Difference between revisions of "Resource"

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Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors.
 
Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors.
  
==[[Life]]==
+
[[Fatigue]] increases the costs of talents that use most resources (like Stamina or Mana), but not all. Fatigue depends directly on the armour and equipment worn and is expressed as a percent. For example, at 21% fatigue a combat talent costs 1.21 times as much Stamina and a spell costs 1.42 times as much ManaFatigue affects the use of the Stamina, Positive, Negative, and Hate resources, and has double effect on Paradox, Mana, and Psi.
The most important resource. You die when it runs outYour maximum life is determined by your class, race, level and [[Constitution]].  You recover life slowly over time.
+
 
 
==[[Air]]==
 
==[[Air]]==
 
Only appears when you can't breathe for some reason (usually because you are under water).  You die when it runs out.
 
Only appears when you can't breathe for some reason (usually because you are under water).  You die when it runs out.
==[[Stamina]]==
 
Used by most of the physical combat talents.  It is affected by [[fatigue]].
 
==[[Mana]]==
 
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Not all classes can regenerate Mana naturally.
 
 
==[[Equilibrium]]==
 
==[[Equilibrium]]==
 
Used by the [[Wild Gift]] talents, and represents how far the character is out of balance with Nature.  Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure.  It is restored by walking on the wilderness map, or by meditating.
 
Used by the [[Wild Gift]] talents, and represents how far the character is out of balance with Nature.  Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure.  It is restored by walking on the wilderness map, or by meditating.
 
==[[Hate]]==
 
==[[Hate]]==
 
Used by the [[Cursed]] and [[Doomed]] talents.  It drops toward 0 when the character is walking or resting, and rises when the character kills.
 
Used by the [[Cursed]] and [[Doomed]] talents.  It drops toward 0 when the character is walking or resting, and rises when the character kills.
==[[Positive energy]]==  
+
==[[Life]]==  
Used (or generated) by the [[Celestial]].  It drops/grows to base value (initially 0) over time, and is produced by using certain talents (and consumed by others).
+
The most important resource.  You die when it runs out.  Your maximum life is determined by your class, race, level and [[Constitution]].  You recover life slowly over time.
 +
==[[Mana]]==
 +
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Not all classes can regenerate Mana naturally.
 
==[[Negative energy]]==
 
==[[Negative energy]]==
 
Is the counterpart of Positive energy, used primarily by the [[Anorithil]].  It is produced and consumed by various talents, and otherwise drops/grows to base value (initially 0) over time.
 
Is the counterpart of Positive energy, used primarily by the [[Anorithil]].  It is produced and consumed by various talents, and otherwise drops/grows to base value (initially 0) over time.
==[[Vim]]==
+
==[[Necrotic]]==
Used by the [[Corruption]] talents, and is replenished by killing.  Unlike Hate, it does not drop while walking or resting, but it is otherwise similar.
+
Used by [[Necromancers]], and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings.
 
==[[Paradox]]==
 
==[[Paradox]]==
 
Used by the [[Chronomancy]] talents.  It is somewhat like Equilibrium -- it starts at 0, and increases as talents are used.  High paradox causes failures, anomalies, and backfires, but also increases the power of some talents.
 
Used by the [[Chronomancy]] talents.  It is somewhat like Equilibrium -- it starts at 0, and increases as talents are used.  High paradox causes failures, anomalies, and backfires, but also increases the power of some talents.
 +
==[[Positive energy]]==
 +
Used (or generated) by the [[Celestial]].  It drops/grows to base value (initially 0) over time, and is produced by using certain talents (and consumed by others).
 
==[[Psi]]==
 
==[[Psi]]==
 
Used by the [[Psionic]] talents. It slowly regenerates naturally, but can be drawn from nearby enemies.
 
Used by the [[Psionic]] talents. It slowly regenerates naturally, but can be drawn from nearby enemies.
==[[Necrotic]]==
+
==[[Stamina]]==
Used by [[Necromancers]], and represents the number of souls caught within the necrotic auraEach soul can become an undead minion.  The pool is replenished by killing living beings.
+
Used by most of the physical combat talentsIt is affected by [[fatigue]].
 
+
==[[Vim]]==
In addition, [[Fatigue]] increases the costs of talents that use most resources (like Stamina or Mana), but not all. Fatigue depends directly on the armour and equipment worn and is expressed as a percent. For example, at 21% fatigue a combat talent costs 1.21 times as much Stamina and a spell costs 1.42 times as much ManaFatigue affects the use of the Stamina, Positive, Negative, and Hate resources, and has double effect on Paradox, Mana, and Psi.
+
Used by the [[Corruption]] talents, and is replenished by killingUnlike Hate, it does not drop while walking or resting, but it is otherwise similar.

Revision as of 00:38, 25 March 2013

Resources are power pools used for various talents in ToME 4. There are several different kinds of resources, and some of them have unique behaviors.

Fatigue increases the costs of talents that use most resources (like Stamina or Mana), but not all. Fatigue depends directly on the armour and equipment worn and is expressed as a percent. For example, at 21% fatigue a combat talent costs 1.21 times as much Stamina and a spell costs 1.42 times as much Mana. Fatigue affects the use of the Stamina, Positive, Negative, and Hate resources, and has double effect on Paradox, Mana, and Psi.

Air

Only appears when you can't breathe for some reason (usually because you are under water). You die when it runs out.

Equilibrium

Used by the Wild Gift talents, and represents how far the character is out of balance with Nature. Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. It is restored by walking on the wilderness map, or by meditating.

Hate

Used by the Cursed and Doomed talents. It drops toward 0 when the character is walking or resting, and rises when the character kills.

Life

The most important resource. You die when it runs out. Your maximum life is determined by your class, race, level and Constitution. You recover life slowly over time.

Mana

Used by most of the magical spell talents. It works much like Spell Points or Mana in most other RPGs. Not all classes can regenerate Mana naturally.

Negative energy

Is the counterpart of Positive energy, used primarily by the Anorithil. It is produced and consumed by various talents, and otherwise drops/grows to base value (initially 0) over time.

Necrotic

Used by Necromancers, and represents the number of souls caught within the necrotic aura. Each soul can become an undead minion. The pool is replenished by killing living beings.

Paradox

Used by the Chronomancy talents. It is somewhat like Equilibrium -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents.

Positive energy

Used (or generated) by the Celestial. It drops/grows to base value (initially 0) over time, and is produced by using certain talents (and consumed by others).

Psi

Used by the Psionic talents. It slowly regenerates naturally, but can be drawn from nearby enemies.

Stamina

Used by most of the physical combat talents. It is affected by fatigue.

Vim

Used by the Corruption talents, and is replenished by killing. Unlike Hate, it does not drop while walking or resting, but it is otherwise similar.