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		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-04-06T05:31:21Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Saves_and_To-Hit&amp;diff=6576</id>
		<title>Saves and To-Hit</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Saves_and_To-Hit&amp;diff=6576"/>
				<updated>2014-01-22T01:11:29Z</updated>
		
		<summary type="html">&lt;p&gt;Toxicfrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
To-hit rolls for physical attacks and saving throws against status effects both use the same basic mechanics: you pick an attack stat (accuracy, or physical, magical, or mind power) and a defence stat (defence, or physical, magical, or mind save), calculate a % chance to hit based on that, and then roll.&lt;br /&gt;
&lt;br /&gt;
The rest of this article uses &amp;quot;attack&amp;quot; and &amp;quot;defence&amp;quot; to mean &amp;quot;the stats being used for the attack and defence parts of the roll&amp;quot;, regardless of which actual stats these are. All the stats used in this calculation are the [[Rescaled combat stats|rescaled]] stats, not the raw stats.&lt;br /&gt;
&lt;br /&gt;
First, attack and defence both have a lower bound of 0 applied; if the attacker has a debuff taking them to (say) -5 in that stat, they're treated as though it is 0.&lt;br /&gt;
&lt;br /&gt;
Then, the to-hit chance is calculated using the following formula:&lt;br /&gt;
 50% + (attack - defence)*2.5%&lt;br /&gt;
&lt;br /&gt;
So, when the attacker and defender are evenly matched, the attack has a 50/50 chance of succeeding; each point in attack increases that chance by 2.5%, and each point in defence decreases it by 2.5%. Attack exceeding defence by 20 points or more, then, guarantees a hit (but see below); defence exceeding attack by at least 20 guarantees that the attack will fail.&lt;br /&gt;
&lt;br /&gt;
Then, limits are applied. By default it can't go below 0% or above 100%; some attacks, however, impose their own limits. Most status effects, for example, have an upper bound of 95%, giving the victim a 1/20 chance to save no matter how bad their stats are.&lt;br /&gt;
&lt;br /&gt;
Finally, the dice are rolled and the result is applied.&lt;br /&gt;
&lt;br /&gt;
=== Blind-Fighting and Unseen Enemies ===&lt;br /&gt;
&lt;br /&gt;
Physical attacks have to go through one additional check: the blind-fighting check. If the enemy can't be seen, for any reason (including stealth, blindness, and invisibility), then ''even if'' the attacker makes a successful to-hit roll, they have a flat 2/3 chance to miss anyways. This applies both to the player attacking unseen enemies, and enemies attacking an unseen player. If the attacker has the &amp;quot;blind-fight&amp;quot; ability (granted, for example, by the [[Spectral Blade]]), this check is skipped entirely and the attack behaves the same as an attack on a visible target.&lt;/div&gt;</summary>
		<author><name>Toxicfrog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Defense&amp;diff=6575</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Defense&amp;diff=6575"/>
				<updated>2014-01-22T00:45:50Z</updated>
		
		<summary type="html">&lt;p&gt;Toxicfrog: Added link to &amp;quot;saves and to-hit&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
Defense determines a character's ability to dodge physical attacks. Ranged Defense is a separate stat but uses the [[Saves and To-Hit|same formula]].&lt;br /&gt;
&lt;br /&gt;
The Defense formula is:&lt;br /&gt;
 Defense bonuses from equipment&lt;br /&gt;
 + ([[Dexterity]] - 10) * 0.35 &lt;br /&gt;
 + Defense bonuses from talents &lt;br /&gt;
 + [[Luck]] * 0.4&lt;br /&gt;
&lt;br /&gt;
Raw Defense is [[rescaled combat stats|rescaled]] to produce the final Defense value.&lt;/div&gt;</summary>
		<author><name>Toxicfrog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Accuracy&amp;diff=6574</id>
		<title>Accuracy</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Accuracy&amp;diff=6574"/>
				<updated>2014-01-22T00:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;Toxicfrog: Added link to &amp;quot;saves and to-hit&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
Accuracy determines your character's ability to land physical attacks.  It is the counterpart of [[Defense]]. It uses [[Saves and To-Hit|the same mechanics as saving throws]] to determine if an attack hits.&lt;br /&gt;
&lt;br /&gt;
The Accuracy formula is:&lt;br /&gt;
 4 &lt;br /&gt;
 + [[Combat accuracy (talent)|Combat Accuracy]] talent level * 10.00 &lt;br /&gt;
 + ([[Dexterity]] - 10) * 1.00 &lt;br /&gt;
 + [[Luck]] * 0.40 &lt;br /&gt;
 + Accuracy bonuses from equipment &lt;br /&gt;
 + Accuracy bonuses or penalties from [[effects]]&lt;br /&gt;
&lt;br /&gt;
Raw Accuracy is [[rescaled combat stats|rescaled]] to produce the final Accuracy value.&lt;/div&gt;</summary>
		<author><name>Toxicfrog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Combat_Damage&amp;diff=6573</id>
		<title>Combat Damage</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Combat_Damage&amp;diff=6573"/>
				<updated>2014-01-22T00:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;Toxicfrog: Added link to &amp;quot;saves and to-hit&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Damage is calculated in several steps.  It is not ''essential'' to understand how these numbers arise, but it is beneficial for players who want to make the most informed decisions. For determining whether an attack hits in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
''Updated for RC3.''&lt;br /&gt;
&lt;br /&gt;
== Basic damage calculation ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Stats===&lt;br /&gt;
Surprisingly (for people who have played other RPGs), your [[stats]] are actually the most important factor in determining your combat damage, because all the other factors go through a reducing formula first.  Which stats are used depends on the weapon, and in some cases, on your [[talents]].&lt;br /&gt;
&lt;br /&gt;
For example, a longsword says ''100% Str'' which means it uses your [[Strength]] and nothing else.  A dagger says ''45% Str, 45% Dex'' which means it uses your [[Strength]] (times 0.45) plus your [[Dexterity]] (times 0.45).  However, if you have the [[Lethality (talent)|Lethality]] talent, this overrides the ''45% Str'' part and forces the calculation to use your [[Cunning]] (times 0.45) instead.  So a [[Bulwark]] with a longsword the damage is somewhat proportional to Str*1.0; for a [[Rogue]] with a dagger, it would be Cun*0.45+Dex*0.45.&lt;br /&gt;
&lt;br /&gt;
[[Mindslayer|Mindslayers]] have some additional modifications during this step, for telekinetically wielded weapons: the stats used for such weapons are swapped around, and multiplied by the telekinetic grasp talent level, and then multiplied by 0.6.  We won't be showing examples of this because it's already confusing enough just using the standard stuff.&lt;br /&gt;
&lt;br /&gt;
The result of this step is stored in a variable called &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (for &amp;quot;total stats&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
As an example, let's take a Rogue with 41 Dexterity and 35 Cunning, who has the [[Lethality (talent)|Lethality]] talent.  His &amp;lt;tt&amp;gt;totstat&amp;lt;/tt&amp;gt; (using a dagger) is 41*0.45 + 35*0.45, or 34.2.  His Strength doesn't matter, because [[Lethality (talent)|Lethality]] overrides it.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Base weapon damage===&lt;br /&gt;
&lt;br /&gt;
The second most important factor in determining your damage is your weapon's base damage.  This is usually displayed as a range of numbers; we want the lower one.&lt;br /&gt;
&lt;br /&gt;
ToME 4 is all about diminishing returns (except when it isn't), and so we convert the weapon's power into a multiplying factor.  We use this formula:&lt;br /&gt;
&lt;br /&gt;
 power = (sqrt(base_dmg / 10) + 1) / 2&lt;br /&gt;
&lt;br /&gt;
If weapon's base damage is 28, then power comes out to approximately 1.337.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Talent modifier===&lt;br /&gt;
Each type of weapon has a [[talent]] that boosts its damage output.  For most weapons, this is [[Weapons mastery (talent)|Weapons Mastery]].  For daggers, it is [[Dagger mastery (talent)|Dagger Mastery]].  Bows and slings use [[Bow mastery (talent)|Bow Mastery]] and [[Sling mastery (talent)|Sling Mastery]] respectively.  For [[Stone Warden]]s using shields as weapons, the relevant talent is [[Stoneshield (talent)| Stoneshield]].  For [[mindstars]], it is [[Psiblades (talent)|Psiblades]].&lt;br /&gt;
&lt;br /&gt;
We use this formula:&lt;br /&gt;
&lt;br /&gt;
 talented_mod = sqrt(eff_talent_level / 5) / 2 + 1&lt;br /&gt;
&lt;br /&gt;
With a raw [[Dagger mastery (talent)|Dagger Mastery]] talent level of 5, and a mastery of 1.30 in Combat training, this gives an effective talent level of 6.5.  Therefore the &amp;lt;tt&amp;gt;talented_mod&amp;lt;/tt&amp;gt; variable is about 1.570.&lt;br /&gt;
&lt;br /&gt;
This can also be found in the relevant talent's description: ''increases weapon damage by 57% when using daggers''.&lt;br /&gt;
&lt;br /&gt;
===Step 4: Physical power===&lt;br /&gt;
&lt;br /&gt;
Physical power is a [[rescaled combat stats|rescaled combat stat]].  We won't go into the factors that affect it here; get it from your character's tooltip.&lt;br /&gt;
&lt;br /&gt;
For our example, we'll assume our Rogue has a physical power of 27.&lt;br /&gt;
&lt;br /&gt;
===Step 5: Total damage before rescaling===&lt;br /&gt;
&lt;br /&gt;
Now we combine all our numbers together, using this formula:&lt;br /&gt;
&lt;br /&gt;
 dam = 0.3 * (phys_power + totstat) * power * talented_mod&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;dam&amp;lt;/tt&amp;gt; variable does not actually exist in the code.  It is only used here for clarity.&lt;br /&gt;
&lt;br /&gt;
Continuing our example, our Rogue has a pre-rescaling damage of 0.3 * (27 + 34.2) * 1.337 * 1.570, or about 38.539.&lt;br /&gt;
&lt;br /&gt;
===Step 6: Rescale damage===&lt;br /&gt;
This is the final step in determining the base damage shown on the character sheet.  The damage figure calculated in the previous step is run through this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = dam ^ 1.04&lt;br /&gt;
&lt;br /&gt;
So, the final output in our Rogue example is 38.539 ^ 1.04, or 44.60.&lt;br /&gt;
&lt;br /&gt;
This will be shown as 44 on the character sheet.&lt;br /&gt;
 &lt;br /&gt;
== Applying the damage ==&lt;br /&gt;
&lt;br /&gt;
===Step 1: Weapon damage===&lt;br /&gt;
The base damage of a weapon attack is shown in the attack tab of your character sheet, using the calculations shown above.&lt;br /&gt;
&lt;br /&gt;
Here we are going to use the example of [[Cornac]] [[Bulwark]] smacking a [[Shalore]] [[Mindslayer]] with a sword.  We'll assume the basic damage calculated in the previous section comes out to 50.&lt;br /&gt;
&lt;br /&gt;
 Accuracy (main Hand)  45&lt;br /&gt;
 Damage (main Hand)    50&lt;br /&gt;
 APR (main Hand)        8&lt;br /&gt;
 Crit (main Hand)       8%&lt;br /&gt;
 Speed (main Hand)    100.00%&lt;br /&gt;
&lt;br /&gt;
Result so far: 50&lt;br /&gt;
&lt;br /&gt;
===Step 2: Armour and Armour Hardiness===&lt;br /&gt;
Armour reduces damage at this point, making it very effective.  Armour is capped by armour hardiness, and reduced by armour piercing (APR).  Enemy armour and armour hardiness are shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Hardiness/Armour: 30% / 12&lt;br /&gt;
&lt;br /&gt;
Armour Hardiness specifies the maximum amount that can be reduced by armour.  Squishy's hardiness is 30%, which means that it can reduce a maximum of 15 base damage (30% of 50).  Squishy's armour is 12, which is modified by APR before subtracting from base damage.  The attacker's APR is 8, leading to an effective armour of 4. 4 is less than the maximum allowable by Hardiness (15), so it is used.  This is subtracted from Smasher's base damage, which reduces it to 46.&lt;br /&gt;
&lt;br /&gt;
Result so far: 46&lt;br /&gt;
&lt;br /&gt;
===Step 3: Damage Range===&lt;br /&gt;
Damage range can only be found by dividing the second number in the power of your weapon by the first number.  This is then used to increase the damage to between the base damage and the base damage multiplied by the range, randomly.  Smasher is using a Dwarven-Steel Longsword, that shows up like:&lt;br /&gt;
&lt;br /&gt;
Base Power: 20 - 28&lt;br /&gt;
&lt;br /&gt;
By dividing (28/20), you can get the damage range of 1.4.  A random number is then chosen between 46 (the damage after armour) and 64.4 (46 * 1.4).  In this example, it is 57 (whole numbers only).&lt;br /&gt;
&lt;br /&gt;
Result so far: 57&lt;br /&gt;
&lt;br /&gt;
===Step 4: Talents===&lt;br /&gt;
Smasher attacked with Dirty Fighting (lvl 2) for 52% damage, which is a fairly straightforward multiplication.  57 * 52% = 29.64&lt;br /&gt;
&lt;br /&gt;
Result so far: 29.64&lt;br /&gt;
&lt;br /&gt;
===Step 5: Critical Hits===&lt;br /&gt;
Critical hits are a chance to do extra damage.  The chance is found in the attack tab, near the damage and APR found previously, and is 8% in this example.  The amount of damage that a critical hit does is multiplied by the &amp;quot;Critical mult.&amp;quot;, found under the Damage Mods column.  The default is 150%, and it can be raised by various means.  Smasher got lucky, and got a critical hit.  29.64 * 150% = 44.46&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Step 6: Offhand Multiplier===&lt;br /&gt;
Offhand daggers only do 50% damage, unless the attacker has the Dual Weapon Training talent.  Offhand shields being used by [[Stone Wardens|Stone Warden]] also do 50% damage.  Offhand mindstars do full damage.&lt;br /&gt;
&lt;br /&gt;
Since this is not an offhand weapon, there is no adjustment in this step.&lt;br /&gt;
&lt;br /&gt;
Result so far: 44.46&lt;br /&gt;
&lt;br /&gt;
===Step 7: Resistances, shields, +damage%, etc...===&lt;br /&gt;
This is in common with talent damage, and will be found in a forthcoming page.&lt;/div&gt;</summary>
		<author><name>Toxicfrog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=6572</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=6572"/>
				<updated>2014-01-22T00:45:28Z</updated>
		
		<summary type="html">&lt;p&gt;Toxicfrog: /* Effect Types */ Added link to &amp;quot;saves and to-hit&amp;quot; page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects of the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Elemental Surge: Lightning===&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.&lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action [[speed]] by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the eternals (talent)|Grace of the Eternals]].&lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement [[speed]] is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant [[Effect#Free Action|Free Action]] when Wild Speed ends).&lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time increasing resistance to all damage. [[Thaloren]] racial talent.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's [[Accuracy]] is in a higher [[rescaled combat stats|tier]] than the defender's [[Defense]].&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's [[Physical Power]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Physical Save]].&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's [[Spellpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Magical Save]].&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's [[Mindpower]] is in a higher [[rescaled combat stats|tier]] than the defender's [[saves|Mental Save]].&lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed.&lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its [[Dexterity]] and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its [[Constitution]] and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its [[Strength]] and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to [[shattering]] but improving physical(+20%), fire(+80%) and lightning(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Knockback===&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
===Lowered Resistance===&lt;br /&gt;
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.&lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Lose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears off, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Toxicfrog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Saves_and_To-Hit&amp;diff=6571</id>
		<title>Saves and To-Hit</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Saves_and_To-Hit&amp;diff=6571"/>
				<updated>2014-01-22T00:45:10Z</updated>
		
		<summary type="html">&lt;p&gt;Toxicfrog: Document to-hit and saving throw mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
To-hit rolls for physical attacks and saving throws against status effects both use the same basic mechanics: you pick an attack stat (accuracy, or physical, magical, or mind power) and a defence stat (defence, or physical, magical, or mind save), calculate a % chance to hit based on that, and then roll.&lt;br /&gt;
&lt;br /&gt;
The rest of this article uses &amp;quot;attack&amp;quot; and &amp;quot;defence&amp;quot; to mean &amp;quot;the stats being used for the attack and defence parts of the roll&amp;quot;, regardless of which actual stats these are. All the stats used in this calculation are the [[rescaled]] stats, not the raw stats.&lt;br /&gt;
&lt;br /&gt;
First, attack and defence both have a lower bound of 0 applied; if the attacker has a debuff taking them to (say) -5 in that stat, they're treated as though it is 0.&lt;br /&gt;
&lt;br /&gt;
Then, the to-hit chance is calculated using the following formula:&lt;br /&gt;
 50% + (attack - defence)*2.5%&lt;br /&gt;
&lt;br /&gt;
So, when the attacker and defender are evenly matched, the attack has a 50/50 chance of succeeding; each point in attack increases that chance by 2.5%, and each point in defence decreases it by 2.5%. Attack exceeding defence by 20 points or more, then, guarantees a hit (but see below); defence exceeding attack by at least 20 guarantees that the attack will fail.&lt;br /&gt;
&lt;br /&gt;
Then, limits are applied. By default it can't go below 0% or above 100%; some attacks, however, impose their own limits. Most status effects, for example, have an upper bound of 95%, giving the victim a 1/20 chance to save no matter how bad their stats are.&lt;br /&gt;
&lt;br /&gt;
Finally, the dice are rolled and the result is applied.&lt;br /&gt;
&lt;br /&gt;
=== Blind-Fighting and Unseen Enemies ===&lt;br /&gt;
&lt;br /&gt;
Physical attacks have to go through one additional check: the blind-fighting check. If the enemy can't be seen, for any reason (including stealth, blindness, and invisibility), then ''even if'' the attacker makes a successful to-hit roll, they have a flat 2/3 chance to miss anyways. This applies both to the player attacking unseen enemies, and enemies attacking an unseen player. If the attacker has the &amp;quot;blind-fight&amp;quot; ability (granted, for example, by the [[Spectral Blade]]), this check is skipped entirely and the attack behaves the same as an attack on a visible target.&lt;/div&gt;</summary>
		<author><name>Toxicfrog</name></author>	</entry>

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