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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tigerle</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-04-06T21:10:15Z</updated>
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	<entry>
		<id>https://te4.org/w/index.php?title=Speed&amp;diff=10759</id>
		<title>Speed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Speed&amp;diff=10759"/>
				<updated>2016-02-25T19:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.4.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide on the effects of speed on combat. The original version was written by user jenx and can be found on the ToME forums [http://forums.te4.org/viewtopic.php?f=38&amp;amp;t=36880| here]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hits Per Turn===&lt;br /&gt;
&lt;br /&gt;
Three variables affect your speed in combat and together they combine to give your number of '''hits per turn''' (HPT). The variables are [[#Global Speed|Global Speed]], [[#Attack Speed|Attack Speed]], and [[#Weapon Speed|Weapon Speed]].&lt;br /&gt;
&lt;br /&gt;
The game mechanics use ''energy'' to track all this. 100% global speed gives you 1000 energy points per turn (EPT), and a regular attack costs 1000 energy points per hit (EPH).&lt;br /&gt;
&lt;br /&gt;
So for a normal character at 100% global speed, with regular 100% attack speed, and with a regular weapon at 100% weapon speed, you simply get exactly 1 '''hit per turn''' (1000 EPT / 1000 EPH = 1.00 HPT).&lt;br /&gt;
&lt;br /&gt;
Naturally, we can eliminate 1000 from this formula, as the 1000 number is arbitrary. The hits per turn formula is therefore simply&lt;br /&gt;
&lt;br /&gt;
'''Hits Per Turn = Global_Speed x Weapon_Speed x Attack_Speed'''&lt;br /&gt;
&lt;br /&gt;
All percentages should be multiplied by 100. So as an example:&lt;br /&gt;
* Global Speed = 200%&lt;br /&gt;
* Weapon Speed = 143%&lt;br /&gt;
* Attack Speed = 90%&lt;br /&gt;
&lt;br /&gt;
We then get: Hits Per Turn = 2.00  x 1.43 x 0.9 = '''2.57 Hits Per Turn'''&lt;br /&gt;
&lt;br /&gt;
However, I find it helpful to think using 1000 energy, so I'll stick with this in the calculations below. Weapon speed and Attack speed both affect Energy per Hit (EPH). We will look at these first.&lt;br /&gt;
&lt;br /&gt;
===Weapon Speed===&lt;br /&gt;
Weapon speed is listed on the weapon as 100% for regular melee weapons, and 125% for bows. Anything above 100% is &amp;quot;faster&amp;quot; and anything below 100% is &amp;quot;slower&amp;quot;. Note this is a change from older versions!&lt;br /&gt;
&lt;br /&gt;
This percentage is divided by the energy per hit (EPH). Thus a bow at 125% weapon speed costs 1000 EPH / 1.25 = 800 EPH.&lt;br /&gt;
&lt;br /&gt;
Example 1: Regular bow/sling at 125% weapon speed. 1000 EPT / 800 EPH = 1.25 HPT.&lt;br /&gt;
&lt;br /&gt;
Example 2: Quick weapon at 111% weapon speed. 1000 EPT / 900 EPH = 1.11 HPT&lt;br /&gt;
&lt;br /&gt;
Therefore, if all other speeds are 100%, your weapon speed translates directly into hits per turn - just divide by 100. When combining weapon speed and attack speed, use weapon speed as a multiplier. The multiplier is '''1 / (weapon speed x 100)'''. For example, with a bow at 125% speed, your multiplier will be: 1 / (125% x 100) = 1 / 1.25 = 0.8. The multiplier will be demonstrated in the section combining weapon and attack speed. &lt;br /&gt;
&lt;br /&gt;
===Attack Speed===&lt;br /&gt;
Attack speed also reduces/increases the amount of energy per hit EPH. Attack speed is reduced/increased by many talents, such as {{t|Rapid Shot}}, {{t|Precise Strikes}}, and equipment differences (e.g. gloves vs gauntlets, amulets of enraging, etc). So {{t|Rapid Shot}} at 5/5 for at talent level 1.3 gives 65% increase in attack speed. To calculate the energy required, divide 1000 by 1 + the percent increase. So 65% increase gives 1000 / 1.65 = 606 energy points per hit. &lt;br /&gt;
&lt;br /&gt;
Some talents decrease attack speed, such as Precise Strikes and Aim. In this case, the EPH increases.&lt;br /&gt;
&lt;br /&gt;
Example 3: Rapid shot gives 65% attack speed increase and an (hypothetical) bow at 100% weapon speed (as they have lower than this, see next section). 1000 EPT / 606 EPH = 1.65 HPT.&lt;br /&gt;
&lt;br /&gt;
===Combining Weapon and Attack Speed===&lt;br /&gt;
Attack speed and weapon speed stack, so, using the above example, Rapid Shot at 5/5 gives me 606 EPH and weapon speed of 125% gives (1/1.25)=0.8 x 606 = 485 EPH. Thus the hits per turn are 1000 EPT / 485 EPH = 2.06 HPT.&lt;br /&gt;
&lt;br /&gt;
However, when weapon speed is below 100%, as in Precise Strikes with a regular weapon, or for {{t|Aim}}, EPH is not multiplied again (otherwise it would be calculated twice in the equation). &lt;br /&gt;
&lt;br /&gt;
So when using Precise Strikes with a 10% decrease in attack speed with no other mods, you have: 1000 EPT / (1 - 0.1) = 1111 EPH. Thus the hits per turn are 1000 EPT / 1111 EPH = 0.9 HPT.&lt;br /&gt;
&lt;br /&gt;
Example 4: Precise Strikes at 10% decrease to attack speed, with regular weapon (100% weapon speed). 1000 EPT / (1 - 0.1) = 1111 EPH. 1000 EPT / 1111 EPH = 0.9 HPT.&lt;br /&gt;
&lt;br /&gt;
Example 5: Rapid Shot at 65% increase to attack speed, with swiftstrike bow at 143% weapon speed. 1000 EPT / (1/1.43) x 606 EPH = 2.36 HPT&lt;br /&gt;
&lt;br /&gt;
Example 6: Rapid Shot at 65% increase to attack speed, with Precise Strikes 10% decrease to attack speed. With swiftstrike bow at 143% weapon speed.&lt;br /&gt;
1000 EPT / (1/1.43) x (1/(1.65 x 0.9)) = 1000 EPT / 471 EPH = 2.12 HPT. This makes sense, as it is slightly lower HPT than without precise strikes.&lt;br /&gt;
&lt;br /&gt;
===Global Speed===&lt;br /&gt;
Global speed increases the amount of energy per turn EPT. So 40% increase gives you 1400 EPT. So you get more time (= energy) to do stuff.&lt;br /&gt;
&lt;br /&gt;
Equipment and talents can increase global speed, some temporarily and some permanently.&lt;br /&gt;
&lt;br /&gt;
[[Eden's Guile]] for instance, gives you a temporary increase to global speed. In this case we'll use 29%. We simply then change EPT to 1290 and calculate accordingly. This is where we see significant changes to HPT.&lt;br /&gt;
&lt;br /&gt;
Example 7: Eden's Guile at 129% global speed, regular weapon. 1290 EPT / 1000 EPH = 1.29 HPT.&lt;br /&gt;
&lt;br /&gt;
Example 8: Eden's Guile at 129% global speed, regular bow/sling shooter at 125% weapon speed. 1290 EPT / 800 EPH = 1.61 HPT&lt;br /&gt;
&lt;br /&gt;
Example 9: Eden's Guile at 129% global speed, swiftstrike shooter at 143% weapon speed, Rapid shot at 65% increase attack speed. 1290 EPT / 424 EPH = 3.04 HPT.&lt;br /&gt;
&lt;br /&gt;
Example 10: Blinding Speed at 141% increase, swiftstrike shooter at 143% weapon speed, Rapid Shot at 65% increase attack speed. 1410 EPT / 424 EPH = 3.31 HPT&lt;br /&gt;
&lt;br /&gt;
===Movement Speed===&lt;br /&gt;
Movement is not directly related to hits per turn, but it does effect the amount of energy. Moving one square takes 1000 energy. If movement speed is greater than 100%, less than 1000 energy is used per turn in movement, leaving some left over. This can accumulate over turns until enough is available for an extra hit per turn. &lt;br /&gt;
&lt;br /&gt;
===Theoretical Maximum for HPT===&lt;br /&gt;
This is hard to estimate precisely. The below may also be out of date, as new artifacts have been created since this was written.&lt;br /&gt;
&lt;br /&gt;
I think it would be a Yeek Archer: Yeek (global speed 15% increase) + global speed prodigy (15% increase), Rapid Shot with extra talent point + Ring of War Master + enraging amulet at 10% increase would give close to 100% attack speed increase I think. Randart sling with double swiftstrike for 166% attack speed (is this possible?) and 5% global speed increase, with offhand blazebringer ego at 5% global speed increase. Blinding Speed (but not with extra talent point, as to get global speed prodigy you need 20 in equi, which requires 2 unlocks, and we've spent 2 already), so 41% increase, to base of 140% global speed of yeek 15% + prodigy 15% + sling 5% + offhand 5%, giving total (temporary) global speed of 97.4% increase.&lt;br /&gt;
&lt;br /&gt;
That is, hypothetically, you might get temporary 97.4% increase in global speed, 100% increase in attack speed, and 60% increase in weapon speed!&lt;br /&gt;
&lt;br /&gt;
This would give then, using generic formula above 1.974 * (1 + 1) / 0.6 = 6.58 hits per turn!&lt;br /&gt;
&lt;br /&gt;
The other class that might outdo this even is a Yeek Brawler, but I'll leave it to someone else to calculate.&lt;br /&gt;
&lt;br /&gt;
The 3.31 HPT (example 10 above) with max Blinding Speed, Swiftstrike, and max Rapid Shot, can be achieved by an archer by about lvl 17, if you save class points for this effect, and find a swiftstrike, which are quite rare. When your ammo has on hit effects, this means you increase your chance of landing one of these per turn.&lt;br /&gt;
&lt;br /&gt;
===When do I get my extra hits per turn?===&lt;br /&gt;
You have to accumulate the energy to the point when you have enough to do more than one action per turn. For example, you have weapon speed of 125% and no other modifier. This translates to energy use of 80% (1/1.25). So in turn one you'll accumulate 200 energy, then 400, then 600, then 800. At this stage, you use 800 for your first shot, using up your spare energy and then you get your second shot. You can see this by putting on a regen infusion, and shooting randomly, and seeing when you get two shots per turn.&lt;br /&gt;
&lt;br /&gt;
So then, can you assume that you have to wait, in such an example when HPT = 1.25, for 4 turns before an extra shot? No, because the complication is that you can accumulate energy from all sorts of places. You might have movement speed increase, and so you move, giving you some spare energy each move. Move 3 times, to pump up your stock, and then shoot twice. Hard to coordinate, but it happens. So in practice, the extra shot appears anywhere in the 5 turn period.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Not sure this is possible any more&lt;br /&gt;
But this also illustrates why getting HPT 2 is so valuable. In this case, you always get 2 and sometimes 3 shots in a turn. And if you get to example 10, which can be done by about lvl 17, you can get HPT = 3.31 HPT. In 4 turns you'll shoot about 13 times with {{t|Blinding Speed}}! And that makes a BIG difference.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Acknowledgements===&lt;br /&gt;
The [http://te4.org/games/addons/tome/clock| clock addon] (note: not compatible with current version) by lukep, and the many forums posts on speed and on Rapid Shot vs Aim, and some code delving, and running lots of archers, finally gave me the tools to figure this out properly I hope.&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Escape_Options&amp;diff=10212</id>
		<title>Escape Options</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Escape_Options&amp;diff=10212"/>
				<updated>2016-02-11T12:57:21Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: /* list of escape options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==characteristics of escape options==&lt;br /&gt;
One of the main method of surviving is to escape in time. Tome provides several escape options useful for many different situations. First there is a difference between escaping and just repositioning. If you only want to get some distance to your foe or only want one or two rounds to wait for a cooldown, you don't want to get far away with a teleport rune. Then you only reposition. Nevertheless repostion and escaping works in the same way, you just want to get farer or behind a wall with a long way to get there if you want to escape.&lt;br /&gt;
Last but not least an alternative to repositioning yourself can be to move your most threatening foe.&lt;br /&gt;
&lt;br /&gt;
The other main difference between escape options are the situations you can use they. It is really important to have a look for that because normally, if you want to flee, something has gone bad and that is often a reason, which limit your escape options.&lt;br /&gt;
* '''Surrounded''' If you are surrounded you can't normally move away. But teleport works fine. alternatively you can go through walls or swap with an enemy, if you are able to.&lt;br /&gt;
* '''Pinned, Grappled''' All movements are impossible. You can still try teleport or try to get rid of your status effect before you move away&lt;br /&gt;
* '''Silenced''' You can't use your spells. This affected most of teleport options. Movement still works fine.&lt;br /&gt;
** '''Silenced and grappled''' This is a real threat for magic user and the main reason why bloated ooze are so dangerous. If you can't get rid of the status effects you could try a [[torque of psychoportation]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==list of escape options==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! escape option !! spell !! Movement/ Teleportation !! typical range per round !! need preparation !! need special situation&lt;br /&gt;
|-&lt;br /&gt;
| Simple movement|| No || Movement || 1 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Swapping with adjacent friendly creature || No || Movement || 1 || No || adjacent friendly creature&lt;br /&gt;
|-&lt;br /&gt;
| Movement infusion || No || Movement || 3- ~9 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Phase door || Yes || Teleportation || 4-13 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Teleport || Yes || Teleportation || 15+ || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Psychoportation || No || Teleportation || ? || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Hack'n'back || No || Movement || 1-3 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Dream walk || No || ? || 7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Heave || No || Movement || 3-7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Rush || No || Movement || 6-10 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Switch place || No || Movement? || ? || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Disengage || No || Movement || 7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Probability travel || Yes || Teleport || 4-20 || Sustain active || Next to wall&lt;br /&gt;
|-&lt;br /&gt;
| Vault || No || Movement || 3-8 || No || Next to creature&lt;br /&gt;
|-&lt;br /&gt;
| Path of the sun || Yes || Movement || 4-9 || 1 round || No&lt;br /&gt;
|-&lt;br /&gt;
| Dimensional step || Yes || Teleportation || 3-7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Wormhole || Yes || Teleportation || 10+ || 1 round || No&lt;br /&gt;
|-&lt;br /&gt;
| Stone Walking || No || Movement || 2-10 || No || Next to wall&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Escape_Options&amp;diff=10211</id>
		<title>Escape Options</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Escape_Options&amp;diff=10211"/>
				<updated>2016-02-11T12:54:46Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: /* list of escape options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==characteristics of escape options==&lt;br /&gt;
One of the main method of surviving is to escape in time. Tome provides several escape options useful for many different situations. First there is a difference between escaping and just repositioning. If you only want to get some distance to your foe or only want one or two rounds to wait for a cooldown, you don't want to get far away with a teleport rune. Then you only reposition. Nevertheless repostion and escaping works in the same way, you just want to get farer or behind a wall with a long way to get there if you want to escape.&lt;br /&gt;
Last but not least an alternative to repositioning yourself can be to move your most threatening foe.&lt;br /&gt;
&lt;br /&gt;
The other main difference between escape options are the situations you can use they. It is really important to have a look for that because normally, if you want to flee, something has gone bad and that is often a reason, which limit your escape options.&lt;br /&gt;
* '''Surrounded''' If you are surrounded you can't normally move away. But teleport works fine. alternatively you can go through walls or swap with an enemy, if you are able to.&lt;br /&gt;
* '''Pinned, Grappled''' All movements are impossible. You can still try teleport or try to get rid of your status effect before you move away&lt;br /&gt;
* '''Silenced''' You can't use your spells. This affected most of teleport options. Movement still works fine.&lt;br /&gt;
** '''Silenced and grappled''' This is a real threat for magic user and the main reason why bloated ooze are so dangerous. If you can't get rid of the status effects you could try a [[torque of psychoportation]].&lt;br /&gt;
&lt;br /&gt;
==list of escape options==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! escape option !! spell !! Movement/Teleportation !! typical range per round !! need preparation !! need special situation&lt;br /&gt;
|-&lt;br /&gt;
| Simple movement|| No || Movement || 1 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Swapping with adjacent friendly creature || No || Movement || 1 || No || adjacent friendly creature&lt;br /&gt;
|-&lt;br /&gt;
| Movement infusion || No || Movement || 3- ~9 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Phase door || Yes || Teleportation || 4-13 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Teleport || Yes || Teleportation || 15+ || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Psychoportation || No || Teleportation || ? || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Hack'n'back || No || Movement || 1-3 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Dream walk || No || ? || 7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Heave || No || Movement || 3-7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Rush || No || Movement || 6-10 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Switch place || No || Movement? || ? || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Disengage || No || Movement || 7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Probability travel || Yes || Teleport || 4-20 || Sustain active || Next to wall&lt;br /&gt;
|-&lt;br /&gt;
| Vault || No || Movement || 3-8 || No || Next to creature&lt;br /&gt;
|-&lt;br /&gt;
| Path of the sun || Yes || Movement || 4-9 || 1 round || No&lt;br /&gt;
| -&lt;br /&gt;
| Dimensional step || Yes || Teleportation || 3-7 || No || No&lt;br /&gt;
| -&lt;br /&gt;
| Wormhole || Yes || Teleportation || 10+ || 1 round || No&lt;br /&gt;
| -&lt;br /&gt;
| Stone Walking || No || Movement || 2-10 || No || Next to wall&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Escape_Options&amp;diff=10210</id>
		<title>Escape Options</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Escape_Options&amp;diff=10210"/>
				<updated>2016-02-11T12:54:24Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==characteristics of escape options==&lt;br /&gt;
One of the main method of surviving is to escape in time. Tome provides several escape options useful for many different situations. First there is a difference between escaping and just repositioning. If you only want to get some distance to your foe or only want one or two rounds to wait for a cooldown, you don't want to get far away with a teleport rune. Then you only reposition. Nevertheless repostion and escaping works in the same way, you just want to get farer or behind a wall with a long way to get there if you want to escape.&lt;br /&gt;
Last but not least an alternative to repositioning yourself can be to move your most threatening foe.&lt;br /&gt;
&lt;br /&gt;
The other main difference between escape options are the situations you can use they. It is really important to have a look for that because normally, if you want to flee, something has gone bad and that is often a reason, which limit your escape options.&lt;br /&gt;
* '''Surrounded''' If you are surrounded you can't normally move away. But teleport works fine. alternatively you can go through walls or swap with an enemy, if you are able to.&lt;br /&gt;
* '''Pinned, Grappled''' All movements are impossible. You can still try teleport or try to get rid of your status effect before you move away&lt;br /&gt;
* '''Silenced''' You can't use your spells. This affected most of teleport options. Movement still works fine.&lt;br /&gt;
** '''Silenced and grappled''' This is a real threat for magic user and the main reason why bloated ooze are so dangerous. If you can't get rid of the status effects you could try a [[torque of psychoportation]].&lt;br /&gt;
&lt;br /&gt;
==list of escape options==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! escape option !! spell !! Movement/Teleportation !! typical range per round !! need preparation !! need special situation&lt;br /&gt;
|-&lt;br /&gt;
| Simple movement|| No || Movement || 1 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Swapping with adjacent friendly creature || No || Movement || 1 || No || adjacent friendly creature&lt;br /&gt;
|-&lt;br /&gt;
| Movement infusion || No || Movement || 3- ~9 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Phase door || Yes || Teleportation || 4-13 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Teleport || Yes || Teleportation || 15+ || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Psychoportation || No || Teleportation || ? || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Hack'n'back || No || Movement || 1-3 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Dream walk || No || ? || 7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Heave || No || Movement || 3-7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Rush || No || Movement || 6-10 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Switch place || No || Movement? || ? || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Disengage || No || Movement || 7 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Probability travel || Yes || Teleport || 4-20 || Sustain active || Next to wall&lt;br /&gt;
|-&lt;br /&gt;
| Vault || No || Movement || 3-8 || No || Next to creature&lt;br /&gt;
|-&lt;br /&gt;
| Path of the sun || Yes || Movement || 4-9 || 1 round || No&lt;br /&gt;
| -&lt;br /&gt;
| Dimensional step || Yes || Teleportation || 3-7 || No || No&lt;br /&gt;
| -&lt;br /&gt;
| Wormhole || Yes || Teleportation || 10+ || 1 round || No&lt;br /&gt;
|&lt;br /&gt;
| Stone Walking || No || Movement || 2-10 || No || Next to wall&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Escape_Options&amp;diff=10209</id>
		<title>Escape Options</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Escape_Options&amp;diff=10209"/>
				<updated>2016-02-11T11:46:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: /* list of escape options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==characteristics of escape options==&lt;br /&gt;
One of the main method of surviving is to escape in time. Tome provides several escape options useful for many different situations. First there is a difference between escaping and just repositioning. If you only want to get some distance to your foe or only want one or two rounds to wait for a cooldown, you don't want to get far away with a teleport rune. Then you only reposition. Nevertheless repostion and escaping works in the same way, you just want to get farer or behind a wall with a long way to get there if you want to escape.&lt;br /&gt;
&lt;br /&gt;
The other main difference between escape options are the situations you can use they. It is really important to have a look for that because normally, if you want to flee, something has gone bad and that is often a reason, which limit your escape options.&lt;br /&gt;
* '''Surrounded''' If you are surrounded you can't normally move away. But teleport works fine. alternatively you can go through walls or swap with an enemy, if you are able to.&lt;br /&gt;
* '''Pinned, Grappled''' All movements are impossible. You can still try teleport or try to get rid of your status effect before you move away&lt;br /&gt;
* '''Silenced''' You can't use your spells. This affected most of teleport options. Movement still works fine.&lt;br /&gt;
** '''Silenced and grappled''' This is a real threat for magic user and the main reason why bloated ooze are so dangerous. If you can't get rid of the status effects you could try a [[torque of psychoportation]].&lt;br /&gt;
&lt;br /&gt;
==list of escape options==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! escape option !! spell !! Movement/Teleportation !! typical range per round !! need preparation !! need special situation&lt;br /&gt;
|-&lt;br /&gt;
| Simple movement|| No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Swapping with friendly creature || No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Movement infusion || No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Phase door || Yes || Teleportation || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Teleportation || Yes || Teleportation || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Psychoportation || No || Teleportation || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Hack'n'back || No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Dream walk || No || ? || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Heave || No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Rush || No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Blinding Speed || No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Switch place || No || ? || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Disengage || No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Probability travel || Yes || ? || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Vault || No || Movement || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Path of the sun || Yes || Movement || Example || Example || Example&lt;br /&gt;
| -&lt;br /&gt;
| Dimensional step || Yes || Teleportation || Example || Example || Example&lt;br /&gt;
| -&lt;br /&gt;
| Wormhole || Yes || Example || Teleportation || Example || Example&lt;br /&gt;
|&lt;br /&gt;
| Stone Walking || No || Movement || Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Escape_Options&amp;diff=10208</id>
		<title>Escape Options</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Escape_Options&amp;diff=10208"/>
				<updated>2016-02-11T11:15:49Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: Created page with &amp;quot;==characteristics of escape options== One of the main method of surviving is to escape in time. Tome provides several escape options useful for many different situations. Firs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==characteristics of escape options==&lt;br /&gt;
One of the main method of surviving is to escape in time. Tome provides several escape options useful for many different situations. First there is a difference between escaping and just repositioning. If you only want to get some distance to your foe or only want one or two rounds to wait for a cooldown, you don't want to get far away with a teleport rune. Then you only reposition. Nevertheless repostion and escaping works in the same way, you just want to get farer or behind a wall with a long way to get there if you want to escape.&lt;br /&gt;
&lt;br /&gt;
The other main difference between escape options are the situations you can use they. It is really important to have a look for that because normally, if you want to flee, something has gone bad and that is often a reason, which limit your escape options.&lt;br /&gt;
* '''Surrounded''' If you are surrounded you can't normally move away. But teleport works fine. alternatively you can go through walls or swap with an enemy, if you are able to.&lt;br /&gt;
* '''Pinned, Grappled''' All movements are impossible. You can still try teleport or try to get rid of your status effect before you move away&lt;br /&gt;
* '''Silenced''' You can't use your spells. This affected most of teleport options. Movement still works fine.&lt;br /&gt;
** '''Silenced and grappled''' This is a real threat for magic user and the main reason why bloated ooze are so dangerous. If you can't get rid of the status effects you could try a [[torque of psychoportation]].&lt;br /&gt;
&lt;br /&gt;
==list of escape options==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! escape option !! spell !! Movement/Teleportation !! typical range per round !! need preparation !! need special situation&lt;br /&gt;
|-&lt;br /&gt;
| simple || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=10207</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=10207"/>
				<updated>2016-02-11T10:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: /* Other Specific guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
*[[Goon Zone Order Progression]]&lt;br /&gt;
*[http://te4.org/wiki/Goon_Survival_Guide Goon Survival FAQ]&lt;br /&gt;
*[[Bosses]] Guide&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes. '''Note''': Many of these guides may be out-dated!&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]] (outdated)&lt;br /&gt;
* San0ix' In Depth Temporal Warden Guide [1.3.1] [http://forums.te4.org/viewtopic.php?f=59&amp;amp;t=44001 Forum Version] [http://steamcommunity.com/sharedfiles/filedetails/?id=493308370 Steam Version]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Arcane Blade Guide 1.3.3]]&lt;br /&gt;
* [[Goon Archer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Berserker Guide 1.1.5]]&lt;br /&gt;
* [http://forums.te4.org/viewtopic.php?f=52&amp;amp;t=44649&amp;amp;p=204232 Marcas' In-Depth Bulwark Guide [1.3.1&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
* [[Goon Bulwark Guide 1.1.5]]&lt;br /&gt;
* [[Goon Brawler Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Wilder===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Oozemancer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Stone Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Summoner Guide 1.1.5]]&lt;br /&gt;
* [[Goon Wyrmic Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;br /&gt;
* [[Escape Options]]&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Trollmire&amp;diff=10193</id>
		<title>Trollmire</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Trollmire&amp;diff=10193"/>
				<updated>2016-02-10T16:23:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: /* General tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Trollmire&lt;br /&gt;
|floors=3&lt;br /&gt;
|guardian=[[Prox the Mighty]], [[Bill]], [[Aluin the Fallen]], [[Shax the Slimy]]&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=65&lt;br /&gt;
|height=40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Trollmire is a first-tier dungeon in the northern part of [[Maj'Eyal]], near [[Derth]]. It has a [[material]] level range of 1 to 2 (or 3 to 4 after returning from the Far East). The Trollmire is the starting zone for any race/class combination that doesn't have its own special starting zone.&lt;br /&gt;
&lt;br /&gt;
The Trollmire is inhabited mostly by trolls and animals. It uses a dense forest layout, mostly trees with highly irregular, short, random paths and some clearings. Since beta 32, there is a road connecting the exits and leading to the boss's clearing.&lt;br /&gt;
&lt;br /&gt;
The official boss is [[Prox the Mighty]], a troll; but Prox's boss is [[Bill]] (also a troll, and substantially tougher), whose treasure-filled dwelling is on the secret fourth level. (If you started in the Trollmire, and have only beaten Prox, you are probably level 4-5 and should postpone your chat with Bill, unless you want a seriously challenging fight.)&lt;br /&gt;
&lt;br /&gt;
If you are playing the &amp;quot;alternate&amp;quot; Trollmire (which you can tell by a high level of water), the boss will be [[Shax the Slimy]].&lt;br /&gt;
&lt;br /&gt;
After the returning from the Far East, the [[backup guardian]] is [[Aluin the Fallen]], a fallen [[Sun Paladin]].&lt;br /&gt;
&lt;br /&gt;
The Trollmire can have 6 kinds of [[vaults]]: honey glade, ruined building 1 through 3, snake pit, and mage hideout.&lt;br /&gt;
&lt;br /&gt;
==General tips==&lt;br /&gt;
The Trollmire is one of the easiest dungeon in game and surely the easiest for most melee classes. For ranged fighter [[Norgos Lair]] could be easier with exception of its boss.&lt;br /&gt;
Besides trolls and wolves which only do physical attacks you can encounter some plants and snakes, which can poison or bleed. Some nature resistance, physical resistance or physical wild/heatbeam runes can help to handle that. &lt;br /&gt;
&lt;br /&gt;
Normally you have areas with dense and with spare vegetation. That you can utilize for a better exploring. Melee should try to explore first in dense areas. When they encounter a ranged attacking foe they mostly near them in dense areas. Ranged fighters should other hand first explore the open fields to see enemies earlier and be able to attack them from afar. &lt;br /&gt;
&lt;br /&gt;
The boss [[Prox the Mighty|Prox]] (not in the alternate version) isn't really dangerous. But be aware of The Hedge-Troll Wizard, which often spawn here. Don't attack him, when is shielding is active because it could be the Rune of Reflection, so that the damage would be return to you. &lt;br /&gt;
&lt;br /&gt;
In the 4th floor there is waiting [[Bill]]. Be careful, when you fight him, because he can hit harder than Prox. If you have high armor and life he should be no threat. Otherwise you can try to stay at the egde of the map like the corridor on the left and downsize and teleport, when you lost too much life. &lt;br /&gt;
&lt;br /&gt;
If you want a more challenging fight against [[Bill]] you can try to attack Prox with level 1 and lower his level until he drops a paper but don't kill him. Then you can run to Bill. If you can manage to kill him with Level 1 you get the Kill Bill! [[Achievement|achievement]].&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Trollmire&amp;diff=10192</id>
		<title>Trollmire</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Trollmire&amp;diff=10192"/>
				<updated>2016-02-10T16:22:53Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: /* General tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Trollmire&lt;br /&gt;
|floors=3&lt;br /&gt;
|guardian=[[Prox the Mighty]], [[Bill]], [[Aluin the Fallen]], [[Shax the Slimy]]&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=65&lt;br /&gt;
|height=40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Trollmire is a first-tier dungeon in the northern part of [[Maj'Eyal]], near [[Derth]]. It has a [[material]] level range of 1 to 2 (or 3 to 4 after returning from the Far East). The Trollmire is the starting zone for any race/class combination that doesn't have its own special starting zone.&lt;br /&gt;
&lt;br /&gt;
The Trollmire is inhabited mostly by trolls and animals. It uses a dense forest layout, mostly trees with highly irregular, short, random paths and some clearings. Since beta 32, there is a road connecting the exits and leading to the boss's clearing.&lt;br /&gt;
&lt;br /&gt;
The official boss is [[Prox the Mighty]], a troll; but Prox's boss is [[Bill]] (also a troll, and substantially tougher), whose treasure-filled dwelling is on the secret fourth level. (If you started in the Trollmire, and have only beaten Prox, you are probably level 4-5 and should postpone your chat with Bill, unless you want a seriously challenging fight.)&lt;br /&gt;
&lt;br /&gt;
If you are playing the &amp;quot;alternate&amp;quot; Trollmire (which you can tell by a high level of water), the boss will be [[Shax the Slimy]].&lt;br /&gt;
&lt;br /&gt;
After the returning from the Far East, the [[backup guardian]] is [[Aluin the Fallen]], a fallen [[Sun Paladin]].&lt;br /&gt;
&lt;br /&gt;
The Trollmire can have 6 kinds of [[vaults]]: honey glade, ruined building 1 through 3, snake pit, and mage hideout.&lt;br /&gt;
&lt;br /&gt;
==General tips==&lt;br /&gt;
The Trollmire is one of the easiest dungeon in game and surely the easiest for most melee classes. For ranged fighter [[Norgos lair]] could be easier with exception of its boss.&lt;br /&gt;
Besides trolls and wolves which only do physical attacks you can encounter some plants and snakes, which can poison or bleed. Some nature resistance, physical resistance or physical wild/heatbeam runes can help to handle that. &lt;br /&gt;
&lt;br /&gt;
Normally you have areas with dense and with spare vegetation. That you can utilize for a better exploring. Melee should try to explore first in dense areas. When they encounter a ranged attacking foe they mostly near them in dense areas. Ranged fighters should other hand first explore the open fields to see enemies earlier and be able to attack them from afar. &lt;br /&gt;
&lt;br /&gt;
The boss [[Prox the Mighty|Prox]] (not in the alternate version) isn't really dangerous. But be aware of The Hedge-Troll Wizard, which often spawn here. Don't attack him, when is shielding is active because it could be the Rune of Reflection, so that the damage would be return to you. &lt;br /&gt;
&lt;br /&gt;
In the 4th floor there is waiting [[Bill]]. Be careful, when you fight him, because he can hit harder than Prox. If you have high armor and life he should be no threat. Otherwise you can try to stay at the egde of the map like the corridor on the left and downsize and teleport, when you lost too much life. &lt;br /&gt;
&lt;br /&gt;
If you want a more challenging fight against [[Bill]] you can try to attack Prox with level 1 and lower his level until he drops a paper but don't kill him. Then you can run to Bill. If you can manage to kill him with Level 1 you get the Kill Bill! [[Achievement|achievement]].&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Trollmire&amp;diff=10191</id>
		<title>Trollmire</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Trollmire&amp;diff=10191"/>
				<updated>2016-02-10T16:20:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Trollmire&lt;br /&gt;
|floors=3&lt;br /&gt;
|guardian=[[Prox the Mighty]], [[Bill]], [[Aluin the Fallen]], [[Shax the Slimy]]&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=65&lt;br /&gt;
|height=40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Trollmire is a first-tier dungeon in the northern part of [[Maj'Eyal]], near [[Derth]]. It has a [[material]] level range of 1 to 2 (or 3 to 4 after returning from the Far East). The Trollmire is the starting zone for any race/class combination that doesn't have its own special starting zone.&lt;br /&gt;
&lt;br /&gt;
The Trollmire is inhabited mostly by trolls and animals. It uses a dense forest layout, mostly trees with highly irregular, short, random paths and some clearings. Since beta 32, there is a road connecting the exits and leading to the boss's clearing.&lt;br /&gt;
&lt;br /&gt;
The official boss is [[Prox the Mighty]], a troll; but Prox's boss is [[Bill]] (also a troll, and substantially tougher), whose treasure-filled dwelling is on the secret fourth level. (If you started in the Trollmire, and have only beaten Prox, you are probably level 4-5 and should postpone your chat with Bill, unless you want a seriously challenging fight.)&lt;br /&gt;
&lt;br /&gt;
If you are playing the &amp;quot;alternate&amp;quot; Trollmire (which you can tell by a high level of water), the boss will be [[Shax the Slimy]].&lt;br /&gt;
&lt;br /&gt;
After the returning from the Far East, the [[backup guardian]] is [[Aluin the Fallen]], a fallen [[Sun Paladin]].&lt;br /&gt;
&lt;br /&gt;
The Trollmire can have 6 kinds of [[vaults]]: honey glade, ruined building 1 through 3, snake pit, and mage hideout.&lt;br /&gt;
&lt;br /&gt;
==General tips==&lt;br /&gt;
The Trollmire is one of the easiest dungeon in game and surely the easiest for most melee classes. For ranged fighter [[Norgos lair]] could be easier with exception of its boss.&lt;br /&gt;
Besides trolls and wolves which only do physical attacks you can encounter some plants and snakes, which can poison or bleed. Some nature resistance, physical resistance or physical wild/heatbeam runes can help to handle that. &lt;br /&gt;
&lt;br /&gt;
Normally you have areas with dense and with spare vegetation. That you can utilize for a better exploring. Melee should try to explore first in dense areas. When they encounter a ranged attacking foe they mostly near them in dense areas. Ranged fighters should other hand first explore the open fields to see enemies earlier and be able to attack them from afar. &lt;br /&gt;
&lt;br /&gt;
The boss [[Prox the Mighty|Prox]] (not in the alternate version) isn't really dangerous. But be aware of The Hedge-Troll Wizard, which often spawn here. Don't attack him, when is shielding is active because it could be the Rune of Reflection, so that the damage would be return to you. &lt;br /&gt;
&lt;br /&gt;
In the 4th floor there is waiting [[Bill]]. Be careful, when you fight him, because he can hit harder than Prox. If you have high armor and life he should be no threat. Otherwise you can try to stay at the egde of the map like the corridor on the left and downsize and teleport, when you lost too much life. &lt;br /&gt;
&lt;br /&gt;
If you want a more challenging fight against [[Bill]] you can try to attack Prox with level 1 and lower his level until he drops a paper but don't kill him. Then you can run to Bill. If you can manage to kill him with Level 1 you get the [[Kill Bill]] archievement.&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Trollmire&amp;diff=10190</id>
		<title>Trollmire</title>
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				<updated>2016-02-10T16:19:39Z</updated>
		
		<summary type="html">&lt;p&gt;Tigerle: /* Zone Information */&lt;/p&gt;
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&lt;div&gt;{{Zone&lt;br /&gt;
|name=Trollmire&lt;br /&gt;
|floors=3&lt;br /&gt;
|guardian=[[Prox the Mighty]], [[Bill]], [[Aluin the Fallen]], [[Shax the Slimy]]&lt;br /&gt;
|min_level=1&lt;br /&gt;
|max_level=5&lt;br /&gt;
|min_ilevel=1&lt;br /&gt;
|max_ilevel=4&lt;br /&gt;
|width=65&lt;br /&gt;
|height=40&lt;br /&gt;
}}&lt;br /&gt;
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==Zone Information==&lt;br /&gt;
The Trollmire is a first-tier dungeon in the northern part of [[Maj'Eyal]], near [[Derth]]. It has a [[material]] level range of 1 to 2 (or 3 to 4 after returning from the Far East). The Trollmire is the starting zone for any race/class combination that doesn't have its own special starting zone.&lt;br /&gt;
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The Trollmire is inhabited mostly by trolls and animals. It uses a dense forest layout, mostly trees with highly irregular, short, random paths and some clearings. Since beta 32, there is a road connecting the exits and leading to the boss's clearing.&lt;br /&gt;
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The official boss is [[Prox the Mighty]], a troll; but Prox's boss is [[Bill]] (also a troll, and substantially tougher), whose treasure-filled dwelling is on the secret fourth level. (If you started in the Trollmire, and have only beaten Prox, you are probably level 4-5 and should postpone your chat with Bill, unless you want a seriously challenging fight.)&lt;br /&gt;
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If you are playing the &amp;quot;alternate&amp;quot; Trollmire (which you can tell by a high level of water), the boss will be [[Shax the Slimy]].&lt;br /&gt;
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After the returning from the Far East, the [[backup guardian]] is [[Aluin the Fallen]], a fallen [[Sun Paladin]].&lt;br /&gt;
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The Trollmire can have 6 kinds of [[vaults]]: honey glade, ruined building 1 through 3, snake pit, and mage hideout.&lt;br /&gt;
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==General tips==&lt;br /&gt;
The Trollmire is one of the easiest dungeon in game and surely the easiest for most melee classes. For ranged fighter [[Norgos lair]] could be easier with exception of its boss.&lt;br /&gt;
Besides trolls and wolves which only do physical attacks you can encounter some plants and snakes, which can poison or bleed. Some nature resistance, physical resistance or physical wild/heatbeam runes can help to handle that. &lt;br /&gt;
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Normally you have areas with dense and with spare vegetation. That you can utilize for a better exploring. Melee should try to explore first in dense areas. When they encounter a ranged attacking foe they mostly near them in dense areas. Ranged fighters should other hand first explore the open fields to see enemies earlier and be able to attack them from afar. &lt;br /&gt;
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The boss Prox (not in the alternate version) isn't really dangerous. But be aware of The Hedge-Troll Wizard, which often spawn here. Don't attack him, when is shielding is active because it could be the Rune of Reflection, so that the damage would be return to you. &lt;br /&gt;
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In the 4th floor there is waiting Bill. Be careful, when you fight him, because he can hit harder than Prox. If you have high armor and life he should be no threat. Otherwise you can try to stay at the egde of the map like the corridor on the left and downsize and teleport, when you lost too much life. &lt;br /&gt;
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If you want a more challenging fight against Bill you can try to attack Prox with level 1 and lower his level until he drops a paper but don't kill him. Then you can run to Bill. If you can manage to kill him with Level 1 you get the [[Kill Bill]] archievement.&lt;/div&gt;</summary>
		<author><name>Tigerle</name></author>	</entry>

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