Difference between pages "Campaign" and "Character sheet"

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{{Spoilers}}[[Category:Spoilers]]
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[[Category:Game Mechanics]]
  
The campaigns of ToME4, chosen during character creation, set the world and goal for the game. Three campaigns can be played at the moment, with some more being planned.
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= Introduction =
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The character sheet can be found by pressing 'c' ingame.
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It has 4 tabs:
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* general
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* attack
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* defence
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* talents
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These provide an overview of your character and its abilities. You can also hover your mouse over your own character, or use the 'L'ook command on yourself to see some of these stats.
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= Accuracy and defense =
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[[Accuracy]] determines your chance to hit your target as well as knock your target off-balance when measured against the target's Defense. When you use Accuracy to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your Accuracy will reduce the duration of the effect by 5%.
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[[Defense]] represents your chance to avoid physical melee attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.
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Ranged defense represents your chance to avoid physical ranged attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.
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= Power and saves =
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There are 5 tiers for power and saves. These are not related to item (material) [[tier]]s. It [[rescaled combat stats|costs more to increase scores]] that are in higher tiers. For each tier, here's the cost of increasing your score by one:
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*Tier 1: 1 point, from 0 to 20
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*Tier 2: 2 points, from 20 to 40
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*Tier 3: 3 points, from 40 to 60
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*Tier 4: 4 points, from 60 to 80
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*Tier 5: 5 points, from 80 to 100
  
Every campaign can be played with every possible race/class combination possible.
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[[Physical power]] measures your ability to deal physical [[combat damage|damage in combat]]. When you use Physical power to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your physical power will reduce the duration of the effect by 5%.
  
==Existing campaigns==
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[[Spellpower]] represents how powerful your spells are. In addition, when your spells inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your spellpower will reduce the duration of the effect by 5%. Increases chance to shrug off physically-induced effects.  Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.
These campaigns are currently available as part of the game.
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===Maj'Eyal: The Age of Ascendancy===
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[[Mindpower]] represents how powerful your mental abilities are. In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your mindpower will reduce the duration of the effect by 5%.
''The people of Maj'Eyal: Humans, Halflings, Elves and Dwarves.
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''The known world has been at relative peace for over one hundred years, and people are prospering again.
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  ''You are an adventurer, setting out to find lost treasure and glory.
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''But what lurks in the shadows of the world?
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- In-game description
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The main campaign, and the only one with any real story. Featuring two overworlds with many dungeons, this is currently the largest campaign (not counting the Infinite Dungeon).
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[[saves|Physical saving throw]] increases your chance to shrug off physically-induced effects. Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.
  
===Infinite Dungeon: The Neverending Descent===
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[[saves|Spell saving throw]] increases your chance to shrug off magically-induced effectsAlso reduces duration of detrimental magical effects by up to 5% per point, depending on the power of the opponent's effect.
''Play as your favorite race and class and venture into the infinite dungeon.
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  ''The only limit to how far you can go is your own skill!
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''Inside the infinite dungeon you will yourself be limitless. You can level up beyond level 50 and continue to gain stat and talent points (at a reduced rate).
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''Every level after level 50 the maximum of stats will increase by one.
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''Every 10 levels after level 50 the maximum points of each talent will increase by one.
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- In-game description
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The campaign that implements the [[Infinite Dungeon]] (often abbreviated as ID). Known by players to be somewhat experimental and not quite as balanced as the main campaign.
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[[saves|Mental saving throw]] increases your chance to shrug off mentally-induced effects. Also reduces duration of detrimental mental effects by up to 5% per point, depending on the power of the opponent's effect.
  
===The Arena: Challenge of the Master===
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= Armour and armour hardiness =
''Play as a lone warrior facing the Arena's challenge!
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[[Armour]] value is a damage reduction from every incoming melee and ranged physical attack. Absorbs (hardiness)% of incoming physical damage, up to a maximum of (armour) damage absorbed.
''You can use any class and race for it.
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''See how far you can go! Can you become the new Master of the Arena?
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''If so, you will battle your own champion next time!
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- In-game description
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A fast-paced campaign based around [[Derth|Derth's]] arena, this one challenges the player to defeat 30 or 60 waves of enemies with fixed bosses.
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This is countered by armour penetration and is applied before all kinds of critical damage increase, talent multipliers and damage multiplier, thus making even small amounts have greater effects.
An expansive [[Arena guide| guide]] for this campaign has been written.
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= Resistance, resistance penetration and immunity =
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Resistances (or "resists") 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.
  
==Non-existent campaigns==
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Resistance penetration decreases the effective level of your opponent's corresponding resistance. 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%.
These campaigns are highly speculatory. They all have been confirmed by [[DarkGod]] as planned at some point, but no one knows when or if they will be released. Only the orc campaign has seen comments by DarkGod that he's working on it, and has seen considerable discussion on the TE4 forums.
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===Orc Campaign (Glory of the Prides)===
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"Resist all" 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).
''The Prides lie in ruins!
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''The Sorcerers have been defeated!
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''Orcs in all Var'Eyal are in dismay, hunted by the Sunwall and their newfound allies from the west.
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''The Scourge from the West is back in the west, but her legacy stay strong: the orc race is once again upon the brink of destruction!
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  ''But not all hope is lost.
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''On the isolated Clork Peninsula lies the fifth pride: Kruk's Pride; unseen and unharmed by the Scourge.
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''Yet not all is great there either, the sunwall offensive has setup an outpost blocking the way to the mainland.
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''But the worst threat comes from the peninsula itself, the main inhabitants are not the orcs, but the Atmos Tribe.
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''A huge civilization of steam giants whose mastery of steamtech makes them incredible foes.
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''Play an orc, prove your worth! Use steamtech against the giants, reclaim the far east and free it from sunwall scum!
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''Craft your own chainsaws, rocket boots, steam powered armours, and all kind of nasty technology!
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''This is your destiny! For Garkul's Legacy, for the Glory of the Pride!
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- DarkGod, on the TE4 forums
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Set after the main campaign, this highly discussed steampunk orc campaign is said to be the next addition to ToME4's standard campaigns.
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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%.
  
===Naga Campaign (Vargh Republic)===
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Immunities give a flat chance to resist an effect.  They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc.  25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), before saves are checked.
  
Probably introducing Nagas as a playable race, as well as specific Naga classes.
 
  
===Troll Campaign (Dominion of the Kar'Haïb)===
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= [[Vision]] =
 
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Mentioned a few times by [[DarkGod]], likely to introduce Trolls as a playable race. The Kar'Haïb Dominion is said to be in the southern seas of the Far East. During a discussion on #tome a few months back, DarkGod mentioned troll pirates being a part of this campaign.
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===Spiderkin Campaign===
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Said by DarkGod to be set on another world, probably introducing Spiders as a playable race.
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===Fearscape Invasion===
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No specifics are known about this campaign.
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===Tar'Eyal, the Southern Continent===
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No specifics are known about this campaign. The name obviously indicates that it is set on Tar'Eyal, the continent south of Maj'Eyal.
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Revision as of 23:52, 7 June 2013


Introduction

The character sheet can be found by pressing 'c' ingame. It has 4 tabs:

  • general
  • attack
  • defence
  • talents

These provide an overview of your character and its abilities. You can also hover your mouse over your own character, or use the 'L'ook command on yourself to see some of these stats.

Accuracy and defense

Accuracy determines your chance to hit your target as well as knock your target off-balance when measured against the target's Defense. When you use Accuracy to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your Accuracy will reduce the duration of the effect by 5%.

Defense represents your chance to avoid physical melee attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.

Ranged defense represents your chance to avoid physical ranged attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.

Power and saves

There are 5 tiers for power and saves. These are not related to item (material) tiers. It costs more to increase scores that are in higher tiers. For each tier, here's the cost of increasing your score by one:

  • Tier 1: 1 point, from 0 to 20
  • Tier 2: 2 points, from 20 to 40
  • Tier 3: 3 points, from 40 to 60
  • Tier 4: 4 points, from 60 to 80
  • Tier 5: 5 points, from 80 to 100

Physical power measures your ability to deal physical damage in combat. When you use Physical power to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your physical power will reduce the duration of the effect by 5%.

Spellpower represents how powerful your spells are. In addition, when your spells inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your spellpower will reduce the duration of the effect by 5%. Increases chance to shrug off physically-induced effects. Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.

Mindpower represents how powerful your mental abilities are. In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your mindpower will reduce the duration of the effect by 5%.

Physical saving throw increases your chance to shrug off physically-induced effects. Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.

Spell saving throw increases your chance to shrug off magically-induced effects. Also reduces duration of detrimental magical effects by up to 5% per point, depending on the power of the opponent's effect.

Mental saving throw increases your chance to shrug off mentally-induced effects. Also reduces duration of detrimental mental effects by up to 5% per point, depending on the power of the opponent's effect.

Armour and armour hardiness

Armour value is a damage reduction from every incoming melee and ranged physical attack. Absorbs (hardiness)% of incoming physical damage, up to a maximum of (armour) damage absorbed.

This is countered by armour penetration and is applied before all kinds of critical damage increase, talent multipliers and damage multiplier, thus making even small amounts have greater effects.

Resistance, resistance penetration and immunity

Resistances (or "resists") 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.

Resistance penetration decreases the effective level of your opponent's corresponding resistance. 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%.

"Resist all" 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 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%.

Immunities give a flat chance to resist an effect. They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc. 25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), before saves are checked.


Vision