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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Upidstupid</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-06-12T15:44:15Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Resistances&amp;diff=16937</id>
		<title>Resistances</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resistances&amp;diff=16937"/>
				<updated>2020-11-19T15:55:15Z</updated>
		
		<summary type="html">&lt;p&gt;Upidstupid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
'''Resistances''' (or &amp;quot;resists&amp;quot;) allow a character to reduce a fraction of damage taken based on the type of damage it is. For example, fire resistance decreases the damage taken from any kind of fire damage -- a fire drake's breath, or an archmage's Flame talent, etc. The formula for this is simply damage * (1 - resist%). For instance, 100 damage against 30% resist is 100 * (1 - .3) = 70 damage.&lt;br /&gt;
&lt;br /&gt;
'''Negative resists''' occur naturally on some enemy types and can also occur as the result of some [[artifacts]] or [[egos]]. This causes the target to take more than 100% damage from a hit, using the same formula as usual resistance. For instance, 100 damage against -30% resist is 100 * (1 - -.3) = 130 damage.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resist all&amp;quot; is applied independently of single elemental resists. If you have 15% resist all and 20% fire resistance, you will resist 1 - ((1 - 0.15) * (1 - 0.20)) or 32% of all fire damage (in the absence of any fire resistance penetration on your opponent). Resists as displayed on your character sheet include this step.&lt;br /&gt;
&lt;br /&gt;
Resists also have a cap. The standard resistance cap for the player is 70%, which is applied after the 1-(1-a)*(1-b) step shown above. This means that if you have 60% fire resistance and 30% resist all, your combined total resistance would be calculated as 1-(1-0.60)*(1-0.30) = 72%, but then the resistance cap would lower this to 70%. Some equipment or talents may raise the resistance cap for specific elements. In the previous example, if the player wore armor that gave +5% fire resistance cap, then the full 72% would take effect, as that is under the new fire resistance cap of 75%.&lt;br /&gt;
&lt;br /&gt;
'''Resistance penetration''' decreases the effective level of your opponent's corresponding resistance multiplicatively. For instance, if your opponent has 30% fire resistance, but you have 10% fire resistance penetration, and you hit your opponent with fire, his effective fire resistance will be reduced to 27%. Resistance penetration cannot cause enemies to take more than 100% damage from a hit.&lt;br /&gt;
&lt;br /&gt;
'''Resistance Reduction''' reduces the effective level of your opponent's corresponding resistance additively. For instance, if your opponent has 30% fire resistance and you use a talent that reduces their fire resistance by 20%, they would have 10% fire resistance while under the effect of this talent. However, this applies to the  This '''can''' cause enemies to drop into negative resistance. The caveat to this is that it only affects the resistance before all resistance is applied.&lt;/div&gt;</summary>
		<author><name>Upidstupid</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=16936</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=16936"/>
				<updated>2020-11-19T15:54:03Z</updated>
		
		<summary type="html">&lt;p&gt;Upidstupid: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
Items may be found on the ground, dropped by monsters, gained from quests, or bought from [[stores]]&lt;br /&gt;
&lt;br /&gt;
== Types of Items ==&lt;br /&gt;
Items are divided into different types, that usually fits into specific slots of characters.&lt;br /&gt;
&lt;br /&gt;
Most items are ranked into [[tier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Two-handed || May wield in offhand? || Stat requirement || Uses stat for base damage (Avg. randomized damage): || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxes || - || Strength || 120% (150%) Strength || 0.2% Critical Chance &lt;br /&gt;
|-&lt;br /&gt;
|Greatswords || - || Strength || 120% (156%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Greatmauls || - || Strength || 120% (150%) Strength || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Staffs || - || Magic || 80% (88%) Magic || 2.5% Proc Damage! (1.25% for short staves)&lt;br /&gt;
|-&lt;br /&gt;
||Tridents || - || Strength || 120% (?) Strength || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!One-handed || May wield in offhand? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Waraxe || No || Strength || 100% (120%) Strength || 0.2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Longsword || No || Strength || 100% (120%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Mace || No || Strength || 100% (120%) Strength || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Daggers || Yes || Dexterity || 45% Strength 45% Dexterity (51.75%/51.75%) || Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Whips || Yes || Dexterity || 100% Dexterity || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindstars]] || Yes || Willpower || Varies depending on tier and {{t|Psiblades}} talent level ||Accuracy determined by Willpower, not Dexterity. No bonus effect&lt;br /&gt;
|-&lt;br /&gt;
!Ranged  || Main-hand only? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Bows || No || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Slings || No || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
!Misc || May wield in offhand? || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Quivers || N/A || Dexterity || 70% Dexterity 50% Strength (77%/55%) || 0.2% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Pouches || N/A || Dexterity || 70% Dexterity 50% Cunning (77%/55%) || 0.1% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
Armour generally increases your survivability.&lt;br /&gt;
&lt;br /&gt;
*Body&lt;br /&gt;
*Head&lt;br /&gt;
*Hands&lt;br /&gt;
*Feet&lt;br /&gt;
*Belt&lt;br /&gt;
*Cloak&lt;br /&gt;
&lt;br /&gt;
Body Armor comes in 4 categories, Robes, Light (leather), Heavy (chain), and Massive (plate)&lt;br /&gt;
*Heavier armor comes with higher % Fatigue, increasing the stamina, mana, psi, hate, positive energy, and negative energy cost of skills, but not equilibrium, vim, paradox, or steam costs.&lt;br /&gt;
*Heavy armor cannot be equipped without rank 1 [[Armour_training_(talent)|Armour Training]]; massive armour cannot be equipped without rank 3. [[Armour_training_(talent)|Armour Training]] also increases the benefits of heavy and massive armor, granting bigger bonuses for massive.&lt;br /&gt;
*[[Mobile_defence_(talent)| Mobile Defence]], a Mobility talent, improves the effects of light armor.&lt;br /&gt;
*Rogues and Shadowblades cannot use Stealth in heavy or massive armor.&lt;br /&gt;
*Many Brawler skills cannot be used in massive armor.&lt;br /&gt;
&lt;br /&gt;
Head, Hand, and Foot armours come in just 3 types, cloth, leather, and metal. Level 1 armour training is required to equip metal, but there is no other difference. Talents like Stealth that cannot be used with metal body armor CAN be used with metal boots, helms, and gauntlets.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
*Quiver&lt;br /&gt;
*Tool&lt;br /&gt;
*Lite&lt;br /&gt;
*Rings&lt;br /&gt;
*Amulet&lt;br /&gt;
&lt;br /&gt;
=== Inscriptions ===&lt;br /&gt;
&lt;br /&gt;
{{:Inscriptions}}&lt;br /&gt;
See the full [[Inscriptions]] page for more information.&lt;br /&gt;
&lt;br /&gt;
=== Plot Items ===&lt;br /&gt;
&lt;br /&gt;
==== Transmogrification Chest ====&lt;br /&gt;
&lt;br /&gt;
{{:Transmogrification Chest}}&lt;br /&gt;
&lt;br /&gt;
== Power Source ==&lt;br /&gt;
All items are crafted by someone, or ''something''. A power source is the source of an item's power. In most cases, an item's power source does not impact gameplay, but there are some exceptions to this:&lt;br /&gt;
* Being [[Anti-magic]] prevents you from equipping {{arc}} powered items.&lt;br /&gt;
* Wearing {{am|arcane disrupting}} items will randomly cause any talent with the '''''is a spell''''' property to fail. This includes runes and sustained talents. The chance of failure is 10% per material level of the item. Items without a material level will be treated as if they were level 1.&lt;br /&gt;
* The [[Solipsist]]s' [[Psychometry (talent)|Psychometry]] grants bonus mindpower for nature, psionic, and arcane disrupting items &lt;br /&gt;
* The Tinker's [[Innovation_(talent)|Innovation]] grants bonuses to master-crafted and steamtech items&lt;br /&gt;
&lt;br /&gt;
There are 7 different power sources:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #8F00FF;&amp;quot;&amp;gt;Powered by arcane forces&amp;lt;/span&amp;gt; - Associated with mages&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #6B8E23;&amp;quot;&amp;gt;Infused by nature&amp;lt;/span&amp;gt; - Natural forces, originating from the land itself&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DA70D6;&amp;quot;&amp;gt;Infused by arcane disrupting forces&amp;lt;/span&amp;gt; - Items made by [[Anti-magic]] groups, like the Ziguranth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #D78E45;&amp;quot;&amp;gt;Crafted by a master:&amp;lt;/span&amp;gt; - Crafted by smiths and similar people without any association to magic or nature&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DDDD00;&amp;quot;&amp;gt;Infused by psionic forces&amp;lt;/span&amp;gt; - Natural forces that have evolved to keep up with magic&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DC143C;&amp;quot;&amp;gt;Powered by unknown forces&amp;lt;/span&amp;gt; - Mysterious or Otherworldly forces&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #B6BD69;&amp;quot;&amp;gt;Powered by steamtech&amp;lt;/span&amp;gt; - Steam powered! (introduced in [[Embers of Rage]])&lt;br /&gt;
&lt;br /&gt;
== Item Color ==&lt;br /&gt;
&lt;br /&gt;
There are 7 different item colors, based on rarity and [[ego]]s.&lt;br /&gt;
&lt;br /&gt;
* white - base items with no [[ego]] modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #00FF80;&amp;quot;&amp;gt;light green&amp;lt;/span&amp;gt; - one or two lesser ego modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #0080FF;&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; - one greater or one greater and one lesser ego modifier&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #8d55ff;&amp;quot;&amp;gt;violet&amp;lt;/span&amp;gt; - two greater ego modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FA8072;&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; - multiple randomized bonuses, including effects not normally found on this item type or from this power source&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FF7700;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; - random artifacts&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FFD700;&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; - standard [[Artifact]]s&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Item materials have no other function in game other than to indicate the item [[tier]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Metal !! Leather !! Jewelry !! Wood !! Cloth !! [[Mindstars]] !! Tridents !! Lites || Herbs&lt;br /&gt;
|-&lt;br /&gt;
| 1    || Iron  || Rough Leather || Copper || Elm || Linen || Mossy || Coral || Brass || Viperweed&lt;br /&gt;
|-&lt;br /&gt;
| 2    || Steel || Cured Leather || Steel || Ash || Wool(len) || Vined || Blue-steel ||  || Sessali&lt;br /&gt;
|-&lt;br /&gt;
| 3    || Dwarven-steel || Hardened Leather || Gold || Yew || Cashmere || Thorny || Deep-steel || Alchemist || Bilberry&lt;br /&gt;
|-&lt;br /&gt;
| 4    || Stralite || Reinforced Leather || Stralite || Elven-wood || Silk || Pulsing || Orite || || Burdock&lt;br /&gt;
|-&lt;br /&gt;
| 5    || Voratun  || Drakeskin Leather  || Voratun  || Dragon-bone || Elven-silk || Living || Orichalcum || Dwarven || Goldleaf&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Tier]] is the first factor in determining an item's abilities.  Higher tier weapons do more damage, and have higher [[stats|stat]] requirements to equip.  Higher tier armor gives higher [[Armour]] and [[Defense]], and so on. There is also a full [[Item list]] for each tier of every base item.&lt;br /&gt;
&lt;br /&gt;
[[Gems]] also have tiers; see their page for details.&lt;/div&gt;</summary>
		<author><name>Upidstupid</name></author>	</entry>

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