Difference between revisions of "Resource"
(→Necrotic: Changed heading to Souls.) |
(→Psi: Removed incorrect info about mind damage interaction.) |
||
Line 97: | Line 97: | ||
==Psi== | ==Psi== | ||
− | Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment | + | Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Players can increase psi pool by raising willpower (+1 per point invested in willpower except for the [[Solipsist]] class). |
==Stamina== | ==Stamina== |
Revision as of 03:34, 25 January 2016
Warning: this page contains spoilers. |
---|
This page may contain information that you might not want revealed. Read at your own risk. |
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. Several resources are affected by Fatigue.
Contents
Air
Only appears when you can't breathe for some reason. Being underwater, in a wall, or buried in sand will generally prevent you from breathing. You take an increasingly large amount of damage each turn after reaching 0 Air. Some items allow you to breathe underwater, or remove the need to breathe at all. Some underwater areas will have bubbles that can restore air until they are depleted.
Most characters have 100 air, with yeek characters having 200. Two artifacts, Coral Spray and Vargh Redemption will raise the cap by 50 air.
- The first turn you are underwater your air will drop by 5 and will then decrease by 2 each subsequent turn.
- The first turn you are in a wall your air will drop by 20 and will then decrease by 17 each subsequent turn.
- The first turn you are buried in sand your air will drop by 10 and will then decrease by 7 each subsequent turn.
- When you can breathe again normally you regain 3 air per turn.
- Underwater bubbles will restore 20 per turn (minus the loss of 2 from being underwater, for a total gain of 18).
- When your air runs out you begin taking damage. The first turn it is 20% of your max life and it increases by 5% each turn (so 25% on the second turn, 30% on the third). This is quickly fatal.
Equilibrium
Equilibrium is the resource used by the Wild Gift talents, and represents how far the character is out of balance with Nature. It is sometimes abbreviated "EQ".
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds Willpower, an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn.
Equilibrium does not naturally reduce itself over time, but it can be restored by:
- Walking on the wilderness map
- Standing in the area of effect of a Font of Life
- Meditating
- Swallowing enemies
- Being hit while Resolve is active but Antimagic Shield is not
- Coming under a life regeneration effect while under the influence of Ancestral Life
- Being hit while wearing various equipment with on-hit EQ regeneration
Note that if a player/creature has an Equilibrium bar, using Vim-based talents will increase it by a noticeable amount.
Feedback
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the Solipsist's Feedback and Discharge talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater).
Hate
Hate is the resource used by the Afflicted classes, the Cursed and the Doomed. Hate does not regenerate, and even decays over time. It is mainly recovered while fighting. Hate is affected by fatigue.
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate. Your Hate slowly decays (more quickly when the level is higher), down to a minimum of half your Hate at the end of the most recent combat. The strengths of many abilities also depend on your level of Hate.
Here are some ways Hate is regained:
- Kill something: 8 points, more for higher rank -- 24 points for a boss
- Take a big hit (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%
- Take a hit while at low health (under 25% of maximum life): 4 points
- Do massive damage (over 33% in one hit)
The Doomed Dark Sustenance tree has the talent Feed, which can be used to replenish hate. Various Cursed talents also give Hate bonuses.
Life
Life represents your physical well-being in game, and you will die if it drops below 0 unless you are under the influence of effects such as a Heroism Infusion, which allows you to temporarily persist with negative life.
Player
Most characters will naturally regenerate life each turn. The amount of life regenerated can be modified by equipment, as well as talents such as Fast Metabolism. Regeneration Infusions can greatly boost life regeneration for a short time as well. The rate of life regeneration accelerates each turn while resting. Under the default keybinding, you can begin resting by pressing the r key. Larger amounts of life can be restored with various healing talents such as Healing Light and Nature's Touch. Many of these do not function on undead characters however.
Your maximum life will increase by Life Rating * (1.1+(current_level/40)) each time you gain a level.From Actor.lua You will gain 4 life for each point you have in Constitution, including temporary points from gear or talents.
Your Life Rating is determined by your race and class. For example, a Dwarf Berserker has a Life Rating of 12 (Dwarf) + Berserker (3) = 15. When going up to level 5, your life will increase by: 15 * (1.1+(5/40)) = 18.375.
The expected maximum life of a level 50 character will be:
Expected Max Life = Base Life from Class + (85.75 * Life Rating) ... plus your points from Constitution
Note: 85.75 comes from the sum of the series (1.1 + n/40) for n=2->50
NPC
NPCs have life in the same way, by using the Life Rating function from above. Additionally, NPCs have a 'rank' value which determines how much their life scales. This is reflected by in-game difficulty of NPCs. Regular NPCs are rank 1. Bosses are rank 4.
Mana
Used by most of the magical spell talents. It works much like Spell Points or Mana in most other RPGs. Only Mage classes can regenerate Mana naturally. Certain class talents and gear can grant passive Mana regen, and having a Manasurge rune inscribed will grant some passive regen while resting. Your maximum increases with level (+4 per level), gear, and Willpower (+5 per point).
Souls
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 within the necrotic aura.
Negative energy
Negative energy is the power source for predominantly-Anorithil talents. Necromancers can also get access to the tree by becoming a Lich.
It can be replenished by Anorithil using:
- Twilight: 15 positive, 6 cooldown, recover (20 + 0.4 * talent * cunning) negative energy
- Twilight Surge: recover 20 negative and 10 positive energy
among other ways.
Liches will regenerate negative energy over time, whereas Anorithil and Adventurers lose negative energy over time.
Maximum negative energy is increased by 3 whenever a character gains a level.
Paradox
Paradox is the resource 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. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a "paradox modifier" determined by the following formula: sqrt(0.5 + Paradox / 600).
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.
If a backfire occurs, the talent targets the caster.
To calculate paradox failure, anomaly, and backfire chance, first calculate modified paradox by the following formula: (Paradox - Willpower * Willpower_modifier). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form. Willpower_modifier is 1 + (Paradox Mastery talent level / 10).
Then calculate the fatigue modifier: (100 + 2 * Fatigue) / 100.
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3).
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4).
Positive energy
Positive energy is a resource used by both of the Celestial classes (the Sun Paladins and Anorithil). Many early talents will actually replenish it rather than drain it, shown as negative numbers in costs. It decreases over time if not used.
The size of the positive energy pool (max positive energy) is increased by 3 whenever a character gains a level.
Psi
Psi is the resource used by Psionic classes, such as Solipsist and Mindslayer. It slowly regenerates over time, can be restored by talents and some equipment. Players can increase psi pool by raising willpower (+1 per point invested in willpower except for the Solipsist class).
Stamina
Stamina is the resource used by most physical talents. It is regenerated at a rate of 0.3 per turn if there are no other modifiers. Resting will accelerate the rate at which stamina is recovered. Stamina capacity is increased by raising willpower (+2.5 max stamina per point) and when gaining a level (+3 max stamina per level).
Vim
Vim is the resource used by the Defiler metaclass. Vim does not regenerate but is instead regained in several ways, all involving combat. Fatigue plays no role in determining vim costs. The vim pool grows by 4 points every level and is not influenced by any stats.
Ways of regaining vim:
- Kill bounty: Each kill returns one point of vim per 20 Willpower.
- Kill refunds: If you kill something directly with a vim-using talent, the talents cost in vim is restored. This only works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later. Though if you kill something with a Bone Nova, for example, you will get its cost refunded.
- Special Talents: Some talents can also restore your vim, such as Drain and Leech.