<?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=Terror13</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=Terror13"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Terror13"/>
		<updated>2026-04-21T11:39:45Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Spikes_of_decrepitude_(talent)&amp;diff=20376</id>
		<title>Spikes of decrepitude (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Spikes_of_decrepitude_(talent)&amp;diff=20376"/>
				<updated>2023-03-06T08:14:44Z</updated>
		
		<summary type="html">&lt;p&gt;Terror13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|game_version = 1.7.4&lt;br /&gt;
|name = Spikes of Decrepitude&lt;br /&gt;
|image = spikes of decrepitude.png&lt;br /&gt;
|category_type={{ct|Spell}}&lt;br /&gt;
|category={{c|Necrosis}}&lt;br /&gt;
|require = {{TalentReq/SpellsReq4}}&lt;br /&gt;
|use_mode = Sustained&lt;br /&gt;
|cost = 10 Mana, 2 Soul&lt;br /&gt;
|cooldown = 10&lt;br /&gt;
|use_speed = Spell&lt;br /&gt;
|desc = &lt;br /&gt;
Each turn you unleash dark powers through your runeskin.&lt;br /&gt;
&lt;br /&gt;
For each rune you have a random foe in sight will be hit by a spike of decrepitude, dealing {{ctspd|5|70}} frostdusk damage.&lt;br /&gt;
&lt;br /&gt;
A foe can only be hit by one spike per turn.&lt;br /&gt;
&lt;br /&gt;
If your life is below 1, the spikes also reduce all damage done by the targets by {{ctl|50%|8|25%}}.&lt;br /&gt;
&lt;br /&gt;
''Note: this talent will only target enemies within radius 10''&lt;br /&gt;
&lt;br /&gt;
(This ability only works if you have 0 infusions on, it is not stated)&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Terror13</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=20373</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=20373"/>
				<updated>2023-03-04T21:20:43Z</updated>
		
		<summary type="html">&lt;p&gt;Terror13: /* Mana */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources''' are power pools used for various [[talents]] in Tales of Maj'Eyal.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]]. Each resource has a unique bar on the interface displaying the current level of the resource.&lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason. Being underwater, in a wall, or buried in sand will generally prevent you from breathing. You take an increasingly large amount of damage each turn after reaching 0 Air. Some items allow you to breathe underwater, or remove the need to breathe at all.  Some underwater areas will have bubbles that can restore air until they are depleted.&lt;br /&gt;
&lt;br /&gt;
Most races have 100 air, with [[yeek]] characters having 200.  Two artifacts, [[Coral Spray]] and [[Vargh Redemption]] will raise the cap by 50 air. &lt;br /&gt;
* The first turn you are underwater your air will drop by 5 and will then decrease by 2 each subsequent turn.&lt;br /&gt;
* The first turn you are buried in sand your air will drop by 10 and will then decrease by 7 each subsequent turn.&lt;br /&gt;
* The first turn you are in a wall your air will drop by 20 and will then decrease by 17 each subsequent turn.&lt;br /&gt;
* When you can breathe again normally you regain 3 air per turn.&lt;br /&gt;
* Underwater bubbles will restore 20 per turn (minus the loss of 2 from being underwater, for a total gain of 18).&lt;br /&gt;
* When your air runs out you begin taking damage. The first turn it is 20% of your max life and it increases by 5% each turn (so 25% on the second turn, 30% on the third). This is quickly fatal.&lt;br /&gt;
* In the case of running out of air in water (drowning): once you begin drowning, you must step on a non-water tile to stop drowning - standing on a tile with bubbles (to restore air) will not stop drowning.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
{{:Equilibrium}}&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
{{:Feedback}}&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
{{:Hate}}&lt;br /&gt;
&lt;br /&gt;
==Insanity==&lt;br /&gt;
{{:Insanity}}&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Only Mage classes can regenerate Mana naturally. Certain class talents and gear can grant passive Mana regen, and having a Manasurge rune inscribed will grant some passive regen while resting. Your maximum increases with level (+6 per level), gear, and [[Willpower]] (+5 per point). Mana is doubly affected by [[fatigue]], making fatigue a primary concern for mana-using characters.&lt;br /&gt;
&lt;br /&gt;
==Negative energy==&lt;br /&gt;
{{:Negative energy}}&lt;br /&gt;
&lt;br /&gt;
==Positive energy==&lt;br /&gt;
{{:Positive energy}}&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the {{c|Chronomancy}} talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600). [[Fatigue]] has a unique effect on paradox, increasing the failure rate but not the cost of feedback-using talents.&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, a modified paradox is calculated by the following formula: (Paradox - [[Willpower]] * 2). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form.&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3).&lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4).&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
{{:Psi}}&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
{{:Soul}}&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
{{:Stamina}}&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam is the resource used by the [[Tinker]] metaclass. It was introduced as part of the [[Embers of Rage]] DLC. [[Fatigue]] plays no role in determining steam costs.&lt;br /&gt;
&lt;br /&gt;
Steam is generated by steam generator injectors, which generate a constant amount of steam per turn. Steam is consumed by steam-powered weapons when used in melee or ranged fire, by steam-using talents, and by steam-using sustains. Unlike some other resources, most steam-using sustains drain a fixed amount of steam ''per turn''.&lt;br /&gt;
&lt;br /&gt;
==Vim==&lt;br /&gt;
{{:Vim}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Terror13</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=20372</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=20372"/>
				<updated>2023-03-04T20:46:51Z</updated>
		
		<summary type="html">&lt;p&gt;Terror13: /* Mana */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources''' are power pools used for various [[talents]] in Tales of Maj'Eyal.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]]. Each resource has a unique bar on the interface displaying the current level of the resource.&lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason. Being underwater, in a wall, or buried in sand will generally prevent you from breathing. You take an increasingly large amount of damage each turn after reaching 0 Air. Some items allow you to breathe underwater, or remove the need to breathe at all.  Some underwater areas will have bubbles that can restore air until they are depleted.&lt;br /&gt;
&lt;br /&gt;
Most races have 100 air, with [[yeek]] characters having 200.  Two artifacts, [[Coral Spray]] and [[Vargh Redemption]] will raise the cap by 50 air. &lt;br /&gt;
* The first turn you are underwater your air will drop by 5 and will then decrease by 2 each subsequent turn.&lt;br /&gt;
* The first turn you are buried in sand your air will drop by 10 and will then decrease by 7 each subsequent turn.&lt;br /&gt;
* The first turn you are in a wall your air will drop by 20 and will then decrease by 17 each subsequent turn.&lt;br /&gt;
* When you can breathe again normally you regain 3 air per turn.&lt;br /&gt;
* Underwater bubbles will restore 20 per turn (minus the loss of 2 from being underwater, for a total gain of 18).&lt;br /&gt;
* When your air runs out you begin taking damage. The first turn it is 20% of your max life and it increases by 5% each turn (so 25% on the second turn, 30% on the third). This is quickly fatal.&lt;br /&gt;
* In the case of running out of air in water (drowning): once you begin drowning, you must step on a non-water tile to stop drowning - standing on a tile with bubbles (to restore air) will not stop drowning.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
{{:Equilibrium}}&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
{{:Feedback}}&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
{{:Hate}}&lt;br /&gt;
&lt;br /&gt;
==Insanity==&lt;br /&gt;
{{:Insanity}}&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Only Mage classes can regenerate Mana naturally. Certain class talents and gear can grant passive Mana regen, and having a Manasurge rune inscribed will grant some passive regen while resting. Your maximum increases with level (+10 per level), gear, and [[Willpower]] (+5 per point). Mana is doubly affected by [[fatigue]], making fatigue a primary concern for mana-using characters.&lt;br /&gt;
&lt;br /&gt;
==Negative energy==&lt;br /&gt;
{{:Negative energy}}&lt;br /&gt;
&lt;br /&gt;
==Positive energy==&lt;br /&gt;
{{:Positive energy}}&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the {{c|Chronomancy}} talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600). [[Fatigue]] has a unique effect on paradox, increasing the failure rate but not the cost of feedback-using talents.&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, a modified paradox is calculated by the following formula: (Paradox - [[Willpower]] * 2). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form.&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3).&lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4).&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
{{:Psi}}&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
{{:Soul}}&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
{{:Stamina}}&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam is the resource used by the [[Tinker]] metaclass. It was introduced as part of the [[Embers of Rage]] DLC. [[Fatigue]] plays no role in determining steam costs.&lt;br /&gt;
&lt;br /&gt;
Steam is generated by steam generator injectors, which generate a constant amount of steam per turn. Steam is consumed by steam-powered weapons when used in melee or ranged fire, by steam-using talents, and by steam-using sustains. Unlike some other resources, most steam-using sustains drain a fixed amount of steam ''per turn''.&lt;br /&gt;
&lt;br /&gt;
==Vim==&lt;br /&gt;
{{:Vim}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Terror13</name></author>	</entry>

	</feed>