Energy absorption (3+)]], [[Repulsion field (talent)|Repulsion field (3+)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One [[inscriptions|random Rune]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
100% immunity to instakills&lt;br /&gt;
&lt;br /&gt;
60% immunity to stunning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Always drops the [[Heart of Poosh]].&lt;br /&gt;
&lt;br /&gt;
Creates a portal out of the zone upon death.&lt;br /&gt;
&lt;br /&gt;
Will not drop the [[Rod of Recall]].&lt;/div&gt;</summary>
		<author><name>SDY</name></author>	</entry>

	</feed>