From 9eebbb12858f83e7581717b6da1ef1de26225b43 Mon Sep 17 00:00:00 2001
From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54>
Date: Wed, 23 Jun 2010 14:27:52 +0000
Subject: [PATCH] added unique shaders Refitted all damage formulas to use more
 explicit and generic (and bound) functions

git-svn-id: http://svn.net-core.org/repos/t-engine4@831 51575b47-30f0-44d4-a5cc-537603b46e54
---
 game/modules/tome/class/Game.lua              |   2 +-
 game/modules/tome/class/interface/Combat.lua  |   7 +
 .../tome/data/gfx/shaders/unique_glow.frag    |  46 ++
 .../tome/data/gfx/shaders/unique_glow.lua     |  28 +
 .../tome/data/talents/cunning/dirty.lua       |   8 +-
 .../tome/data/talents/cunning/lethality.lua   |   4 +-
 .../tome/data/talents/divine/chants.lua       |  24 +-
 .../tome/data/talents/divine/combat.lua       |   8 +-
 .../tome/data/talents/divine/glyphs.lua       |   4 +-
 .../tome/data/talents/divine/hymns.lua        |  22 +-
 .../tome/data/talents/divine/light.lua        |  12 +-
 .../tome/data/talents/divine/star-fury.lua    |  20 +-
 game/modules/tome/data/talents/divine/sun.lua |  18 +-
 game/modules/tome/data/talents/misc/npcs.lua  |  32 +-
 .../tome/data/talents/spells/arcane.lua       |  13 +-
 .../tome/data/talents/spells/conveyance.lua   |   4 +-
 .../tome/data/talents/spells/earth.lua        |   6 +-
 .../tome/data/talents/spells/enhancement.lua  |  20 +-
 .../tome/data/talents/spells/nature.lua       |   8 +-
 .../tome/data/talents/spells/phantasm.lua     |  12 +-
 .../tome/data/talents/spells/temporal.lua     |   4 +-
 .../tome/data/talents/spells/water.lua        |  16 +-
 .../tome/data/talents/techniques/2hweapon.lua |  24 +-
 .../tome/data/talents/techniques/archery.lua  |  20 +-
 .../tome/data/talents/techniques/bow.lua      |  12 +-
 .../data/talents/techniques/dualweapon.lua    |  26 +-
 .../tome/data/talents/techniques/sling.lua    |  12 +-
 .../data/talents/techniques/weaponshield.lua  |  22 +-
 src/core_lua.c                                |   3 +-
 src/sdnoise1234.c                             | 752 ++++++++++++++++++
 src/sdnoise1234.h                             |  84 ++
 31 files changed, 1097 insertions(+), 176 deletions(-)
 create mode 100644 game/modules/tome/data/gfx/shaders/unique_glow.frag
 create mode 100644 game/modules/tome/data/gfx/shaders/unique_glow.lua
 create mode 100644 src/sdnoise1234.c
 create mode 100644 src/sdnoise1234.h

diff --git a/game/modules/tome/class/Game.lua b/game/modules/tome/class/Game.lua
index 5fbc605e98..166995dcb4 100644
--- a/game/modules/tome/class/Game.lua
+++ b/game/modules/tome/class/Game.lua
@@ -526,7 +526,7 @@ function _M:setupCommands()
 		[{"_d","ctrl"}] = function()
 			if config.settings.tome.cheat then
 				self.player:forceLevelup(50)
-				self:changeLevel(1, "rak-shor-pride")
+				self:changeLevel(1, "moria")
 			end
 		end,
 	}
diff --git a/game/modules/tome/class/interface/Combat.lua b/game/modules/tome/class/interface/Combat.lua
index cad19d70eb..0dd97c145d 100644
--- a/game/modules/tome/class/interface/Combat.lua
+++ b/game/modules/tome/class/interface/Combat.lua
@@ -493,6 +493,13 @@ function _M:combatTalentSpellDamage(t, base, max)
 	return (base + self:combatSpellpower()) * ((math.sqrt(self:getTalentLevel(t)) - 1) * 0.8 + 1) * mod
 end
 
+--- Gets weapon damage mult based on talent
+function _M:combatTalentWeaponDamage(t, base, max, t2)
+	if t2 then t2 = t2 / 2 else t2 = 0 end
+	local diff = max - base
+	return base + diff * math.sqrt((self:getTalentLevel(t) + t2) / 5)
+end
+
 --- Gets spellcrit
 function _M:combatSpellCrit()
 	return self.combat_spellcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + 1
diff --git a/game/modules/tome/data/gfx/shaders/unique_glow.frag b/game/modules/tome/data/gfx/shaders/unique_glow.frag
new file mode 100644
index 0000000000..cdb516d0ab
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/unique_glow.frag
@@ -0,0 +1,46 @@
+uniform vec2 texSize;
+uniform sampler2D tex;
+uniform sampler3D noiseVol;
+uniform vec4 color;
+uniform float tick;
+
+int blursize = 2;
+
+void main(void)
+{
+	float fTime0_1 = tick / 1000;
+	vec2 offset = 1.0/texSize;
+
+	// Center Pixel
+	vec4 sample = vec4(0.0,0.0,0.0,0.0);
+	vec4 center = texture2D(tex, vec2(gl_TexCoord[0].st));
+	float factor = ((float(blursize)*2.0)+1.0);
+	factor = factor*factor;
+
+	for(int i = -blursize; i <= blursize; i++)
+	{
+		for(int j = -blursize; j <= blursize; j++)
+		{
+			sample += texture2D(tex, vec2(gl_TexCoord[0].xy+vec2(float(i)*offset.x, float(j)*offset.y)));
+		}
+	}
+
+	// keycolor trick
+	float a = 1.0-center.a;
+	// float a = 1.0-center.r;
+
+	float delta = sample.a;
+	// float delta = max(max(sample.r,sample.g),sample.b)/factor;
+	float noise = texture3D(noiseVol, vec3(gl_TexCoord[0].xy,fTime0_1)).r;
+	gl_FragColor = mix(center,delta*color*noise,a);
+
+	/*
+	 float delta = sample.a;
+	 // float delta = max(max(sample.r,sample.g),sample.b)/factor;
+	 gl_FragColor = mix(center,delta*color,a);
+	 */
+
+	/*
+	 gl_FragColor = mix(center,sample/factor,a);
+	 */
+}
diff --git a/game/modules/tome/data/gfx/shaders/unique_glow.lua b/game/modules/tome/data/gfx/shaders/unique_glow.lua
new file mode 100644
index 0000000000..e4f6a6889b
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/unique_glow.lua
@@ -0,0 +1,28 @@
+-- ToME - Tales of Middle-Earth
+-- Copyright (C) 2009, 2010 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+return {
+	frag = "unique_glow",
+	vert = nil,
+	args = {
+		color = color or {1,1,1,1},
+		texSize = size or {32, 32},
+	},
+	clone = false,
+}
diff --git a/game/modules/tome/data/talents/cunning/dirty.lua b/game/modules/tome/data/talents/cunning/dirty.lua
index 485aa0977e..0e97f3b5b3 100644
--- a/game/modules/tome/data/talents/cunning/dirty.lua
+++ b/game/modules/tome/data/talents/cunning/dirty.lua
@@ -31,7 +31,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hitted = self:attackTarget(target, nil, 0.2 + self:getTalentLevel(t) / 12, true)
+		local hitted = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.2, 0.7), true)
 
 		if hitted then
 			if target:checkHit(self:combatAttackDex(), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("stun") then
@@ -45,7 +45,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[You hit your target doing %d%% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for %d turns.]]):
-		format(100 * (0.2 + self:getTalentLevel(t) / 12), 3 + math.ceil(self:getTalentLevel(t)))
+		format(100 * self:combatTalentWeaponDamage(t, 0.2, 0.7), 3 + math.ceil(self:getTalentLevel(t)))
 	end,
 }
 
@@ -107,7 +107,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hitted = self:attackTarget(target, nil, 0.9 + self:getTalentLevel(t) / 9, true)
+		local hitted = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.9, 1.4), true)
 
 		if hitted then
 			if target:checkHit(self:combatAttackDex(), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) then
@@ -128,6 +128,6 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[You hit your target doing %d%% damage. If your attack hits, the target is crippled for %d turns, losing %d%% attack and %d%% damage.]]):
-		format(100 * (0.9 + self:getTalentLevel(t) / 9), 3 + math.ceil(self:getTalentLevel(t)), 10 + self:getTalentLevel(t) * 3, 10 + self:getTalentLevel(t) * 4)
+		format(100 * self:combatTalentWeaponDamage(t, 0.9, 1.4), 3 + math.ceil(self:getTalentLevel(t)), 10 + self:getTalentLevel(t) * 3, 10 + self:getTalentLevel(t) * 4)
 	end,
 }
diff --git a/game/modules/tome/data/talents/cunning/lethality.lua b/game/modules/tome/data/talents/cunning/lethality.lua
index 320a42fc13..d40047f0b1 100644
--- a/game/modules/tome/data/talents/cunning/lethality.lua
+++ b/game/modules/tome/data/talents/cunning/lethality.lua
@@ -41,7 +41,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hitted = self:attackTarget(target, nil, 0.8 + self:getTalentLevel(t) / 10, true)
+		local hitted = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.8, 1.4), true)
 
 		if hitted then
 			local dur = 5 + math.ceil(self:getTalentLevel(t))
@@ -54,7 +54,7 @@ newTalent{
 	info = function(self, t)
 		return ([[You hit your target doing %d%% damage. If your attack hits, you gain %d armour penetration for %d turns.
 		The APR will increase with Cunning.]]):
-		format(100 * (0.8 + self:getTalentLevel(t) / 10), 4 + (self:getTalentLevel(t) * self:getCun()) / 20, 5 + math.ceil(self:getTalentLevel(t)))
+		format(100 * self:combatTalentWeaponDamage(t, 0.8, 1.4), 4 + (self:getTalentLevel(t) * self:getCun()) / 20, 5 + math.ceil(self:getTalentLevel(t)))
 	end,
 }
 
diff --git a/game/modules/tome/data/talents/divine/chants.lua b/game/modules/tome/data/talents/divine/chants.lua
index 9f44f65634..ade7f1451a 100644
--- a/game/modules/tome/data/talents/divine/chants.lua
+++ b/game/modules/tome/data/talents/divine/chants.lua
@@ -43,8 +43,8 @@ newTalent{
 	range = 20,
 	activate = function(self, t)
 		cancelChants(self)
-		local power = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.12)
-		local dam = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07)
+		local power = self:combatTalentSpellDamage(t, 5, 70)
+		local dam = self:combatTalentSpellDamage(t, 5, 25)
 		game:playSoundNear(self, "talents/spell_generic2")
 		local ret = {
 			onhit = self:addTemporaryValue("on_melee_hit", {[DamageType.LIGHT]=dam}),
@@ -65,7 +65,7 @@ newTalent{
 		return ([[Chant the glory of the sun, granting you %d physical and spell resistance.
 		In addition it surrounds you with a shield of light, damaging anything that attacks you for %0.2f light damage.
 		You may only have one Chant active at once.
-		The resistance and damage will increase with the Magic stat]]):format(5 + self:getTalentLevel(t) * self:combatSpellpower(0.12), 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07))
+		The resistance and damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 5, 70), self:combatTalentSpellDamage(t, 5, 25))
 	end,
 }
 
@@ -83,8 +83,8 @@ newTalent{
 	range = 20,
 	activate = function(self, t)
 		cancelChants(self)
-		local power = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.08)
-		local dam = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07)
+		local power = self:combatTalentSpellDamage(t, 5, 35)
+		local dam = self:combatTalentSpellDamage(t, 5, 25)
 		game:playSoundNear(self, "talents/spell_generic2")
 		local ret = {
 			onhit = self:addTemporaryValue("on_melee_hit", {[DamageType.LIGHT]=dam}),
@@ -103,7 +103,7 @@ newTalent{
 		return ([[Chant the glory of the sun, granting you %d%% physical damage resistance.
 		In addition it surrounds you with a shield of light, damaging anything that attacks you for %0.2f light damage.
 		You may only have one Chant active at once.
-		The resistance and damage will increase with the Magic stat]]):format(5 + self:getTalentLevel(t) * self:combatSpellpower(0.08), 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07))
+		The resistance and damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 5, 35), self:combatTalentSpellDamage(t, 5, 25))
 	end,
 }
 
@@ -121,8 +121,8 @@ newTalent{
 	range = 20,
 	activate = function(self, t)
 		cancelChants(self)
-		local power = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.08)
-		local dam = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07)
+		local power = self:combatTalentSpellDamage(t, 5, 35)
+		local dam = self:combatTalentSpellDamage(t, 5, 25)
 		game:playSoundNear(self, "talents/spell_generic2")
 		local ret = {
 			onhit = self:addTemporaryValue("on_melee_hit", {[DamageType.LIGHT]=dam}),
@@ -146,7 +146,7 @@ newTalent{
 		return ([[Chant the glory of the sun, granting you %d%% elemental resistances.
 		In addition it surrounds you with a shield of light, damaging anything that attacks you for %0.2f light damage.
 		You may only have one Chant active at once.
-		The resistance and damage will increase with the Magic stat]]):format(5 + self:getTalentLevel(t) * self:combatSpellpower(0.08), 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07))
+		The resistance and damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 5, 35), self:combatTalentSpellDamage(t, 5, 25))
 	end,
 }
 
@@ -164,8 +164,8 @@ newTalent{
 	range = 20,
 	activate = function(self, t)
 		cancelChants(self)
-		local power = 10 + self:getTalentLevel(t) * self:combatSpellpower(0.10)
-		local dam = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07)
+		local power = self:combatTalentSpellDamage(t, 10, 50)
+		local dam = self:combatTalentSpellDamage(t, 5, 25)
 		game:playSoundNear(self, "talents/spell_generic2")
 		local ret = {
 			onhit = self:addTemporaryValue("on_melee_hit", {[DamageType.LIGHT]=dam}),
@@ -184,6 +184,6 @@ newTalent{
 		return ([[Chant the glory of the sun, granting you %d%% more light damage.
 		In addition it surrounds you with a shield of light, damaging anything that attacks you for %0.2f light damage.
 		You may only have one Chant active at once.
-		The damage will increase with the Magic stat]]):format(10 + self:getTalentLevel(t) * self:combatSpellpower(0.10), 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 10, 50), self:combatTalentSpellDamage(t, 5, 25))
 	end,
 }
diff --git a/game/modules/tome/data/talents/divine/combat.lua b/game/modules/tome/data/talents/divine/combat.lua
index fb635b3285..d45e497584 100644
--- a/game/modules/tome/data/talents/divine/combat.lua
+++ b/game/modules/tome/data/talents/divine/combat.lua
@@ -98,7 +98,7 @@ newTalent{
 		local _ _, x, y = self:canProject(tg, x, y)
 		local target = game.level.map(x, y, Map.ACTOR)
 		if target then
-			self:attackTarget(target, nil, 1.1 + self:getTalentLevel(t) / 7, true)
+			self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 1.1, 1.9), true)
 		else
 			return
 		end
@@ -107,7 +107,7 @@ newTalent{
 	info = function(self, t)
 		return ([[In a pure display of power you project a melee attack up to a range of %d, doing %d%% damage.
 		The range will increase with the Strength stat]]):
-		format(self:getTalentRange(t), 100 * (1.1 + self:getTalentLevel(t) / 7))
+		format(self:getTalentRange(t), 100 * self:combatTalentWeaponDamage(t, 1.1, 1.9))
 	end,
 }
 
@@ -127,11 +127,11 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		self:attackTarget(target, DamageType.LIGHT, 1.1 + self:getTalentLevel(t) / 7, true)
+		self:attackTarget(target, DamageType.LIGHT, self:combatTalentWeaponDamage(t, 1.1, 1.9), true)
 		return true
 	end,
 	info = function(self, t)
 		return ([[Concentrate the power of the sun in a single blow doing %d%% light damage.]]):
-		format(100 * (1.1 + self:getTalentLevel(t) / 7))
+		format(100 * self:combatTalentWeaponDamage(t, 1.1, 1.9))
 	end,
 }
diff --git a/game/modules/tome/data/talents/divine/glyphs.lua b/game/modules/tome/data/talents/divine/glyphs.lua
index cb978426cf..f59e78f427 100644
--- a/game/modules/tome/data/talents/divine/glyphs.lua
+++ b/game/modules/tome/data/talents/divine/glyphs.lua
@@ -77,7 +77,7 @@ newTalent{
 	cooldown = 20,
 	positive = -10,
 	action = function(self, t)
-		local dam = 15 + self:combatSpellpower(0.37) * self:getTalentLevel(t)
+		local dam = self:combatTalentSpellDamage(t, 20, 150)
 		local trap = Trap.new{
 			name = "glyph of explosion",
 			type = "elemental", id_by_type=true, unided_name = "trap",
@@ -116,7 +116,7 @@ newTalent{
 	info = function(self, t)
 		return ([[You bind light in a glyph on the floor, the first target passing by will be hit by a blast of light doing %0.2f damage.
 		The glyph lasts for %d turns.
-		The damage will increase with the Magic stat]]):format(15 + self:combatSpellpower(0.37) * self:getTalentLevel(t), 2 + self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 20, 150), 2 + self:getTalentLevel(t))
 	end,
 }
 
diff --git a/game/modules/tome/data/talents/divine/hymns.lua b/game/modules/tome/data/talents/divine/hymns.lua
index 2be5419068..265f09b8b2 100644
--- a/game/modules/tome/data/talents/divine/hymns.lua
+++ b/game/modules/tome/data/talents/divine/hymns.lua
@@ -43,8 +43,8 @@ newTalent{
 	range = 20,
 	activate = function(self, t)
 		cancelHymns(self)
-		local power = 10 + self:getTalentLevel(t) * self:combatSpellpower(0.10)
-		local dam = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07)
+		local power = self:combatTalentSpellDamage(t, 10, 50)
+		local dam = self:combatTalentSpellDamage(t, 5, 25)
 		game:playSoundNear(self, "talents/spell_generic2")
 		local ret = {
 			onhit = self:addTemporaryValue("on_melee_hit", {[DamageType.DARKNESS]=dam}),
@@ -63,7 +63,7 @@ newTalent{
 		return ([[Chant the glory of the moon, granting you %d%% more darkness damage.
 		In addition it surrounds you with a shield of shadows, damaging anything that attacks you for %0.2f darkness damage.
 		You may only have one Hymn active at once.
-		The damage will increase with the Magic stat]]):format(10 + self:getTalentLevel(t) * self:combatSpellpower(0.10), 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 10, 50), self:combatTalentSpellDamage(t, 5, 25))
 	end,
 }
 
@@ -81,8 +81,10 @@ newTalent{
 	range = 20,
 	activate = function(self, t)
 		cancelHymns(self)
+		local dam = self:combatTalentSpellDamage(t, 5, 25)
 		game:playSoundNear(self, "talents/spell_generic2")
 		local ret = {
+			onhit = self:addTemporaryValue("on_melee_hit", {[DamageType.DARKNESS]=dam}),
 			infravision = self:addTemporaryValue("infravision", math.floor(5 + self:getTalentLevel(t))),
 			particle = self:addParticles(Particles.new("darkness_shield", 1))
 		}
@@ -90,14 +92,15 @@ newTalent{
 	end,
 	deactivate = function(self, t, p)
 		self:removeParticles(p.particle)
+		self:removeTemporaryValue("on_melee_hit", p.onhit)
 		self:removeTemporaryValue("infravision", p.infravision)
 		return true
 	end,
 	info = function(self, t)
 		return ([[Chant the glory of the moon, granting you infravision up to %d grids.
-		In addition it surrounds you with a shield of darkness, damaging anything that attacks you for %0.2f light damage.
+		In addition it surrounds you with a shield of darkness, damaging anything that attacks you for %0.2f darkness damage.
 		You may only have one Hymn active at once.
-		The resistance and damage will increase with the Magic stat]]):format(math.floor(5 + self:getTalentLevel(t)), 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07))
+		The resistance and damage will increase with the Magic stat]]):format(math.floor(5 + self:getTalentLevel(t)), self:combatTalentSpellDamage(t, 5, 25))
 	end,
 }
 
@@ -115,8 +118,7 @@ newTalent{
 	range = 20,
 	activate = function(self, t)
 		cancelHymns(self)
-		local power = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.08)
-		local dam = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07)
+		local dam = self:combatTalentSpellDamage(t, 5, 25)
 		game:playSoundNear(self, "talents/spell_generic2")
 		local ret = {
 			onhit = self:addTemporaryValue("on_melee_hit", {[DamageType.DARKNESS]=dam}),
@@ -139,7 +141,7 @@ newTalent{
 		return ([[Chant the glory of the moon, granting you %d%% stun, blindness and confusion resistances.
 		In addition it surrounds you with a shield of darkness, damaging anything that attacks you for %0.2f light damage.
 		You may only have one Hymn active at once.
-		The damage will increase with the Magic stat]]):format(100 * (0.2 + self:getTalentLevel(t) / 10), 5 + self:getTalentLevel(t) * self:combatSpellpower(0.07))
+		The damage will increase with the Magic stat]]):format(100 * (0.2 + self:getTalentLevel(t) / 10), self:combatTalentSpellDamage(t, 5, 25))
 	end,
 }
 
@@ -180,7 +182,7 @@ newTalent{
 			local a, id = rng.table(tgts)
 			table.remove(tgts, id)
 
-			self:project(tg, a.x, a.y, DamageType.DARKNESS, rng.avg(1, self:spellCrit(20 + self:combatSpellpower(0.2) * self:getTalentLevel(t)), 3))
+			self:project(tg, a.x, a.y, DamageType.DARKNESS, rng.avg(1, self:spellCrit(self:combatTalentSpellDamage(t, 7, 80)), 3))
 			game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(a.x-self.x), math.abs(a.y-self.y)), "shadow_beam", {tx=a.x-self.x, ty=a.y-self.y})
 			game:playSoundNear(self, "talents/spell_generic")
 		end
@@ -202,6 +204,6 @@ newTalent{
 		return ([[Conjures a shroud of dancing shadows with a radius of 5 that follows you as long as this spell is active.
 		Each turn a random shadow beam will hit up to %d of your foes for 1 to %0.2f damage.
 		This powerful spell will continuously drain negative energy while active.
-		The damage will increase with the Magic stat]]):format(self:getTalentLevel(t), 20 + self:combatSpellpower(0.2) * self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:getTalentLevel(t), self:combatTalentSpellDamage(t, 7, 80))
 	end,
 }
diff --git a/game/modules/tome/data/talents/divine/light.lua b/game/modules/tome/data/talents/divine/light.lua
index 30aaf8a491..b224f803e6 100644
--- a/game/modules/tome/data/talents/divine/light.lua
+++ b/game/modules/tome/data/talents/divine/light.lua
@@ -28,13 +28,13 @@ newTalent{
 		HEAL = 10,
 	},
 	action = function(self, t)
-		self:heal(self:spellCrit(20 + self:combatSpellpower(0.5) * self:getTalentLevel(t)), self)
+		self:heal(self:spellCrit(self:combatTalentSpellDamage(t, 20, 240)), self)
 		game:playSoundNear(self, "talents/heal")
 		return true
 	end,
 	info = function(self, t)
 		return ([[An invigorating ray of sun shines on you, healing your body for %d life.
-		The life healed will increase with the Magic stat]]):format(20 + self:combatSpellpower(0.5) * self:getTalentLevel(t))
+		The life healed will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 20, 240))
 	end,
 }
 
@@ -51,7 +51,7 @@ newTalent{
 	action = function(self, t)
 		local duration = self:getTalentLevel(t) + 2
 		local radius = 3
-		local dam = 5 + self:combatSpellpower(0.20) * self:getTalentLevel(t)
+		local dam = self:combatTalentSpellDamage(t, 4, 20)
 		local tg = {type="ball", range=self:getTalentRange(t), radius=radius}
 		-- Add a lasting map effect
 		game.level.map:addEffect(self,
@@ -67,7 +67,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[A magical zone of sunlight appears around you, healing all that stand within.
-		The life healed will increase with the Magic stat]]):format(5 + self:combatSpellpower(0.20) * self:getTalentLevel(t))
+		The life healed will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 4, 20))
 	end,
 }
 
@@ -79,12 +79,12 @@ newTalent{
 	positive = -20,
 	cooldown = 60,
 	action = function(self, t)
-		self:setEffect(self.EFF_DAMAGE_SHIELD, 10, {power=(10 + self:getMag(30)) * self:getTalentLevel(t)})
+		self:setEffect(self.EFF_DAMAGE_SHIELD, 10, {power=self:combatTalentSpellDamage(t, 30, 170)})
 		game:playSoundNear(self, "talents/heal")
 		return true
 	end,
 	info = function(self, t)
-		return ([[A protective shield forms around you, negating %d damage.]]):format((10 + self:getMag(30)) * self:getTalentLevel(t))
+		return ([[A protective shield forms around you, negating %d damage.]]):format(self:combatTalentSpellDamage(t, 30, 170))
 	end,
 }
 
diff --git a/game/modules/tome/data/talents/divine/star-fury.lua b/game/modules/tome/data/talents/divine/star-fury.lua
index 934e039654..87b9ced3ac 100644
--- a/game/modules/tome/data/talents/divine/star-fury.lua
+++ b/game/modules/tome/data/talents/divine/star-fury.lua
@@ -33,7 +33,7 @@ newTalent{
 		local tg = {type="beam", range=self:getTalentRange(t), talent=t}
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
-		self:project(tg, x, y, DamageType.DARKNESS, self:spellCrit(14 + self:combatSpellpower(0.5) * self:getTalentLevel(t)))
+		self:project(tg, x, y, DamageType.DARKNESS, self:spellCrit(self:combatTalentSpellDamage(t, 14, 230)))
 		local _ _, x, y = self:canProject(tg, x, y)
 		game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(x-self.x), math.abs(y-self.y)), "shadow_beam", {tx=x-self.x, ty=y-self.y})
 		game:playSoundNear(self, "talents/flame")
@@ -41,7 +41,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Calls the power of the Moon into a beam of shadows doing %0.2f damage.
-		The damage will increase with the Magic stat]]):format(14 + self:combatSpellpower(0.5) * self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 14, 230))
 	end,
 }
 
@@ -59,12 +59,12 @@ newTalent{
 	action = function(self, t)
 		local duration = self:getTalentLevel(t) + 2
 		local radius = 3
-		local dam = 4 + self:combatSpellpower(0.12) * self:getTalentLevel(t)
+		local dam = self:combatTalentSpellDamage(t, 4, 50)
 		local tg = {type="ball", range=self:getTalentRange(t), radius=radius, friendlyfire=self:spellFriendlyFire()}
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
 		local _ _, x, y = self:canProject(tg, x, y)
-		local grids = self:project(tg, x, y, DamageType.DARKNESS, self:spellCrit(5 + self:combatSpellpower(0.22) * self:getTalentLevel(t)), {type="shadow"})
+		local grids = self:project(tg, x, y, DamageType.DARKNESS, self:spellCrit(self:combatTalentSpellDamage(t, 5, 120)), {type="shadow"})
 		-- Add a lasting map effect
 		game.level.map:addEffect(self,
 			x, y, duration,
@@ -84,8 +84,8 @@ newTalent{
 		return ([[Invokes a blast of shadows dealing %0.2f darkness damage and leaving a field that does %0.2f darkness damage per turn for %d turns..
 		The damage will increase with the Magic stat]]):
 		format(
-			5 + self:combatSpellpower(0.22) * self:getTalentLevel(t),
-			4 + self:combatSpellpower(0.12) * self:getTalentLevel(t),
+			self:combatTalentSpellDamage(t, 5, 120),
+			self:combatTalentSpellDamage(t, 4, 50),
 			self:getTalentLevel(t) + 2
 		)
 	end,
@@ -117,8 +117,8 @@ newTalent{
 		It also regenerates both your negative and positive energies.
 		The damage will increase with the Magic stat]]):
 		format(
-			10 + self:combatSpellpower(0.2) * self:getTalentLevel(t),
-			10 + self:combatSpellpower(0.2) * self:getTalentLevel(t),
+			self:combatTalentSpellDamage(t, 10, 100),
+			self:combatTalentSpellDamage(t, 10, 100),
 			self:getTalentRange(t)
 		)
 	end,
@@ -139,7 +139,7 @@ newTalent{
 		local tg = {type="ball", range=self:getTalentRange(t), radius=1 + math.floor(self:getTalentLevelRaw(t) / 3), friendlyfire=self:spellFriendlyFire(), talent=t}
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
-		local grids = self:project(tg, x, y, DamageType.DARKSTUN, self:spellCrit(28 + self:combatSpellpower(0.5) * self:getTalentLevel(t)))
+		local grids = self:project(tg, x, y, DamageType.DARKSTUN, self:spellCrit(self:combatTalentSpellDamage(t, 28, 170)))
 
 		local _ _, x, y = self:canProject(tg, x, y)
 		game.level.map:particleEmitter(x, y, tg.radius, "shadow_flash", {radius=tg.radius, grids=grids, tx=x, ty=y})
@@ -148,6 +148,6 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[A star falls onto the target, stunning all and doing %0.2f darkness damage.
-		The damage will increase with the Magic stat]]):format(self:getTalentLevel(t), 28 + self:combatSpellpower(0.5) * self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 28, 170))
 	end,
 }
diff --git a/game/modules/tome/data/talents/divine/sun.lua b/game/modules/tome/data/talents/divine/sun.lua
index 5de562b73f..f7d3f9f762 100644
--- a/game/modules/tome/data/talents/divine/sun.lua
+++ b/game/modules/tome/data/talents/divine/sun.lua
@@ -33,13 +33,13 @@ newTalent{
 		local tg = {type="hit", range=self:getTalentRange(t), talent=t}
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
-		self:project(tg, x, y, DamageType.LIGHT, self:spellCrit(6 + self:combatSpellpower(0.3) * self:getTalentLevel(t)), {type="light"})
+		self:project(tg, x, y, DamageType.LIGHT, self:spellCrit(self:combatTalentSpellDamage(t, 6, 160)), {type="light"})
 
 		local _ _, x, y = self:canProject(tg, x, y)
 		-- Add a lasting map effect
 		game.level.map:addEffect(self,
 			x, y, 4,
-			DamageType.LIGHT, 6 + self:combatSpellpower(0.3) * self:getTalentLevel(t),
+			DamageType.LIGHT, self:combatTalentSpellDamage(t, 6, 80),
 			0,
 			5, nil,
 			{type="light_zone"},
@@ -51,7 +51,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Calls the power of the Sun into a searing light doing %0.2f damage and leaving a spot on the ground for 4 turns doing %0.2f damage.
-		The damage will increase with the Magic stat]]):format(6 + self:combatSpellpower(0.3) * self:getTalentLevel(t), 6 + self:combatSpellpower(0.3) * self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 6, 160), self:combatTalentSpellDamage(t, 6, 80))
 	end,
 }
 
@@ -72,7 +72,7 @@ newTalent{
 		tg.friendlyfire = false
 		local grids = self:project(tg, self.x, self.y, DamageType.BLIND, 3 + self:getTalentLevel(t))
 		if self:getTalentLevel(t) then
-			self:project(tg, self.x, self.y, DamageType.LIGHT, 4 + self:combatSpellpower(0.15) * self:getTalentLevel(t))
+			self:project(tg, self.x, self.y, DamageType.LIGHT, self:combatTalentSpellDamage(t, 4, 80))
 		end
 		game.level.map:particleEmitter(self.x, self.y, tg.radius, "sunburst", {radius=tg.radius, grids=grids, tx=self.x, ty=self.y, max_alpha=80})
 		game:playSoundNear(self, "talents/flame")
@@ -83,7 +83,7 @@ newTalent{
 		At level 3 it will start dealing %0.2f light damage.
 		The damage will increase with the Magic stat]]):
 		format(
-			4 + self:combatSpellpower(0.15) * self:getTalentLevel(t)
+			self:combatTalentSpellDamage(t, 4, 80)
 		)
 	end,
 }
@@ -103,7 +103,7 @@ newTalent{
 		local tg = {type="beam", range=self:getTalentRange(t), talent=t}
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
-		self:project(tg, x, y, DamageType.FIRE, self:spellCrit(10 + self:combatSpellpower(0.4) * self:getTalentLevel(t)))
+		self:project(tg, x, y, DamageType.FIRE, self:spellCrit(self:combatTalentSpellDamage(t, 10, 200)))
 		local _ _, x, y = self:canProject(tg, x, y)
 		game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(x-self.x), math.abs(y-self.y)), "light_beam", {tx=x-self.x, ty=y-self.y})
 
@@ -113,7 +113,7 @@ newTalent{
 	info = function(self, t)
 		return ([[Fire a beam of sun flames at your foes, burning all those in line for %0.2f fire damage.
 		The damage will increase with the Magic stat]]):
-		format(10 + self:combatSpellpower(0.4) * self:getTalentLevel(t))
+		format(self:combatTalentSpellDamage(t, 10, 200))
 	end,
 }
 
@@ -130,7 +130,7 @@ newTalent{
 	range = 3,
 	action = function(self, t)
 		local tg = {type="ball", range=0, radius=3, friendlyfire=false, talent=t}
-		local grids = self:project(tg, self.x, self.y, DamageType.LIGHT, self:spellCrit(10 + self:combatSpellpower(0.27) * self:getTalentLevel(t)))
+		local grids = self:project(tg, self.x, self.y, DamageType.LIGHT, self:spellCrit(self:combatTalentSpellDamage(t, 10, 160)))
 
 		game.level.map:particleEmitter(self.x, self.y, tg.radius, "sunburst", {radius=tg.radius, grids=grids, tx=self.x, ty=self.y})
 
@@ -139,6 +139,6 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Conjures a furious burst of sunlight, dealing %0.2f light damage to all those around you in a radius of 4.
-		The damage will increase with the Magic stat]]):format(self:getTalentLevel(t), 10 + self:combatSpellpower(0.27) * self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:getTalentLevel(t), self:combatTalentSpellDamage(t, 10, 160))
 	end,
 }
diff --git a/game/modules/tome/data/talents/misc/npcs.lua b/game/modules/tome/data/talents/misc/npcs.lua
index dda45913b7..d09ede3114 100644
--- a/game/modules/tome/data/talents/misc/npcs.lua
+++ b/game/modules/tome/data/talents/misc/npcs.lua
@@ -90,7 +90,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
 		self.combat_apr = self.combat_apr + 1000
-		self:attackTarget(target, DamageType.ACID, 1 + self:getTalentLevel(t) / 3, true)
+		self:attackTarget(target, DamageType.ACID, self:combatTalentWeaponDamage(t, 1, 1.8), true)
 		self.combat_apr = self.combat_apr - 1000
 		return true
 	end,
@@ -113,7 +113,7 @@ newTalent{
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
 		self.combat_apr = self.combat_apr + 1000
-		self:attackTarget(target, DamageType.BLIND, 0.8 + self:getTalentLevel(t) / 10, true)
+		self:attackTarget(target, DamageType.BLIND, self:combatTalentWeaponDamage(t, 0.8, 1.4), true)
 		self.combat_apr = self.combat_apr - 1000
 		return true
 	end,
@@ -156,7 +156,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hit = self:attackTarget(target, nil, 0.5 + self:getTalentLevel(t) / 10, true)
+		local hit = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.5, 1), true)
 
 		-- Try to stun !
 		if hit then
@@ -170,7 +170,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target doing %d%% damage, if the attack hits, the target is stunned.]]):format(100 * (0.5 + self:getTalentLevel(t) / 10))
+		return ([[Hits the target doing %d%% damage, if the attack hits, the target is stunned.]]):format(100 * self:combatTalentWeaponDamage(t, 0.5, 1))
 	end,
 }
 
@@ -186,7 +186,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hit = self:attackTarget(target, nil, 0.5 + self:getTalentLevel(t) / 10, true)
+		local hit = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.5, 1), true)
 
 		-- Try to stun !
 		if hit then
@@ -200,7 +200,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target doing %d%% damage, if the attack hits, the target is constricted.]]):format(100 * (0.5 + self:getTalentLevel(t) / 10))
+		return ([[Hits the target doing %d%% damage, if the attack hits, the target is constricted.]]):format(100 * self:combatTalentWeaponDamage(t, 0.5, 1))
 	end,
 }
 
@@ -216,7 +216,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hit = self:attackTarget(target, nil, 1.5 + self:getTalentLevel(t) / 10, true)
+		local hit = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 1.5, 2), true)
 
 		-- Try to knockback !
 		if hit then
@@ -230,7 +230,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target with your weapon doing %d%% damage, if the attack hits, the target is knocked back.]]):format(100 * (1.5 + self:getTalentLevel(t) / 10))
+		return ([[Hits the target with your weapon doing %d%% damage, if the attack hits, the target is knocked back.]]):format(100 * self:combatTalentWeaponDamage(t, 1.5, 2))
 	end,
 }
 
@@ -309,7 +309,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hit = self:attackTarget(target, nil, 0.5 + self:getTalentLevel(t) / 10, true)
+		local hit = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.5, 1), true)
 
 		-- Try to rot !
 		if hit then
@@ -323,7 +323,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target doing %d%% damage, if the attack hits, the target is diseased.]]):format(100 * (0.5 + self:getTalentLevel(t) / 10))
+		return ([[Hits the target doing %d%% damage, if the attack hits, the target is diseased.]]):format(100 * self:combatTalentWeaponDamage(t, 0.5, 1))
 	end,
 }
 
@@ -338,7 +338,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hit = self:attackTarget(target, nil, 0.5 + self:getTalentLevel(t) / 10, true)
+		local hit = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.5, 1), true)
 
 		-- Try to rot !
 		if hit then
@@ -352,7 +352,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target doing %d%% damage, if the attack hits, the target is diseased.]]):format(100 * (0.5 + self:getTalentLevel(t) / 10))
+		return ([[Hits the target doing %d%% damage, if the attack hits, the target is diseased.]]):format(100 * self:combatTalentWeaponDamage(t, 0.5, 1))
 	end,
 }
 
@@ -367,7 +367,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hit = self:attackTarget(target, nil, 0.5 + self:getTalentLevel(t) / 10, true)
+		local hit = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.5, 1), true)
 
 		-- Try to rot !
 		if hit then
@@ -381,7 +381,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target doing %d%% damage, if the attack hits, the target is diseased.]]):format(100 * (0.5 + self:getTalentLevel(t) / 10))
+		return ([[Hits the target doing %d%% damage, if the attack hits, the target is diseased.]]):format(100 * self:combatTalentWeaponDamage(t, 0.5, 1))
 	end,
 }
 
@@ -441,7 +441,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local hit = self:attackTarget(target, nil, 0.8 + self:getTalentLevel(t) / 7, true)
+		local hit = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.8, 1.4), true)
 
 		-- Try to stun !
 		if hit then
@@ -455,7 +455,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target doing %d%% damage; if the attack hits, the target is pinned to the ground.]]):format(100 * (0.8 + self:getTalentLevel(t) / 7))
+		return ([[Hits the target doing %d%% damage; if the attack hits, the target is pinned to the ground.]]):format(100 * self:combatTalentWeaponDamage(t, 0.8, 1.4))
 	end,
 }
 
diff --git a/game/modules/tome/data/talents/spells/arcane.lua b/game/modules/tome/data/talents/spells/arcane.lua
index 81d40a22e6..048477be27 100644
--- a/game/modules/tome/data/talents/spells/arcane.lua
+++ b/game/modules/tome/data/talents/spells/arcane.lua
@@ -25,8 +25,9 @@ newTalent{
 	sustain_mana = 50,
 	points = 5,
 	cooldown = 30,
+	spellpower_increase = { 5, 9, 13, 16, 18 },
 	activate = function(self, t)
-		local power = 5 * self:getTalentLevelRaw(t)
+		local power = t.spellpower_increase[self:getTalentLevelRaw(t)]
 		game:playSoundNear(self, "talents/arcane")
 		return {
 			power = self:addTemporaryValue("combat_spellpower", power),
@@ -39,7 +40,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Your mastery of magic allows you to enter a deep concentration state, increasing your spellpower by %d.]]):format(5 * self:getTalentLevelRaw(t))
+		return ([[Your mastery of magic allows you to enter a deep concentration state, increasing your spellpower by %d.]]):format(t.spellpower_increase[self:getTalentLevelRaw(t)])
 	end,
 }
 
@@ -60,7 +61,7 @@ newTalent{
 		if self:getTalentLevel(t) >= 3 then tg.type = "beam" end
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
-		self:project(tg, x, y, DamageType.ARCANE, self:spellCrit(20 + self:combatSpellpower(0.5) * self:getTalentLevel(t)), nil)
+		self:project(tg, x, y, DamageType.ARCANE, self:spellCrit(self:combatTalentSpellDamage(t, 20, 230)), nil)
 		local _ _, x, y = self:canProject(tg, x, y)
 		if tg.type == "beam" then
 			game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(x-self.x), math.abs(y-self.y)), "mana_beam", {tx=x-self.x, ty=y-self.y})
@@ -73,7 +74,7 @@ newTalent{
 	info = function(self, t)
 		return ([[Conjures up mana into a powerful bolt doing %0.2f arcane damage.
 		At level 3 it becomes a beam.
-		The damage will increase with the Magic stat]]):format(20 + self:combatSpellpower(0.5) * self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 20, 230))
 	end,
 }
 
@@ -89,14 +90,14 @@ newTalent{
 	},
 	action = function(self, t)
 		if not self:hasEffect(self.EFF_MANAFLOW) then
-			self:setEffect(self.EFF_MANAFLOW, 10, {power=5+self:combatSpellpower(0.06) * self:getTalentLevel(t)})
+			self:setEffect(self.EFF_MANAFLOW, 10, {power=self:combatTalentSpellDamage(t, 10, 20)})
 			game:playSoundNear(self, "talents/arcane")
 		end
 		return true
 	end,
 	info = function(self, t)
 		return ([[Engulf yourself in a surge of mana, quickly restoring %d mana every turns for 10 turns.
-		The mana restored will increase with the Magic stat]]):format(5 + self:combatSpellpower(0.06) * self:getTalentLevel(t))
+		The mana restored will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 10, 20))
 	end,
 }
 
diff --git a/game/modules/tome/data/talents/spells/conveyance.lua b/game/modules/tome/data/talents/spells/conveyance.lua
index 39e72be7bf..e15adc02a4 100644
--- a/game/modules/tome/data/talents/spells/conveyance.lua
+++ b/game/modules/tome/data/talents/spells/conveyance.lua
@@ -127,7 +127,7 @@ newTalent{
 		if not tx or not ty or not target then return nil end
 
 		local dur = util.bound(10 + math.floor(self:getTalentLevel(t) * 3), 10, 25)
-		local power = 50 + self:combatSpellpower(0.4) * self:getTalentLevel(t)
+		local power = self:combatTalentSpellDamage(t, 20, 210)
 		local chance = 20 + self:getTalentLevel(t) * 5
 		self:setEffect(self.EFF_DISPLACEMENT_SHIELD, dur, {power=power, target=target, chance=chance})
 		game:playSoundNear(self, "talents/teleport")
@@ -137,7 +137,7 @@ newTalent{
 		return ([[This intricate spell erects a space distortion around the caster that is linked to another one around a target.
 		Any time the caster should take damage there is a %d%% chance that it will instead be warped by the shield and hit the designated target.
 		Once the maximum damage (%d) is absorbed, the time runs out (%d turns), or the target dies, the shield will crumble.
-		The duration and max absorption will increase with the Magic stat]]):format(20 + self:getTalentLevel(t) * 5, 50 + self:combatSpellpower(0.4) * self:getTalentLevel(t), util.bound(10 + math.floor(self:getTalentLevel(t) * 3), 10, 25))
+		The duration and max absorption will increase with the Magic stat]]):format(20 + self:getTalentLevel(t) * 5, self:combatTalentSpellDamage(t, 20, 210), util.bound(10 + math.floor(self:getTalentLevel(t) * 3), 10, 25))
 	end,
 }
 
diff --git a/game/modules/tome/data/talents/spells/earth.lua b/game/modules/tome/data/talents/spells/earth.lua
index 43ac51ba69..8fd78eb28e 100644
--- a/game/modules/tome/data/talents/spells/earth.lua
+++ b/game/modules/tome/data/talents/spells/earth.lua
@@ -32,7 +32,7 @@ newTalent{
 	},
 	activate = function(self, t)
 		game:playSoundNear(self, "talents/earth")
-		local power = 4 + self:combatSpellpower(0.03) * self:getTalentLevel(t)
+		local power = self:combatTalentSpellDamage(t, 10, 20)
 		return {
 			armor = self:addTemporaryValue("combat_armor", power),
 			particle = self:addParticles(Particles.new("stone_skin", 1)),
@@ -45,7 +45,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[The caster's skin grows as hard as stone, granting %d bonus to armor.
-		The bonus to armor will increase with the Magic stat]]):format(4 + self:combatSpellpower(0.03) * self:getTalentLevel(t))
+		The bonus to armor will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 10, 20))
 	end,
 }
 
@@ -88,7 +88,7 @@ newTalent{
 		local tg = {type="bolt", range=self:getTalentRange(t), talent=t}
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
-		self:project(tg, x, y, DamageType.SPELLKNOCKBACK, self:spellCrit(8 + self:combatSpellpower(0.15) * self:getTalentLevel(t)))
+		self:project(tg, x, y, DamageType.SPELLKNOCKBACK, self:spellCrit(self:combatTalentSpellDamage(t, 8, 170)))
 		game:playSoundNear(self, "talents/earth")
 		return true
 	end,
diff --git a/game/modules/tome/data/talents/spells/enhancement.lua b/game/modules/tome/data/talents/spells/enhancement.lua
index 2007cf56df..eff5d11134 100644
--- a/game/modules/tome/data/talents/spells/enhancement.lua
+++ b/game/modules/tome/data/talents/spells/enhancement.lua
@@ -31,8 +31,8 @@ newTalent{
 	activate = function(self, t)
 		game:playSoundNear(self, "talents/fire")
 		return {
-			dam = self:addTemporaryValue("melee_project", {[DamageType.FIRE] = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.08)}),
-			per = self:addTemporaryValue("inc_damage", {[DamageType.FIRE] = 5 + self:getTalentLevel(t) * self:combatSpellpower(0.05)}),
+			dam = self:addTemporaryValue("melee_project", {[DamageType.FIRE] = self:combatTalentSpellDamage(t, 5, 20)}),
+			per = self:addTemporaryValue("inc_damage", {[DamageType.FIRE] = self:combatTalentSpellDamage(t, 5, 14)}),
 		}
 	end,
 	deactivate = function(self, t, p)
@@ -42,7 +42,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Engulfs your hands (and weapons) in a sheath of fire, dealing %d fire damage per melee attack and increasing all fire damage by %d%%.]]):
-		format(5 + self:getTalentLevel(t) * self:combatSpellpower(0.08), 5 + self:getTalentLevel(t) * self:combatSpellpower(0.05))
+		format(self:combatTalentSpellDamage(t, 5, 20), self:combatTalentSpellDamage(t, 5, 14))
 	end,
 }
 
@@ -56,11 +56,11 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		game:playSoundNear(self, "talents/spell_generic")
-		self:setEffect(self.EFF_EARTHEN_BARRIER, 10, {power=10 + self:getTalentLevel(t) * self:combatSpellpower(0.08)})
+		self:setEffect(self.EFF_EARTHEN_BARRIER, 10, {power=self:combatTalentSpellDamage(t, 10, 60)})
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hardens your skin with the power of earth, reducing physical damage taken by %d%%.]]):format(10 + self:getTalentLevel(t) * self:combatSpellpower(0.08))
+		return ([[Hardens your skin with the power of earth, reducing physical damage taken by %d%%.]]):format(self:combatTalentSpellDamage(t, 10, 60))
 	end,
 }
 
@@ -78,8 +78,8 @@ newTalent{
 	activate = function(self, t)
 		game:playSoundNear(self, "talents/ice")
 		return {
-			dam = self:addTemporaryValue("melee_project", {[DamageType.ICE] = 3 + self:getTalentLevel(t) * self:combatSpellpower(0.05)}),
-			per = self:addTemporaryValue("inc_damage", {[DamageType.COLD] = 4 + self:getTalentLevel(t) * self:combatSpellpower(0.04)}),
+			dam = self:addTemporaryValue("melee_project", {[DamageType.ICE] = self:combatTalentSpellDamage(t, 3, 15)}),
+			per = self:addTemporaryValue("inc_damage", {[DamageType.COLD] = self:combatTalentSpellDamage(t, 5, 14)}),
 		}
 	end,
 	deactivate = function(self, t, p)
@@ -89,7 +89,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Engulfs your hands (and weapons) in a sheath of ice, dealing %d ice damage per melee attack and increasing all cold damage by %d%%.]]):
-		format(3 + self:getTalentLevel(t) * self:combatSpellpower(0.05), 4 + self:getTalentLevel(t) * self:combatSpellpower(0.04))
+		format(self:combatTalentSpellDamage(t, 3, 15), self:combatTalentSpellDamage(t, 5, 14))
 	end,
 }
 
@@ -106,7 +106,7 @@ newTalent{
 	},
 	activate = function(self, t)
 		game:playSoundNear(self, "talents/spell_generic")
-		local power = math.floor(2 + self:getTalentLevel(t) * self:combatSpellpower(0.06))
+		local power = math.floor(self:combatTalentSpellDamage(t, 2, 18))
 		return {
 			stats = self:addTemporaryValue("inc_stats", {
 				[self.STAT_STR] = power,
@@ -124,6 +124,6 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[You concentrate on your inner self, increasing your stats each by %d.]]):
-		format(2 + self:getTalentLevel(t) * self:combatSpellpower(0.06))
+		format(self:combatTalentSpellDamage(t, 2, 18))
 	end,
 }
diff --git a/game/modules/tome/data/talents/spells/nature.lua b/game/modules/tome/data/talents/spells/nature.lua
index 76e8b0af22..5cbba02616 100644
--- a/game/modules/tome/data/talents/spells/nature.lua
+++ b/game/modules/tome/data/talents/spells/nature.lua
@@ -28,13 +28,13 @@ newTalent{
 		HEAL = 10,
 	},
 	action = function(self, t)
-		self:setEffect(self.EFF_REGENERATION, 10, {power=5 + self:combatSpellpower(0.07) * self:getTalentLevel(t)})
+		self:setEffect(self.EFF_REGENERATION, 10, {power=self:combatTalentSpellDamage(t, 5, 25)})
 		game:playSoundNear(self, "talents/heal")
 		return true
 	end,
 	info = function(self, t)
 		return ([[Call upon the forces of nature to regenerate your body for %d life every turn for 10 turns.
-		The life healed will increase with the Magic stat]]):format(5 + self:combatSpellpower(0.07) * self:getTalentLevel(t))
+		The life healed will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 5, 25))
 	end,
 }
 
@@ -49,13 +49,13 @@ newTalent{
 		HEAL = 10,
 	},
 	action = function(self, t)
-		self:heal(self:spellCrit(10 + self:combatSpellpower(0.5) * self:getTalentLevel(t)), self)
+		self:heal(self:spellCrit(self:combatTalentSpellDamage(t, 40, 220)), self)
 		game:playSoundNear(self, "talents/heal")
 		return true
 	end,
 	info = function(self, t)
 		return ([[Call upon the forces of nature to heal your body for %d life.
-		The life healed will increase with the Magic stat]]):format(10 + self:combatSpellpower(0.5) * self:getTalentLevel(t))
+		The life healed will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 40, 220))
 	end,
 }
 
diff --git a/game/modules/tome/data/talents/spells/phantasm.lua b/game/modules/tome/data/talents/spells/phantasm.lua
index 7164e6504b..da029debc5 100644
--- a/game/modules/tome/data/talents/spells/phantasm.lua
+++ b/game/modules/tome/data/talents/spells/phantasm.lua
@@ -53,7 +53,7 @@ newTalent{
 		DEFEND = 10,
 	},
 	activate = function(self, t)
-		local power = 4 + self:combatSpellpower(0.04) * self:getTalentLevel(t)
+		local power = self:combatTalentSpellDamage(t, 4, 30)
 		game:playSoundNear(self, "talents/heal")
 		return {
 			particle = self:addParticles(Particles.new("phantasm_shield", 1)),
@@ -67,7 +67,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[The caster's image blurs, making them harder to hit, granting %d bonus to defense.
-		The bonus will increase with the Magic stat]]):format(4 + self:combatSpellpower(0.04) * self:getTalentLevel(t))
+		The bonus will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 4, 30))
 	end,
 }
 
@@ -83,7 +83,7 @@ newTalent{
 		DEFEND = 10,
 	},
 	activate = function(self, t)
-		local power = 10 + self:combatSpellpower(0.06) * self:getTalentLevel(t)
+		local power = self:combatTalentSpellDamage(t, 10, 170)
 		game:playSoundNear(self, "talents/heal")
 		return {
 			particle = self:addParticles(Particles.new("phantasm_shield", 1)),
@@ -97,7 +97,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[The caster surrounds themselves with a phantasmal shield. If hit in melee the shield will deal %d arcane damage to the attacker.
-		The damage will increase with the Magic stat]]):format(10 + self:combatSpellpower(0.06) * self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 10, 170))
 	end,
 }
 
@@ -113,7 +113,7 @@ newTalent{
 		DEFEND = 10,
 	},
 	activate = function(self, t)
-		local power = 4 + self:combatSpellpower(0.04) * self:getTalentLevel(t)
+		local power = self:combatTalentSpellDamage(t, 10, 30)
 		game:playSoundNear(self, "talents/heal")
 		return {
 			invisible = self:addTemporaryValue("invisible", power),
@@ -129,6 +129,6 @@ newTalent{
 		return ([[The caster fades from sight, granting %d bonus to invisibility.
 		Beware, you should take off your light, otherwise you will still be easily spotted.
 		This powerful spell constantly drains your mana while active.
-		The bonus will increase with the Magic stat]]):format(4 + self:combatSpellpower(0.04) * self:getTalentLevel(t))
+		The bonus will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 10, 30))
 	end,
 }
diff --git a/game/modules/tome/data/talents/spells/temporal.lua b/game/modules/tome/data/talents/spells/temporal.lua
index f282343d6b..62f8233236 100644
--- a/game/modules/tome/data/talents/spells/temporal.lua
+++ b/game/modules/tome/data/talents/spells/temporal.lua
@@ -109,7 +109,7 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local dur = util.bound(5 + math.floor(self:getTalentLevel(t)), 5, 15)
-		local power = 50 + self:combatSpellpower(0.5) * self:getTalentLevel(t)
+		local power = self:combatTalentSpellDamage(t, 50, 170)
 		self:setEffect(self.EFF_TIME_SHIELD, dur, {power=power})
 		game:playSoundNear(self, "talents/spell_generic")
 		return true
@@ -117,6 +117,6 @@ newTalent{
 	info = function(self, t)
 		return ([[This intricate spell erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
 		Once either the maximum damage (%d) is absorbed, or the time runs out (%d turns), the stored damage will return as self-damage over time (5 turns).
-		The duration and max absorption will increase with the Magic stat]]):format(50 + self:combatSpellpower(0.5) * self:getTalentLevel(t), util.bound(5 + math.floor(self:getTalentLevel(t)), 5, 15))
+		The duration and max absorption will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 50, 170), util.bound(5 + math.floor(self:getTalentLevel(t)), 5, 15))
 	end,
 }
diff --git a/game/modules/tome/data/talents/spells/water.lua b/game/modules/tome/data/talents/spells/water.lua
index 9389addf44..dca1271ca4 100644
--- a/game/modules/tome/data/talents/spells/water.lua
+++ b/game/modules/tome/data/talents/spells/water.lua
@@ -31,7 +31,7 @@ newTalent{
 	action = function(self, t)
 		local duration = self:getTalentLevel(t) + 2
 		local radius = 3
-		local dam = 4 + self:combatSpellpower(0.17) * self:getTalentLevel(t)
+		local dam = self:combatTalentSpellDamage(t, 4, 70)
 		local tg = {type="ball", range=self:getTalentRange(t), radius=radius}
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
@@ -50,7 +50,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Corrosive fumes rises from the ground doing %0.2f acid damage in a radius of 3 each turn for %d turns.
-		The damage and duration will increase with the Magic stat]]):format(4 + self:combatSpellpower(0.17) * self:getTalentLevel(t), self:getTalentLevel(t) + 2)
+		The damage and duration will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 4, 70), self:getTalentLevel(t) + 2)
 	end,
 }
 
@@ -70,14 +70,14 @@ newTalent{
 		local tg = {type="hit", range=self:getTalentRange(t), talent=t}
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
-		self:project(tg, x, y, DamageType.COLD, self:spellCrit(12 + self:combatSpellpower(0.25) * self:getTalentLevel(t)), {type="freeze"})
+		self:project(tg, x, y, DamageType.COLD, self:spellCrit(self:combatTalentSpellDamage(t, 12, 160)), {type="freeze"})
 		self:project(tg, x, y, DamageType.FREEZE, 3 + math.floor(self:getTalentLevel(t) / 3))
 		game:playSoundNear(self, "talents/ice")
 		return true
 	end,
 	info = function(self, t)
 		return ([[Condenses ambient water on a target, freezing it for a short while and damaging it for %0.2f.
-		The damage will increase with the Magic stat]]):format(12 + self:combatSpellpower(0.25) * self:getTalentLevel(t))
+		The damage will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 12, 160))
 	end,
 }
 
@@ -94,7 +94,7 @@ newTalent{
 	action = function(self, t)
 		local duration = 5 + self:combatSpellpower(0.01) * self:getTalentLevel(t)
 		local radius = 1
-		local dam = 5 + self:combatSpellpower(0.2) * self:getTalentLevel(t)
+		local dam = self:combatTalentSpellDamage(t, 5, 90)
 		-- Add a lasting map effect
 		game.level.map:addEffect(self,
 			self.x, self.y, duration,
@@ -112,7 +112,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[A wall of water rushes out from the caster doing %0.2f cold damage and knocking back targets each turn for %d turns.
-		The damage and duration will increase with the Magic stat]]):format(5 + self:combatSpellpower(0.2) * self:getTalentLevel(t), 5 + self:combatSpellpower(0.01) * self:getTalentLevel(t))
+		The damage and duration will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 5, 90), 5 + self:combatSpellpower(0.01) * self:getTalentLevel(t))
 	end,
 }
 
@@ -129,7 +129,7 @@ newTalent{
 	action = function(self, t)
 		local duration = 5 + self:combatSpellpower(0.05) + self:getTalentLevel(t)
 		local radius = 3
-		local dam = 5 + self:combatSpellpower(0.15) * self:getTalentLevel(t)
+		local dam = self:combatTalentSpellDamage(t, 5, 90)
 		-- Add a lasting map effect
 		game.level.map:addEffect(self,
 			self.x, self.y, duration,
@@ -150,6 +150,6 @@ newTalent{
 	info = function(self, t)
 		return ([[A furious ice storm rages around the caster doing %0.2f cold damage in a radius of 3 each turn for %d turns.
 		It has 25%% chance to freeze damaged targets.
-		The damage and duration will increase with the Magic stat]]):format(5 + self:combatSpellpower(0.15) * self:getTalentLevel(t), 5 + self:combatSpellpower(0.05) + self:getTalentLevel(t))
+		The damage and duration will increase with the Magic stat]]):format(self:combatTalentSpellDamage(t, 5, 90), 5 + self:combatSpellpower(0.05) + self:getTalentLevel(t))
 	end,
 }
diff --git a/game/modules/tome/data/talents/techniques/2hweapon.lua b/game/modules/tome/data/talents/techniques/2hweapon.lua
index 161af8bc15..a12a843967 100644
--- a/game/modules/tome/data/talents/techniques/2hweapon.lua
+++ b/game/modules/tome/data/talents/techniques/2hweapon.lua
@@ -71,14 +71,14 @@ newTalent{
 			local x, y = self.x + i, self.y + j
 			if (self.x ~= x or self.y ~= y) and game.level.map:isBound(x, y) and game.level.map(x, y, Map.ACTOR) then
 				local target = game.level.map(x, y, Map.ACTOR)
-				self:attackTargetWith(target, weapon.combat, nil, 1.4 + self:getTalentLevel(t) / 8)
+				self:attackTargetWith(target, weapon.combat, nil, self:combatTalentWeaponDamage(t, 1.4, 2.1))
 			end
 		end end
 
 		return true
 	end,
 	info = function(self, t)
-		return ([[Spin around, extending your weapon and damaging all targets around for %d%% weapon damage.]]):format(100 * (1.4 + self:getTalentLevel(t) / 8))
+		return ([[Spin around, extending your weapon and damaging all targets around for %d%% weapon damage.]]):format(100 * self:combatTalentWeaponDamage(t, 1.4, 2.1))
 	end,
 }
 
@@ -142,7 +142,7 @@ newTalent{
 		end
 		self.combat_physcrit = self.combat_physcrit + 100
 
-		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 1.4 + self:getTalentLevel(t) / 6)
+		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, self:combatTalentWeaponDamage(t, 0.8, 1.3))
 
 		if self:getTalentLevel(t) >= 4 then
 			self.combat_dam = self.combat_dam - inc
@@ -164,7 +164,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Tries to perform a killing blow doing %d%% weapon damage, granting an automatic critical hit. If the target ends up with low enough life it might be instantly killed.
-		At level 4 it drains all remaining stamina and uses it to increase the blow damage.]]):format(100 * (1.4 + self:getTalentLevel(t) / 6))
+		At level 4 it drains all remaining stamina and uses it to increase the blow damage.]]):format(100 * self:combatTalentWeaponDamage(t, 0.8, 1.3))
 	end,
 }
 
@@ -189,7 +189,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 1.2 + self:getTalentLevel(t) / 10)
+		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, self:combatTalentWeaponDamage(t, 1, 1.5))
 
 		-- Try to stun !
 		if hit then
@@ -203,7 +203,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target with your weapon doing %d%% damage, if the attack hits, the target is stunned.]]):format(100 * (1.2 + self:getTalentLevel(t) / 10))
+		return ([[Hits the target with your weapon doing %d%% damage, if the attack hits, the target is stunned.]]):format(100 * self:combatTalentWeaponDamage(t, 1, 1.5))
 	end,
 }
 
@@ -225,7 +225,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 1.5 + self:getTalentLevel(t) / 10)
+		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, self:combatTalentWeaponDamage(t, 1, 1.5))
 
 		-- Try to stun !
 		if hit then
@@ -239,7 +239,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target with your weapon doing %d%% damage, if the attack hits, the target's armour is reduced by %d.]]):format(100 * (1.5 + self:getTalentLevel(t) / 10), 5*self:getTalentLevel(t))
+		return ([[Hits the target with your weapon doing %d%% damage, if the attack hits, the target's armour is reduced by %d.]]):format(100 * self:combatTalentWeaponDamage(t, 1, 1.5), 5*self:getTalentLevel(t))
 	end,
 }
 
@@ -261,7 +261,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 1.5 + self:getTalentLevel(t) / 10)
+		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, self:combatTalentWeaponDamage(t, 1, 1.5))
 
 		-- Try to stun !
 		if hit then
@@ -275,7 +275,7 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target with your weapon doing %d%% damage, if the attack hits, the target's attack power is reduced by %d.]]):format(100 * (1.5 + self:getTalentLevel(t) / 10), 3*self:getTalentLevel(t))
+		return ([[Hits the target with your weapon doing %d%% damage, if the attack hits, the target's attack power is reduced by %d.]]):format(100 * self:combatTalentWeaponDamage(t, 1, 1.5), 3*self:getTalentLevel(t))
 	end,
 }
 
@@ -297,7 +297,7 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, 1.4 + self:getTalentLevel(t) / 10)
+		local speed, hit = self:attackTargetWith(target, weapon.combat, nil, self:combatTalentWeaponDamage(t, 1, 1.4))
 
 		-- Try to stun !
 		if hit then
@@ -311,6 +311,6 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hits the target with a mighty blow to the legs doing %d%% weapon damage, if the attack hits, the target is unable to move for %d turns.]]):format(100 * (1.4 + self:getTalentLevel(t) / 10), 2+self:getTalentLevel(t))
+		return ([[Hits the target with a mighty blow to the legs doing %d%% weapon damage, if the attack hits, the target is unable to move for %d turns.]]):format(100 * self:combatTalentWeaponDamage(t, 1, 1.4), 2+self:getTalentLevel(t))
 	end,
 }
diff --git a/game/modules/tome/data/talents/techniques/archery.lua b/game/modules/tome/data/talents/techniques/archery.lua
index c2eb1f8bd0..7ce5eb67c7 100644
--- a/game/modules/tome/data/talents/techniques/archery.lua
+++ b/game/modules/tome/data/talents/techniques/archery.lua
@@ -47,12 +47,12 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 1.2 + self:getTalentLevel(t) / 5)
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 1.1, 2.2))
 		print(energy , self.energy.value, energy ~= self.energy.value)
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[A steady shot, doing %d%% damage.]]):format((1.2 + self:getTalentLevel(t) / 5) * 100)
+		return ([[A steady shot, doing %d%% damage.]]):format(self:combatTalentWeaponDamage(t, 1.1, 2.2) * 100)
 	end,
 }
 
@@ -144,12 +144,12 @@ newTalent{
 	action = function(self, t)
 		local energy = self.energy.value
 		self.combat_physcrit = self.combat_physcrit + 1000
-		self:archeryShoot(nil, 1.2 + self:getTalentLevel(t) / 4)
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 1.2, 2))
 		self.combat_physcrit = self.combat_physcrit - 1000
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You concentrate on your aim to produce a guaranted critical hit (with a base damage of %d%%).]]):format((1.2 + self:getTalentLevel(t) / 4) * 100)
+		return ([[You concentrate on your aim to produce a guaranted critical hit (with a base damage of %d%%).]]):format(self:combatTalentWeaponDamage(t, 1.2, 2) * 100)
 	end,
 }
 
@@ -202,7 +202,7 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 1 + self:getTalentLevel(t) / 6, function(target, x, y)
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 1, 1.5), function(target, x, y)
 			if target:checkHit(self:combatAttackDex(), target:combatPhysicalResist(), 0, 95, 10) then
 				target:setEffect(target.EFF_SLOW, 7, {power=util.bound((self:combatAttack() * 0.15 * self:getTalentLevel(t)) / 100, 0.1, 0.4)})
 			else
@@ -212,7 +212,7 @@ newTalent{
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire a crippling shot, doing %d%% damage and reducing your target's speed by %0.2f for 7 turns.]]):format((1 + self:getTalentLevel(t) / 6) * 100, util.bound((5 + 5 * self:getTalentLevel(t)) / 100, 0.1, 0.4))
+		return ([[You fire a crippling shot, doing %d%% damage and reducing your target's speed by %0.2f for 7 turns.]]):format(self:combatTalentWeaponDamage(t, 1, 1.5) * 100, util.bound((5 + 5 * self:getTalentLevel(t)) / 100, 0.1, 0.4))
 	end,
 }
 
@@ -227,7 +227,7 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 1 + self:getTalentLevel(t) / 6, function(target, x, y)
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 1, 1.4), function(target, x, y)
 			if target:checkHit(self:combatAttackDex(), target:combatPhysicalResist(), 0, 95, 10) then
 				target:setEffect(target.EFF_PINNED, 2 + self:getTalentLevelRaw(t), {})
 			else
@@ -237,7 +237,7 @@ newTalent{
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire a pinning shot, doing %d%% damage and pinning your target to the ground for %d turns.]]):format((1 + self:getTalentLevel(t) / 6) * 100, 2 + self:getTalentLevelRaw(t))
+		return ([[You fire a pinning shot, doing %d%% damage and pinning your target to the ground for %d turns.]]):format(self:combatTalentWeaponDamage(t, 1, 1.4) * 100, 2 + self:getTalentLevelRaw(t))
 	end,
 }
 
@@ -252,7 +252,7 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 1 + self:getTalentLevel(t) / 6, function(target, x, y)
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 0.5, 1.5), function(target, x, y)
 			if target:checkHit(self:combatAttackDex(), target:combatPhysicalResist(), 0, 95, 10) then
 				target:setEffect(target.EFF_STUNNED, 2 + self:getTalentLevelRaw(t), {})
 			else
@@ -262,6 +262,6 @@ newTalent{
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire multiple shots at the area, doing %d%% damage and stunning your targets for %d turns.]]):format((0.5 + self:getTalentLevel(t) / 6) * 100, 2 + self:getTalentLevelRaw(t))
+		return ([[You fire multiple shots at the area, doing %d%% damage and stunning your targets for %d turns.]]):format(self:combatTalentWeaponDamage(t, 0.5, 1.5), 2 + self:getTalentLevelRaw(t))
 	end,
 }
diff --git a/game/modules/tome/data/talents/techniques/bow.lua b/game/modules/tome/data/talents/techniques/bow.lua
index ffb4becfd4..047c7b31fd 100644
--- a/game/modules/tome/data/talents/techniques/bow.lua
+++ b/game/modules/tome/data/talents/techniques/bow.lua
@@ -40,12 +40,12 @@ newTalent{
 	action = function(self, t)
 		local energy = self.energy.value
 		self.combat_apr = self.combat_apr + 1000
-		self:archeryShoot(nil, 1.2 + self:getTalentLevel(t) / 7, nil, {type="beam"}, {one_shot=true})
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 1, 1.5), nil, {type="beam"}, {one_shot=true})
 		self.combat_apr = self.combat_apr - 1000
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing %d%% damage.]]):format(100 * (1.2 + self:getTalentLevel(t) / 7))
+		return ([[You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing %d%% damage.]]):format(100 * self:combatTalentWeaponDamage(t, 1, 1.5))
 	end,
 }
 
@@ -60,11 +60,11 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 1.2 + self:getTalentLevel(t) / 5, nil, {type="ball", radius=1}, {limit_shots=2})
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 1.2, 1.7), nil, {type="ball", radius=1}, {limit_shots=2})
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire two arrows at your target, hitting it and a nearby foe if possible, doing %d%% damage.]]):format(100 * (1.2 + self:getTalentLevel(t) / 5))
+		return ([[You fire two arrows at your target, hitting it and a nearby foe if possible, doing %d%% damage.]]):format(100 * self:combatTalentWeaponDamage(t, 1.2, 1.7))
 	end,
 }
 
@@ -79,10 +79,10 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 0.7 + self:getTalentLevel(t) / 5, nil, {type="ball", radius=2 + self:getTalentLevel(t)/3, firendlyfire=false})
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 0.6, 1.3), nil, {type="ball", radius=2 + self:getTalentLevel(t)/3, firendlyfire=false})
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire multiple arrows at the area, doing %d%% damage.]]):format(100 * (0.7 + self:getTalentLevel(t) / 5))
+		return ([[You fire multiple arrows at the area, doing %d%% damage.]]):format(100 * self:combatTalentWeaponDamage(t, 0.6, 1.3))
 	end,
 }
diff --git a/game/modules/tome/data/talents/techniques/dualweapon.lua b/game/modules/tome/data/talents/techniques/dualweapon.lua
index da9b4bc119..9695a7abf2 100644
--- a/game/modules/tome/data/talents/techniques/dualweapon.lua
+++ b/game/modules/tome/data/talents/techniques/dualweapon.lua
@@ -122,7 +122,7 @@ newTalent{
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
 
 		-- First attack with offhand
-		local speed, hit = self:attackTargetWith(target, offweapon.combat, nil, 1.2 + self:getTalentLevel(t) / 10)
+		local speed, hit = self:attackTargetWith(target, offweapon.combat, nil, self:combatTalentWeaponDamage(t, 0.7, 1.7))
 
 		-- Second attack with mainhand
 		if hit then
@@ -133,13 +133,13 @@ newTalent{
 			end
 
 			-- Attack after the stun, to benefit from backstabs
-			self:attackTargetWith(target, weapon.combat, nil, 1.2 + self:getTalentLevel(t) / 10)
+			self:attackTargetWith(target, weapon.combat, nil, self:combatTalentWeaponDamage(t, 0.7, 1.7))
 		end
 
 		return true
 	end,
 	info = function(self, t)
-		return ([[Hit with your offhand weapon for %d%% damage, if the attack hits, the target is stunned and you hit it with your mainhand weapon.]]):format(100 * (1.2 + self:getTalentLevel(t) / 10))
+		return ([[Hit with your offhand weapon for %d%% damage, if the attack hits, the target is stunned and you hit it with your mainhand weapon.]]):format(100 * self:combatTalentWeaponDamage(t, 0.7, 1.7))
 	end,
 }
 
@@ -161,14 +161,14 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		self:attackTarget(target, nil, 0.8 + self:getTalentLevel(t) / 10, true)
-		self:attackTarget(target, nil, 0.8 + self:getTalentLevel(t) / 10, true)
-		self:attackTarget(target, nil, 0.8 + self:getTalentLevel(t) / 10, true)
+		self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.5, 1.4), true)
+		self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.5, 1.4), true)
+		self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.5, 1.4), true)
 
 		return true
 	end,
 	info = function(self, t)
-		return ([[Lashes out a flurry of blows, hitting your target three times with each weapon for %d%% damage.]]):format(100 * (0.8 + self:getTalentLevel(t) / 10))
+		return ([[Lashes out a flurry of blows, hitting your target three times with each weapon for %d%% damage.]]):format(100 * self:combatTalentWeaponDamage(t, 0.5, 1.4))
 	end,
 }
 
@@ -197,16 +197,16 @@ newTalent{
 		local lt, rt = game.level.map(lx, ly, Map.ACTOR), game.level.map(rx, ry, Map.ACTOR)
 
 		local hit
-		hit = self:attackTarget(target, nil, 1.2 + self:getTalentLevel(t) / 10, true)
+		hit = self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 1, 1.7), true)
 		if hit and target:canBe("cut") then target:setEffect(target.EFF_CUT, 3 + self:getTalentLevel(t), {power=self:getDex() * 0.5, src=self}) end
 
 		if lt then
-			hit = self:attackTarget(lt, nil, 1.2 + self:getTalentLevel(t) / 10, true)
+			hit = self:attackTarget(lt, nil, self:combatTalentWeaponDamage(t, 1, 1.7), true)
 			if hit and lt:canBe("cut") then lt:setEffect(lt.EFF_CUT, 3 + self:getTalentLevel(t), {power=self:getDex() * 0.5, src=self}) end
 		end
 
 		if rt then
-			hit = self:attackTarget(rt, nil, 1.2 + self:getTalentLevel(t) / 10, true)
+			hit = self:attackTarget(rt, nil, self:combatTalentWeaponDamage(t, 1, 1.7), true)
 			if hit and rt:canBe("cut") then rt:setEffect(rt.EFF_CUT, 3 + self:getTalentLevel(t), {power=self:getDex() * 0.5, src=self}) end
 		end
 		print(x,y,target)
@@ -217,7 +217,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Attack your foes in a frontal arc doing %d%% weapon damage and making your targets bleed for %d each turn for %d turns.]]):
-		format(100 * (1.2 + self:getTalentLevel(t) / 10), self:getDex() * 0.5, 3 + self:getTalentLevel(t))
+		format(100 * self:combatTalentWeaponDamage(t, 1, 1.7), self:getDex() * 0.5, 3 + self:getTalentLevel(t))
 	end,
 }
 
@@ -239,13 +239,13 @@ newTalent{
 			local x, y = self.x + i, self.y + j
 			if (self.x ~= x or self.y ~= y) and game.level.map:isBound(x, y) and game.level.map(x, y, Map.ACTOR) then
 				local target = game.level.map(x, y, Map.ACTOR)
-				self:attackTarget(target, nil, 1.4 + self:getTalentLevel(t) / 10, true)
+				self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 1.2, 1.9), true)
 			end
 		end end
 
 		return true
 	end,
 	info = function(self, t)
-		return ([[Spin around, damaging all targets around with both weapons for %d%%.]]):format(100 * (1.4 + self:getTalentLevel(t) / 10))
+		return ([[Spin around, damaging all targets around with both weapons for %d%%.]]):format(100 * self:combatTalentWeaponDamage(t, 1.2, 1.9))
 	end,
 }
diff --git a/game/modules/tome/data/talents/techniques/sling.lua b/game/modules/tome/data/talents/techniques/sling.lua
index 5451b86e7c..d4f48f8876 100644
--- a/game/modules/tome/data/talents/techniques/sling.lua
+++ b/game/modules/tome/data/talents/techniques/sling.lua
@@ -39,7 +39,7 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 1.2 + self:getTalentLevel(t) / 5, function(target, x, y)
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 1, 1.5), function(target, x, y)
 			if target:checkHit(self:combatAttackDex(), target:combatPhysicalResist(), 0, 95, 10) and target:canBe("blind") then
 				target:setEffect(target.EFF_BLINDED, 2 + self:getTalentLevelRaw(t), {})
 			else
@@ -49,7 +49,7 @@ newTalent{
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire a shot to your target's eyes, blinding it for %d turns and doing %d%% damage.]]):format(2 + self:getTalentLevelRaw(t), 100 * (1.2 + self:getTalentLevel(t) / 5))
+		return ([[You fire a shot to your target's eyes, blinding it for %d turns and doing %d%% damage.]]):format(2 + self:getTalentLevelRaw(t), 100 * self:combatTalentWeaponDamage(t, 1, 1.5))
 	end,
 }
 
@@ -64,7 +64,7 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 1.2 + self:getTalentLevel(t) / 5, function(target, x, y)
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 1, 1.5), function(target, x, y)
 			if target:checkHit(self:combatAttackDex(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
 				target:knockback(self.x, self.y, 4)
 				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
@@ -75,7 +75,7 @@ newTalent{
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire a mighty shot at your target doing %d%% damage and knocking it back.]]):format(100 * (1.2 + self:getTalentLevel(t) / 5))
+		return ([[You fire a mighty shot at your target doing %d%% damage and knocking it back.]]):format(100 * self:combatTalentWeaponDamage(t, 1, 1.5))
 	end,
 }
 
@@ -90,10 +90,10 @@ newTalent{
 	range = 20,
 	action = function(self, t)
 		local energy = self.energy.value
-		self:archeryShoot(nil, 0.7 + self:getTalentLevel(t) / 5, nil, nil, {multishots=2+self:getTalentLevelRaw(t)/2})
+		self:archeryShoot(nil, self:combatTalentWeaponDamage(t, 0.3, 0.7), nil, nil, {multishots=2+self:getTalentLevelRaw(t)/2})
 		return energy ~= self.energy.value
 	end,
 	info = function(self, t)
-		return ([[You fire %d shots at your target, doing %d%% damage with each shot.]]):format(2+self:getTalentLevelRaw(t)/2, 100 * (0.7 + self:getTalentLevel(t) / 5))
+		return ([[You fire %d shots at your target, doing %d%% damage with each shot.]]):format(2+self:getTalentLevelRaw(t)/2, 100 * self:combatTalentWeaponDamage(t, 0.3, 0.7))
 	end,
 }
diff --git a/game/modules/tome/data/talents/techniques/weaponshield.lua b/game/modules/tome/data/talents/techniques/weaponshield.lua
index f5a48100d9..3594eef7e2 100644
--- a/game/modules/tome/data/talents/techniques/weaponshield.lua
+++ b/game/modules/tome/data/talents/techniques/weaponshield.lua
@@ -39,8 +39,8 @@ newTalent{
 		local x, y, target = self:getTarget(tg)
 		if not x or not y or not target then return nil end
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-		self:attackTargetWith(target, shield.special_combat, nil, 1.5 + self:getTalentLevel(t) / 5)
-		local speed, hit = self:attackTargetWith(target, shield.special_combat, nil, 1.3 + (self:getTalentLevel(t) + self:getTalentLevel(self.T_SHIELD_EXPERTISE) / 2) / 5)
+		self:attackTargetWith(target, shield.special_combat, nil, self:combatTalentWeaponDamage(t, 1, 1.7))
+		local speed, hit = self:attackTargetWith(target, shield.special_combat, nil, self:combatTalentWeaponDamage(t, 1.2, 2.1, self:getTalentLevel(self.T_SHIELD_EXPERTISE)) / 5)
 
 		-- Try to stun !
 		if hit then
@@ -55,7 +55,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Hits the target with two shield strikes, stunning it and doing %d%% shield damage.
-		The damage multiplier increases with your strength.]]):format(100 * (1.3 + (self:getTalentLevel(t) + self:getTalentLevel(self.T_SHIELD_EXPERTISE) / 2) / 5))
+		The damage multiplier increases with your strength.]]):format(100 * self:combatTalentWeaponDamage(t, 1.2, 2.1, self:getTalentLevel(self.T_SHIELD_EXPERTISE)))
 	end,
 }
 
@@ -90,11 +90,11 @@ newTalent{
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
 
 		-- First attack with weapon
-		self:attackTarget(target, nil, 0.8 + self:getTalentLevel(t) / 10, true)
+		self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 0.8, 1.3), true)
 		-- Second attack with shield
-		self:attackTargetWith(target, shield.special_combat, nil, 0.8 + (self:getTalentLevel(t) + self:getTalentLevel(self.T_SHIELD_EXPERTISE) / 2) / 10)
+		self:attackTargetWith(target, shield.special_combat, nil, self:combatTalentWeaponDamage(t, 0.8, 1.3, self:getTalentLevel(self.T_SHIELD_EXPERTISE)))
 		-- Third attack with shield
-		local speed, hit = self:attackTargetWith(target, shield.special_combat, nil, 0.8 + (self:getTalentLevel(t) + self:getTalentLevel(self.T_SHIELD_EXPERTISE)) / 10)
+		local speed, hit = self:attackTargetWith(target, shield.special_combat, nil, self:combatTalentWeaponDamage(t, 0.8, 1.3, self:getTalentLevel(self.T_SHIELD_EXPERTISE)))
 
 		-- Try to stun !
 		if hit then
@@ -109,7 +109,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Hits the target with your weapon and two shield strikes doing %d%% damage, trying to overpower your target.
-		If the last attack hits, the target is knocked back.]]):format(100 * (0.8 + (self:getTalentLevel(t) + self:getTalentLevel(self.T_SHIELD_EXPERTISE) / 2) / 10))
+		If the last attack hits, the target is knocked back.]]):format(100 * self:combatTalentWeaponDamage(t, 0.8, 1.3, self:getTalentLevel(self.T_SHIELD_EXPERTISE)))
 	end,
 }
 
@@ -133,13 +133,13 @@ newTalent{
 		if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
 
 		-- First attack with shield
-		local speed, hit = self:attackTargetWith(target, shield.special_combat, nil, 1 + (self:getTalentLevel(t) + self:getTalentLevel(self.T_SHIELD_EXPERTISE) / 2) / 10)
+		local speed, hit = self:attackTargetWith(target, shield.special_combat, nil, self:combatTalentWeaponDamage(t, 1, 1.5, self:getTalentLevel(self.T_SHIELD_EXPERTISE)))
 
 		-- Second & third attack with weapon
 		if hit then
 			self.combat_physcrit = self.combat_physcrit + 1000
-			self:attackTarget(target, nil, 1 + self:getTalentLevel(t) / 10, true)
-			self:attackTarget(target, nil, 1 + self:getTalentLevel(t) / 10, true)
+			self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 1, 1.5), true)
+			self:attackTarget(target, nil, self:combatTalentWeaponDamage(t, 1, 1.5), true)
 			self.combat_physcrit = self.combat_physcrit - 1000
 		end
 
@@ -147,7 +147,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		return ([[Hits the target with your shield doing %d%% damage. If it hits, you follow up with two weapon strikes which are automatic critrical hits.]]):
-		format(100 * (1 + (self:getTalentLevel(t) + self:getTalentLevel(self.T_SHIELD_EXPERTISE) / 2) / 10))
+		format(100 * self:combatTalentWeaponDamage(t, 1, 1.5, self:getTalentLevel(self.T_SHIELD_EXPERTISE)))
 	end,
 }
 
diff --git a/src/core_lua.c b/src/core_lua.c
index 009e2fe471..b9429768db 100644
--- a/src/core_lua.c
+++ b/src/core_lua.c
@@ -1040,7 +1040,8 @@ static int sdl_texture_outline(lua_State *L)
 	glTexCoord2f(0,1); glVertex3f(0, h, 0);
 	glEnd();
 
-
+	// Unbind texture from FBO and then unbind FBO
+	CHECKGL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0));
 	CHECKGL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
 	// Restore viewport
 	CHECKGL(glPopAttrib());
diff --git a/src/sdnoise1234.c b/src/sdnoise1234.c
new file mode 100644
index 0000000000..f95a8be8cf
--- /dev/null
+++ b/src/sdnoise1234.c
@@ -0,0 +1,752 @@
+/* sdnoise1234, Simplex noise with true analytic
+ * derivative in 1D to 4D.
+ *
+ * Copyright © 2003-2008, Stefan Gustavson
+ *
+ * Contact: stefan.gustavson@gmail.com
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+ */
+
+/** \file
+ \brief C implementation file for Perlin simplex noise with analytic
+ derivative over 1, 2, 3 and 4 dimensions.
+ \author Stefan Gustavson (stefan.gustavson@gmail.com)
+ \author Charl van Deventer (landon.skyfire@gmail.com)
+ */
+
+/*
+ * This is an implementation of Perlin "simplex noise" over one
+ * dimension (x), two dimensions (x,y), three dimensions (x,y,z)
+ * and four dimensions (x,y,z,w). The analytic derivative is
+ * returned, to make it possible to do lots of fun stuff like
+ * flow animations, curl noise, analytic antialiasing and such.
+ *
+ * Visually, this noise is exactly the same as the plain version of
+ * simplex noise provided in the file "snoise1234.c". It just returns
+ * all partial derivatives in addition to the scalar noise value.
+ *
+ */
+
+/*
+ * 23 June 2010: Modified by Charl van Deventer to allow periodic arguments
+ * Note: It doesn't check for bounds over 255 (wont work) and might fail with
+ * negative coords.
+ */
+
+#include <math.h>
+
+#include "sdnoise1234.h" /* We strictly don't need this, but play nice. */
+
+#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )
+
+/* Static data ---------------------- */
+
+/*
+ * Permutation table. This is just a random jumble of all numbers 0-255,
+ * repeated twice to avoid wrapping the index at 255 for each lookup.
+ */
+unsigned char perm[512] = {151,160,137,91,90,15,
+131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
+151,160,137,91,90,15,
+131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
+};
+
+/*
+ * Gradient tables. These could be programmed the Ken Perlin way with
+ * some clever bit-twiddling, but this is more clear, and not really slower.
+ */
+static float grad2lut[8][2] = {
+	{ -1.0f, -1.0f }, { 1.0f, 0.0f } , { -1.0f, 0.0f } , { 1.0f, 1.0f } ,
+	{ -1.0f, 1.0f } , { 0.0f, -1.0f } , { 0.0f, 1.0f } , { 1.0f, -1.0f }
+};
+
+/*
+ * Gradient directions for 3D.
+ * These vectors are based on the midpoints of the 12 edges of a cube.
+ * A larger array of random unit length vectors would also do the job,
+ * but these 12 (including 4 repeats to make the array length a power
+ * of two) work better. They are not random, they are carefully chosen
+ * to represent a small, isotropic set of directions.
+ */
+
+static float grad3lut[16][3] = {
+	{ 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 1.0f }, // 12 cube edges
+	{ -1.0f, 0.0f, 1.0f }, { 0.0f, -1.0f, 1.0f },
+	{ 1.0f, 0.0f, -1.0f }, { 0.0f, 1.0f, -1.0f },
+	{ -1.0f, 0.0f, -1.0f }, { 0.0f, -1.0f, -1.0f },
+	{ 1.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 0.0f },
+	{ -1.0f, 1.0f, 0.0f }, { -1.0f, -1.0f, 0.0f },
+	{ 1.0f, 0.0f, 1.0f }, { -1.0f, 0.0f, 1.0f }, // 4 repeats to make 16
+	{ 0.0f, 1.0f, -1.0f }, { 0.0f, -1.0f, -1.0f }
+};
+
+static float grad4lut[32][4] = {
+	{ 0.0f, 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f, -1.0f }, { 0.0f, 1.0f, -1.0f, 1.0f }, { 0.0f, 1.0f, -1.0f, -1.0f }, // 32 tesseract edges
+	{ 0.0f, -1.0f, 1.0f, 1.0f }, { 0.0f, -1.0f, 1.0f, -1.0f }, { 0.0f, -1.0f, -1.0f, 1.0f }, { 0.0f, -1.0f, -1.0f, -1.0f },
+	{ 1.0f, 0.0f, 1.0f, 1.0f }, { 1.0f, 0.0f, 1.0f, -1.0f }, { 1.0f, 0.0f, -1.0f, 1.0f }, { 1.0f, 0.0f, -1.0f, -1.0f },
+	{ -1.0f, 0.0f, 1.0f, 1.0f }, { -1.0f, 0.0f, 1.0f, -1.0f }, { -1.0f, 0.0f, -1.0f, 1.0f }, { -1.0f, 0.0f, -1.0f, -1.0f },
+	{ 1.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, -1.0f }, { 1.0f, -1.0f, 0.0f, 1.0f }, { 1.0f, -1.0f, 0.0f, -1.0f },
+	{ -1.0f, 1.0f, 0.0f, 1.0f }, { -1.0f, 1.0f, 0.0f, -1.0f }, { -1.0f, -1.0f, 0.0f, 1.0f }, { -1.0f, -1.0f, 0.0f, -1.0f },
+	{ 1.0f, 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, -1.0f, 0.0f }, { 1.0f, -1.0f, 1.0f, 0.0f }, { 1.0f, -1.0f, -1.0f, 0.0f },
+	{ -1.0f, 1.0f, 1.0f, 0.0f }, { -1.0f, 1.0f, -1.0f, 0.0f }, { -1.0f, -1.0f, 1.0f, 0.0f }, { -1.0f, -1.0f, -1.0f, 0.0f }
+};
+
+// A lookup table to traverse the simplex around a given point in 4D.
+// Details can be found where this table is used, in the 4D noise method.
+/* TODO: This should not be required, backport it from Bill's GLSL code! */
+static unsigned char simplex[64][4] = {
+	{0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
+	{0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
+	{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
+	{1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
+	{1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
+	{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
+	{2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
+	{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
+
+/* --------------------------------------------------------------------- */
+
+/*
+ * Helper functions to compute gradients in 1D to 4D
+ * and gradients-dot-residualvectors in 2D to 4D.
+ */
+
+float grad1( int hash, float *gx ) {
+	int h = hash & 15;
+	*gx = 1.0f + (h & 7);   // Gradient value is one of 1.0, 2.0, ..., 8.0
+	if (h&8) *gx = - *gx;   // Make half of the gradients negative
+}
+
+void grad2( int hash, float *gx, float *gy ) {
+	int h = hash & 7;
+	*gx = grad2lut[h][0];
+	*gy = grad2lut[h][1];
+	return;
+}
+
+void grad3( int hash, float *gx, float *gy, float *gz ) {
+	int h = hash & 15;
+	*gx = grad3lut[h][0];
+	*gy = grad3lut[h][1];
+	*gz = grad3lut[h][2];
+	return;
+}
+
+void grad4( int hash, float *gx, float *gy, float *gz, float *gw) {
+	int h = hash & 31;
+	*gx = grad4lut[h][0];
+	*gy = grad4lut[h][1];
+	*gz = grad4lut[h][2];
+	*gw = grad4lut[h][3];
+	return;
+}
+
+/** 1D simplex noise with derivative.
+ * If the last argument is not null, the analytic derivative
+ * is also calculated.
+ */
+float sdnoise1( float x, int px, float *dnoise_dx)
+{
+	int i0 = FASTFLOOR(x);
+	int i1 = i0 + 1;
+	float x0 = x - i0;
+	float x1 = x0 - 1.0f;
+
+	float gx0, gx1;
+	float n0, n1;
+	float t20, t40, t21, t41;
+
+	float x20 = x0*x0;
+	float t0 = 1.0f - x20;
+	//  if(t0 < 0.0f) t0 = 0.0f; // Never happens for 1D: x0<=1 always
+	t20 = t0 * t0;
+	t40 = t20 * t20;
+	grad1(perm[i0 % px], &gx0);
+	n0 = t40 * gx0 * x0;
+
+	float x21 = x1*x1;
+	float t1 = 1.0f - x21;
+	//  if(t1 < 0.0f) t1 = 0.0f; // Never happens for 1D: |x1|<=1 always
+	t21 = t1 * t1;
+	t41 = t21 * t21;
+	grad1(perm[i1 % px], &gx1);
+	n1 = t41 * gx1 * x1;
+
+	/* Compute derivative according to:
+	 *  *dnoise_dx = -8.0f * t20 * t0 * x0 * (gx0 * x0) + t40 * gx0;
+	 *  *dnoise_dx += -8.0f * t21 * t1 * x1 * (gx1 * x1) + t41 * gx1;
+	 */
+	*dnoise_dx = t20 * t0 * gx0 * x20;
+	*dnoise_dx += t21 * t1 * gx1 * x21;
+	*dnoise_dx *= -8.0f;
+	*dnoise_dx += t40 * gx0 + t41 * gx1;
+	*dnoise_dx *= 0.25f; /* Scale derivative to match the noise scaling */
+
+	// The maximum value of this noise is 8*(3/4)^4 = 2.53125
+	// A factor of 0.395 would scale to fit exactly within [-1,1], but
+	// to better match classic Perlin noise, we scale it down some more.
+	return 0.25f * (n0 + n1);
+}
+
+float sdnoise1s( float x, float *dnoise_dx)
+{
+	return sdnoise1(x, 256, dnoise_dx);
+}
+
+/* Skewing factors for 2D simplex grid:
+ * F2 = 0.5*(sqrt(3.0)-1.0)
+ * G2 = (3.0-Math.sqrt(3.0))/6.0
+ */
+#define F2 0.366025403
+#define G2 0.211324865
+
+/** 2D simplex noise with derivatives.
+ * If the last two arguments are not null, the analytic derivative
+ * (the 2D gradient of the scalar noise field) is also calculated.
+ */
+float sdnoise2( float x, float y, int px, int py, float *dnoise_dx, float *dnoise_dy )
+{
+	float n0, n1, n2; /* Noise contributions from the three simplex corners */
+	float gx0, gy0, gx1, gy1, gx2, gy2; /* Gradients at simplex corners */
+
+	/* Skew the input space to determine which simplex cell we're in */
+	float s = ( x + y ) * F2; /* Hairy factor for 2D */
+	float xs = x + s;
+	float ys = y + s;
+	int i = FASTFLOOR( xs );
+	int j = FASTFLOOR( ys );
+
+	float t = ( float ) ( i + j ) * G2;
+	float X0 = i - t; /* Unskew the cell origin back to (x,y) space */
+	float Y0 = j - t;
+	float x0 = x - X0; /* The x,y distances from the cell origin */
+	float y0 = y - Y0;
+
+	/* For the 2D case, the simplex shape is an equilateral triangle.
+	 * Determine which simplex we are in. */
+	int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
+	if( x0 > y0 ) { i1 = 1; j1 = 0; } /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */
+	else { i1 = 0; j1 = 1; }      /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */
+
+	/* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
+	 * a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
+	 * c = (3-sqrt(3))/6   */
+	float x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */
+	float y1 = y0 - j1 + G2;
+	float x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */
+	float y2 = y0 - 1.0f + 2.0f * G2;
+
+	/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
+	int ii = i % px;
+	int jj = j % py;
+
+	/* Calculate the contribution from the three corners */
+	float t0 = 0.5f - x0 * x0 - y0 * y0;
+	float t20, t40;
+	if( t0 < 0.0f ) t40 = t20 = t0 = n0 = gx0 = gy0 = 0.0f; /* No influence */
+	else {
+		grad2( perm[ii + perm[jj]], &gx0, &gy0 );
+		t20 = t0 * t0;
+		t40 = t20 * t20;
+		n0 = t40 * ( gx0 * x0 + gy0 * y0 );
+	}
+
+	float t1 = 0.5f - x1 * x1 - y1 * y1;
+	float t21, t41;
+	if( t1 < 0.0f ) t21 = t41 = t1 = n1 = gx1 = gy1 = 0.0f; /* No influence */
+	else {
+		grad2( perm[ii + i1 + perm[jj + j1]], &gx1, &gy1 );
+		t21 = t1 * t1;
+		t41 = t21 * t21;
+		n1 = t41 * ( gx1 * x1 + gy1 * y1 );
+	}
+
+	float t2 = 0.5f - x2 * x2 - y2 * y2;
+	float t22, t42;
+	if( t2 < 0.0f ) t42 = t22 = t2 = n2 = gx2 = gy2 = 0.0f; /* No influence */
+	else {
+		grad2( perm[ii + 1 + perm[jj + 1]], &gx2, &gy2 );
+		t22 = t2 * t2;
+		t42 = t22 * t22;
+		n2 = t42 * ( gx2 * x2 + gy2 * y2 );
+	}
+
+	/* Add contributions from each corner to get the final noise value.
+	 * The result is scaled to return values in the interval [-1,1]. */
+	float noise = 40.0f * ( n0 + n1 + n2 );
+
+	/* Compute derivative, if requested by supplying non-null pointers
+	 * for the last two arguments */
+	if( ( dnoise_dx != 0 ) && ( dnoise_dy != 0 ) )
+	{
+		/*  A straight, unoptimised calculation would be like:
+		 *    *dnoise_dx = -8.0f * t20 * t0 * x0 * ( gx0 * x0 + gy0 * y0 ) + t40 * gx0;
+		 *    *dnoise_dy = -8.0f * t20 * t0 * y0 * ( gx0 * x0 + gy0 * y0 ) + t40 * gy0;
+		 *    *dnoise_dx += -8.0f * t21 * t1 * x1 * ( gx1 * x1 + gy1 * y1 ) + t41 * gx1;
+		 *    *dnoise_dy += -8.0f * t21 * t1 * y1 * ( gx1 * x1 + gy1 * y1 ) + t41 * gy1;
+		 *    *dnoise_dx += -8.0f * t22 * t2 * x2 * ( gx2 * x2 + gy2 * y2 ) + t42 * gx2;
+		 *    *dnoise_dy += -8.0f * t22 * t2 * y2 * ( gx2 * x2 + gy2 * y2 ) + t42 * gy2;
+		 */
+		float temp0 = t20 * t0 * ( gx0* x0 + gy0 * y0 );
+		*dnoise_dx = temp0 * x0;
+		*dnoise_dy = temp0 * y0;
+		float temp1 = t21 * t1 * ( gx1 * x1 + gy1 * y1 );
+		*dnoise_dx += temp1 * x1;
+		*dnoise_dy += temp1 * y1;
+		float temp2 = t22 * t2 * ( gx2* x2 + gy2 * y2 );
+		*dnoise_dx += temp2 * x2;
+		*dnoise_dy += temp2 * y2;
+		*dnoise_dx *= -8.0f;
+		*dnoise_dy *= -8.0f;
+		*dnoise_dx += t40 * gx0 + t41 * gx1 + t42 * gx2;
+		*dnoise_dy += t40 * gy0 + t41 * gy1 + t42 * gy2;
+		*dnoise_dx *= 40.0f; /* Scale derivative to match the noise scaling */
+		*dnoise_dy *= 40.0f;
+	}
+	return noise;
+}
+
+float sdnoise2s( float x, float y, float *dnoise_dx, float *dnoise_dy )
+{
+	return sdnoise2( x, y, 256, 256, dnoise_dx, dnoise_dy );
+}
+
+/* Skewing factors for 3D simplex grid:
+ * F3 = 1/3
+ * G3 = 1/6 */
+#define F3 0.333333333
+#define G3 0.166666667
+
+
+/** 3D simplex noise with derivatives.
+ * If the last tthree arguments are not null, the analytic derivative
+ * (the 3D gradient of the scalar noise field) is also calculated.
+ */
+float sdnoise3( float x, float y, float z, int px, int py, int pz,
+	float *dnoise_dx, float *dnoise_dy, float *dnoise_dz )
+{
+	float n0, n1, n2, n3; /* Noise contributions from the four simplex corners */
+	float noise;          /* Return value */
+	float gx0, gy0, gz0, gx1, gy1, gz1; /* Gradients at simplex corners */
+	float gx2, gy2, gz2, gx3, gy3, gz3;
+
+	/* Skew the input space to determine which simplex cell we're in */
+	float s = (x+y+z)*F3; /* Very nice and simple skew factor for 3D */
+	float xs = x+s;
+	float ys = y+s;
+	float zs = z+s;
+	int i = FASTFLOOR(xs);
+	int j = FASTFLOOR(ys);
+	int k = FASTFLOOR(zs);
+
+	float t = (float)(i+j+k)*G3;
+	float X0 = i-t; /* Unskew the cell origin back to (x,y,z) space */
+	float Y0 = j-t;
+	float Z0 = k-t;
+	float x0 = x-X0; /* The x,y,z distances from the cell origin */
+	float y0 = y-Y0;
+	float z0 = z-Z0;
+
+	/* For the 3D case, the simplex shape is a slightly irregular tetrahedron.
+	 * Determine which simplex we are in. */
+	int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
+	int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
+
+	/* TODO: This code would benefit from a backport from the GLSL version! */
+	if(x0>=y0) {
+		if(y0>=z0)
+		{ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } /* X Y Z order */
+		else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } /* X Z Y order */
+		else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } /* Z X Y order */
+	}
+	else { // x0<y0
+		if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } /* Z Y X order */
+		else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } /* Y Z X order */
+		else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } /* Y X Z order */
+	}
+
+	/* A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
+	 * a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
+	 * a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
+	 * c = 1/6.   */
+
+	float x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */
+	float y1 = y0 - j1 + G3;
+	float z1 = z0 - k1 + G3;
+	float x2 = x0 - i2 + 2.0f * G3; /* Offsets for third corner in (x,y,z) coords */
+	float y2 = y0 - j2 + 2.0f * G3;
+	float z2 = z0 - k2 + 2.0f * G3;
+	float x3 = x0 - 1.0f + 3.0f * G3; /* Offsets for last corner in (x,y,z) coords */
+	float y3 = y0 - 1.0f + 3.0f * G3;
+	float z3 = z0 - 1.0f + 3.0f * G3;
+
+	/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
+	int ii = i % px;
+	int jj = j % py;
+	int kk = k % pz;
+
+	/* Calculate the contribution from the four corners */
+	float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
+	float t20, t40;
+	if(t0 < 0.0f) n0 = t0 = t20 = t40 = gx0 = gy0 = gz0 = 0.0f;
+	else {
+		grad3( perm[ii + perm[jj + perm[kk]]], &gx0, &gy0, &gz0 );
+		t20 = t0 * t0;
+		t40 = t20 * t20;
+		n0 = t40 * ( gx0 * x0 + gy0 * y0 + gz0 * z0 );
+	}
+
+	float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
+	float t21, t41;
+	if(t1 < 0.0f) n1 = t1 = t21 = t41 = gx1 = gy1 = gz1 = 0.0f;
+	else {
+		grad3( perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], &gx1, &gy1, &gz1 );
+		t21 = t1 * t1;
+		t41 = t21 * t21;
+		n1 = t41 * ( gx1 * x1 + gy1 * y1 + gz1 * z1 );
+	}
+
+	float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
+	float t22, t42;
+	if(t2 < 0.0f) n2 = t2 = t22 = t42 = gx2 = gy2 = gz2 = 0.0f;
+	else {
+		grad3( perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], &gx2, &gy2, &gz2 );
+		t22 = t2 * t2;
+		t42 = t22 * t22;
+		n2 = t42 * ( gx2 * x2 + gy2 * y2 + gz2 * z2 );
+	}
+
+	float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
+	float t23, t43;
+	if(t3 < 0.0f) n3 = t3 = t23 = t43 = gx3 = gy3 = gz3 = 0.0f;
+	else {
+		grad3( perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], &gx3, &gy3, &gz3 );
+		t23 = t3 * t3;
+		t43 = t23 * t23;
+		n3 = t43 * ( gx3 * x3 + gy3 * y3 + gz3 * z3 );
+	}
+
+	/*  Add contributions from each corner to get the final noise value.
+	 * The result is scaled to return values in the range [-1,1] */
+	noise = 28.0f * (n0 + n1 + n2 + n3);
+
+	/* Compute derivative, if requested by supplying non-null pointers
+	 * for the last three arguments */
+	if( ( dnoise_dx != 0 ) && ( dnoise_dy != 0 ) && ( dnoise_dz != 0 ))
+	{
+		/*  A straight, unoptimised calculation would be like:
+		 *     *dnoise_dx = -8.0f * t20 * t0 * x0 * dot(gx0, gy0, gz0, x0, y0, z0) + t40 * gx0;
+		 *    *dnoise_dy = -8.0f * t20 * t0 * y0 * dot(gx0, gy0, gz0, x0, y0, z0) + t40 * gy0;
+		 *    *dnoise_dz = -8.0f * t20 * t0 * z0 * dot(gx0, gy0, gz0, x0, y0, z0) + t40 * gz0;
+		 *    *dnoise_dx += -8.0f * t21 * t1 * x1 * dot(gx1, gy1, gz1, x1, y1, z1) + t41 * gx1;
+		 *    *dnoise_dy += -8.0f * t21 * t1 * y1 * dot(gx1, gy1, gz1, x1, y1, z1) + t41 * gy1;
+		 *    *dnoise_dz += -8.0f * t21 * t1 * z1 * dot(gx1, gy1, gz1, x1, y1, z1) + t41 * gz1;
+		 *    *dnoise_dx += -8.0f * t22 * t2 * x2 * dot(gx2, gy2, gz2, x2, y2, z2) + t42 * gx2;
+		 *    *dnoise_dy += -8.0f * t22 * t2 * y2 * dot(gx2, gy2, gz2, x2, y2, z2) + t42 * gy2;
+		 *    *dnoise_dz += -8.0f * t22 * t2 * z2 * dot(gx2, gy2, gz2, x2, y2, z2) + t42 * gz2;
+		 *    *dnoise_dx += -8.0f * t23 * t3 * x3 * dot(gx3, gy3, gz3, x3, y3, z3) + t43 * gx3;
+		 *    *dnoise_dy += -8.0f * t23 * t3 * y3 * dot(gx3, gy3, gz3, x3, y3, z3) + t43 * gy3;
+		 *    *dnoise_dz += -8.0f * t23 * t3 * z3 * dot(gx3, gy3, gz3, x3, y3, z3) + t43 * gz3;
+		 */
+		float temp0 = t20 * t0 * ( gx0 * x0 + gy0 * y0 + gz0 * z0 );
+		*dnoise_dx = temp0 * x0;
+		*dnoise_dy = temp0 * y0;
+		*dnoise_dz = temp0 * z0;
+		float temp1 = t21 * t1 * ( gx1 * x1 + gy1 * y1 + gz1 * z1 );
+		*dnoise_dx += temp1 * x1;
+		*dnoise_dy += temp1 * y1;
+		*dnoise_dz += temp1 * z1;
+		float temp2 = t22 * t2 * ( gx2 * x2 + gy2 * y2 + gz2 * z2 );
+		*dnoise_dx += temp2 * x2;
+		*dnoise_dy += temp2 * y2;
+		*dnoise_dz += temp2 * z2;
+		float temp3 = t23 * t3 * ( gx3 * x3 + gy3 * y3 + gz3 * z3 );
+		*dnoise_dx += temp3 * x3;
+		*dnoise_dy += temp3 * y3;
+		*dnoise_dz += temp3 * z3;
+		*dnoise_dx *= -8.0f;
+		*dnoise_dy *= -8.0f;
+		*dnoise_dz *= -8.0f;
+		*dnoise_dx += t40 * gx0 + t41 * gx1 + t42 * gx2 + t43 * gx3;
+		*dnoise_dy += t40 * gy0 + t41 * gy1 + t42 * gy2 + t43 * gy3;
+		*dnoise_dz += t40 * gz0 + t41 * gz1 + t42 * gz2 + t43 * gz3;
+		*dnoise_dx *= 28.0f; /* Scale derivative to match the noise scaling */
+		*dnoise_dy *= 28.0f;
+		*dnoise_dz *= 28.0f;
+	}
+	return noise;
+}
+
+float sdnoise3s( float x, float y, float z, float *dnoise_dx, float *dnoise_dy, float *dnoise_dz )
+{
+	return sdnoise3(x, y, z, 256, 256, 256, dnoise_dx, dnoise_dy, dnoise_dz);
+}
+
+// The skewing and unskewing factors are hairy again for the 4D case
+#define F4 0.309016994 // F4 = (Math.sqrt(5.0)-1.0)/4.0
+#define G4 0.138196601 // G4 = (5.0-Math.sqrt(5.0))/20.0
+
+/** 4D simplex noise with derivatives.
+ * If the last four arguments are not null, the analytic derivative
+ * (the 4D gradient of the scalar noise field) is also calculated.
+ */
+float sdnoise4( float x, float y, float z, float w,
+	int px, int py, int pz, int pw,
+	float *dnoise_dx, float *dnoise_dy,
+	float *dnoise_dz, float *dnoise_dw)
+{
+	float n0, n1, n2, n3, n4; // Noise contributions from the five corners
+	float noise; // Return value
+	float gx0, gy0, gz0, gw0, gx1, gy1, gz1, gw1; /* Gradients at simplex corners */
+	float gx2, gy2, gz2, gw2, gx3, gy3, gz3, gw3, gx4, gy4, gz4, gw4;
+	float t20, t21, t22, t23, t24;
+	float t40, t41, t42, t43, t44;
+
+	// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
+	float s = (x + y + z + w) * F4; // Factor for 4D skewing
+	float xs = x + s;
+	float ys = y + s;
+	float zs = z + s;
+	float ws = w + s;
+	int i = FASTFLOOR(xs);
+	int j = FASTFLOOR(ys);
+	int k = FASTFLOOR(zs);
+	int l = FASTFLOOR(ws);
+
+	float t = (i + j + k + l) * G4; // Factor for 4D unskewing
+	float X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
+	float Y0 = j - t;
+	float Z0 = k - t;
+	float W0 = l - t;
+
+	float x0 = x - X0;  // The x,y,z,w distances from the cell origin
+	float y0 = y - Y0;
+	float z0 = z - Z0;
+	float w0 = w - W0;
+
+	// For the 4D case, the simplex is a 4D shape I won't even try to describe.
+	// To find out which of the 24 possible simplices we're in, we need to
+	// determine the magnitude ordering of x0, y0, z0 and w0.
+	// The method below is a reasonable way of finding the ordering of x,y,z,w
+	// and then find the correct traversal order for the simplex were in.
+	// First, six pair-wise comparisons are performed between each possible pair
+	// of the four coordinates, and then the results are used to add up binary
+	// bits for an integer index into a precomputed lookup table, simplex[].
+	int c1 = (x0 > y0) ? 32 : 0;
+	int c2 = (x0 > z0) ? 16 : 0;
+	int c3 = (y0 > z0) ? 8 : 0;
+	int c4 = (x0 > w0) ? 4 : 0;
+	int c5 = (y0 > w0) ? 2 : 0;
+	int c6 = (z0 > w0) ? 1 : 0;
+	int c = c1 | c2 | c3 | c4 | c5 | c6; // '|' is mostly faster than '+'
+
+	int i1, j1, k1, l1; // The integer offsets for the second simplex corner
+	int i2, j2, k2, l2; // The integer offsets for the third simplex corner
+	int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
+
+	// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
+	// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
+	// impossible. Only the 24 indices which have non-zero entries make any sense.
+	// We use a thresholding to set the coordinates in turn from the largest magnitude.
+	// The number 3 in the "simplex" array is at the position of the largest coordinate.
+	i1 = simplex[c][0]>=3 ? 1 : 0;
+	j1 = simplex[c][1]>=3 ? 1 : 0;
+	k1 = simplex[c][2]>=3 ? 1 : 0;
+	l1 = simplex[c][3]>=3 ? 1 : 0;
+	// The number 2 in the "simplex" array is at the second largest coordinate.
+	i2 = simplex[c][0]>=2 ? 1 : 0;
+	j2 = simplex[c][1]>=2 ? 1 : 0;
+	k2 = simplex[c][2]>=2 ? 1 : 0;
+	l2 = simplex[c][3]>=2 ? 1 : 0;
+	// The number 1 in the "simplex" array is at the second smallest coordinate.
+	i3 = simplex[c][0]>=1 ? 1 : 0;
+	j3 = simplex[c][1]>=1 ? 1 : 0;
+	k3 = simplex[c][2]>=1 ? 1 : 0;
+	l3 = simplex[c][3]>=1 ? 1 : 0;
+	// The fifth corner has all coordinate offsets = 1, so no need to look that up.
+
+	float x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
+	float y1 = y0 - j1 + G4;
+	float z1 = z0 - k1 + G4;
+	float w1 = w0 - l1 + G4;
+	float x2 = x0 - i2 + 2.0f * G4; // Offsets for third corner in (x,y,z,w) coords
+	float y2 = y0 - j2 + 2.0f * G4;
+	float z2 = z0 - k2 + 2.0f * G4;
+	float w2 = w0 - l2 + 2.0f * G4;
+	float x3 = x0 - i3 + 3.0f * G4; // Offsets for fourth corner in (x,y,z,w) coords
+	float y3 = y0 - j3 + 3.0f * G4;
+	float z3 = z0 - k3 + 3.0f * G4;
+	float w3 = w0 - l3 + 3.0f * G4;
+	float x4 = x0 - 1.0f + 4.0f * G4; // Offsets for last corner in (x,y,z,w) coords
+	float y4 = y0 - 1.0f + 4.0f * G4;
+	float z4 = z0 - 1.0f + 4.0f * G4;
+	float w4 = w0 - 1.0f + 4.0f * G4;
+
+	// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
+	int ii = i % px;
+	int jj = j % py;
+	int kk = k % pz;
+	int ll = l % pw;
+
+	// Calculate the contribution from the five corners
+	float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
+	if(t0 < 0.0f) n0 = t0 = t20 = t40 = gx0 = gy0 = gz0 = gw0 = 0.0f;
+	else {
+		t20 = t0 * t0;
+		t40 = t20 * t20;
+		grad4(perm[ii+perm[jj+perm[kk+perm[ll]]]], &gx0, &gy0, &gz0, &gw0);
+		n0 = t40 * ( gx0 * x0 + gy0 * y0 + gz0 * z0 + gw0 * w0 );
+	}
+
+	float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1;
+	if(t1 < 0.0f) n1 = t1 = t21 = t41 = gx1 = gy1 = gz1 = gw1 = 0.0f;
+	else {
+		t21 = t1 * t1;
+		t41 = t21 * t21;
+		grad4(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], &gx1, &gy1, &gz1, &gw1);
+		n1 = t41 * ( gx1 * x1 + gy1 * y1 + gz1 * z1 + gw1 * w1 );
+	}
+
+	float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2;
+	if(t2 < 0.0f) n2 = t2 = t22 = t42 = gx2 = gy2 = gz2 = gw2 = 0.0f;
+	else {
+		t22 = t2 * t2;
+		t42 = t22 * t22;
+		grad4(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], &gx2, &gy2, &gz2, &gw2);
+		n2 = t42 * ( gx2 * x2 + gy2 * y2 + gz2 * z2 + gw2 * w2 );
+	}
+
+	float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3;
+	if(t3 < 0.0f) n3 = t3 = t23 = t43 = gx3 = gy3 = gz3 = gw3 = 0.0f;
+	else {
+		t23 = t3 * t3;
+		t43 = t23 * t23;
+		grad4(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], &gx3, &gy3, &gz3, &gw3);
+		n3 = t43 * ( gx3 * x3 + gy3 * y3 + gz3 * z3 + gw3 * w3 );
+	}
+
+	float t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4;
+	if(t4 < 0.0f) n4 = t4 = t24 = t44 = gx4 = gy4 = gz4 = gw4 = 0.0f;
+	else {
+		t24 = t4 * t4;
+		t44 = t24 * t24;
+		grad4(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], &gx4, &gy4, &gz4, &gw4);
+		n4 = t44 * ( gx4 * x4 + gy4 * y4 + gz4 * z4 + gw4 * w4 );
+	}
+
+	// Sum up and scale the result to cover the range [-1,1]
+	noise = 27.0f * (n0 + n1 + n2 + n3 + n4); // TODO: The scale factor is preliminary!
+
+	/* Compute derivative, if requested by supplying non-null pointers
+	 * for the last four arguments */
+	if( ( dnoise_dx != 0 ) && ( dnoise_dy != 0 ) && ( dnoise_dz != 0 ) && ( dnoise_dw != 0 ) )
+	{
+		/*  A straight, unoptimised calculation would be like:
+		 *     *dnoise_dx = -8.0f * t20 * t0 * x0 * dot(gx0, gy0, gz0, gw0, x0, y0, z0, w0) + t40 * gx0;
+		 *    *dnoise_dy = -8.0f * t20 * t0 * y0 * dot(gx0, gy0, gz0, gw0, x0, y0, z0, w0) + t40 * gy0;
+		 *    *dnoise_dz = -8.0f * t20 * t0 * z0 * dot(gx0, gy0, gz0, gw0, x0, y0, z0, w0) + t40 * gz0;
+		 *    *dnoise_dw = -8.0f * t20 * t0 * w0 * dot(gx0, gy0, gz0, gw0, x0, y0, z0, w0) + t40 * gw0;
+		 *    *dnoise_dx += -8.0f * t21 * t1 * x1 * dot(gx1, gy1, gz1, gw1, x1, y1, z1, w1) + t41 * gx1;
+		 *    *dnoise_dy += -8.0f * t21 * t1 * y1 * dot(gx1, gy1, gz1, gw1, x1, y1, z1, w1) + t41 * gy1;
+		 *    *dnoise_dz += -8.0f * t21 * t1 * z1 * dot(gx1, gy1, gz1, gw1, x1, y1, z1, w1) + t41 * gz1;
+		 *    *dnoise_dw = -8.0f * t21 * t1 * w1 * dot(gx1, gy1, gz1, gw1, x1, y1, z1, w1) + t41 * gw1;
+		 *    *dnoise_dx += -8.0f * t22 * t2 * x2 * dot(gx2, gy2, gz2, gw2, x2, y2, z2, w2) + t42 * gx2;
+		 *    *dnoise_dy += -8.0f * t22 * t2 * y2 * dot(gx2, gy2, gz2, gw2, x2, y2, z2, w2) + t42 * gy2;
+		 *    *dnoise_dz += -8.0f * t22 * t2 * z2 * dot(gx2, gy2, gz2, gw2, x2, y2, z2, w2) + t42 * gz2;
+		 *    *dnoise_dw += -8.0f * t22 * t2 * w2 * dot(gx2, gy2, gz2, gw2, x2, y2, z2, w2) + t42 * gw2;
+		 *    *dnoise_dx += -8.0f * t23 * t3 * x3 * dot(gx3, gy3, gz3, gw3, x3, y3, z3, w3) + t43 * gx3;
+		 *    *dnoise_dy += -8.0f * t23 * t3 * y3 * dot(gx3, gy3, gz3, gw3, x3, y3, z3, w3) + t43 * gy3;
+		 *    *dnoise_dz += -8.0f * t23 * t3 * z3 * dot(gx3, gy3, gz3, gw3, x3, y3, z3, w3) + t43 * gz3;
+		 *    *dnoise_dw += -8.0f * t23 * t3 * w3 * dot(gx3, gy3, gz3, gw3, x3, y3, z3, w3) + t43 * gw3;
+		 *    *dnoise_dx += -8.0f * t24 * t4 * x4 * dot(gx4, gy4, gz4, gw4, x4, y4, z4, w4) + t44 * gx4;
+		 *    *dnoise_dy += -8.0f * t24 * t4 * y4 * dot(gx4, gy4, gz4, gw4, x4, y4, z4, w4) + t44 * gy4;
+		 *    *dnoise_dz += -8.0f * t24 * t4 * z4 * dot(gx4, gy4, gz4, gw4, x4, y4, z4, w4) + t44 * gz4;
+		 *    *dnoise_dw += -8.0f * t24 * t4 * w4 * dot(gx4, gy4, gz4, gw4, x4, y4, z4, w4) + t44 * gw4;
+		 */
+		float temp0 = t20 * t0 * ( gx0 * x0 + gy0 * y0 + gz0 * z0 + gw0 * w0 );
+		*dnoise_dx = temp0 * x0;
+		*dnoise_dy = temp0 * y0;
+		*dnoise_dz = temp0 * z0;
+		*dnoise_dw = temp0 * w0;
+		float temp1 = t21 * t1 * ( gx1 * x1 + gy1 * y1 + gz1 * z1 + gw1 * w1 );
+		*dnoise_dx += temp1 * x1;
+		*dnoise_dy += temp1 * y1;
+		*dnoise_dz += temp1 * z1;
+		*dnoise_dw += temp1 * w1;
+		float temp2 = t22 * t2 * ( gx2 * x2 + gy2 * y2 + gz2 * z2 + gw2 * w2 );
+		*dnoise_dx += temp2 * x2;
+		*dnoise_dy += temp2 * y2;
+		*dnoise_dz += temp2 * z2;
+		*dnoise_dw += temp2 * w2;
+		float temp3 = t23 * t3 * ( gx3 * x3 + gy3 * y3 + gz3 * z3 + gw3 * w3 );
+		*dnoise_dx += temp3 * x3;
+		*dnoise_dy += temp3 * y3;
+		*dnoise_dz += temp3 * z3;
+		*dnoise_dw += temp3 * w3;
+		float temp4 = t24 * t4 * ( gx4 * x4 + gy4 * y4 + gz4 * z4 + gw4 * w4 );
+		*dnoise_dx += temp4 * x4;
+		*dnoise_dy += temp4 * y4;
+		*dnoise_dz += temp4 * z4;
+		*dnoise_dw += temp4 * w4;
+		*dnoise_dx *= -8.0f;
+		*dnoise_dy *= -8.0f;
+		*dnoise_dz *= -8.0f;
+		*dnoise_dw *= -8.0f;
+		*dnoise_dx += t40 * gx0 + t41 * gx1 + t42 * gx2 + t43 * gx3 + t44 * gx4;
+		*dnoise_dy += t40 * gy0 + t41 * gy1 + t42 * gy2 + t43 * gy3 + t44 * gy4;
+		*dnoise_dz += t40 * gz0 + t41 * gz1 + t42 * gz2 + t43 * gz3 + t44 * gz4;
+		*dnoise_dw += t40 * gw0 + t41 * gw1 + t42 * gw2 + t43 * gw3 + t44 * gw4;
+
+		*dnoise_dx *= 28.0f; /* Scale derivative to match the noise scaling */
+		*dnoise_dy *= 28.0f;
+		*dnoise_dz *= 28.0f;
+		*dnoise_dw *= 28.0f;
+	}
+
+	return noise;
+}
+
+float sdnoise4s( float x, float y, float z, float w,
+	float *dnoise_dx, float *dnoise_dy,
+	float *dnoise_dz, float *dnoise_dw)
+{
+	return sdnoise4( x, y, z, w,
+		256, 256, 256, 256,
+		dnoise_dx, dnoise_dy,
+		dnoise_dz, dnoise_dw);
+}
diff --git a/src/sdnoise1234.h b/src/sdnoise1234.h
new file mode 100644
index 0000000000..0ddd885880
--- /dev/null
+++ b/src/sdnoise1234.h
@@ -0,0 +1,84 @@
+/* sdnoise1234, Simplex noise with true analytic
+ * derivative in 1D to 4D.
+ *
+ * Copyright © 2003-2008, Stefan Gustavson
+ *
+ * Contact: stefan.gustavson@gmail.com
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+ */
+
+/** \file
+ \brief C header file for Perlin simplex noise with analytic
+ derivative over 1, 2, 3 and 4 dimensions.
+ \author Stefan Gustavson (stefan.gustavson@gmail.com)
+ \author Charl van Deventer (landon.skyfire@gmail.com)
+ */
+
+/*
+ * This is an implementation of Perlin "simplex noise" over one
+ * dimension (x), two dimensions (x,y), three dimensions (x,y,z)
+ * and four dimensions (x,y,z,w). The analytic derivative is
+ * returned, to make it possible to do lots of fun stuff like
+ * flow animations, curl noise, analytic antialiasing and such.
+ *
+ * Visually, this noise is exactly the same as the plain version of
+ * simplex noise provided in the file "snoise1234.c". It just returns
+ * all partial derivatives in addition to the scalar noise value.
+ *
+ */
+
+/*
+ * 23 June 2010: Modified by Charl van Deventer to allow periodic arguments
+ * Note: It doesn't check for bounds over 255 (wont work) and might fail with
+ * negative coords.
+ */
+
+#include <math.h>
+
+/** 1D simplex noise with derivative.
+ * If the last argument is not null, the analytic derivative
+ * is also calculated.
+ */
+float sdnoise1s( float x, float *dnoise_dx);
+float sdnoise1( float x, int px, float *dnoise_dx);
+
+/** 2D simplex noise with derivatives.
+ * If the last two arguments are not null, the analytic derivative
+ * (the 2D gradient of the scalar noise field) is also calculated.
+ */
+float sdnoise2s( float x, float y, float *dnoise_dx, float *dnoise_dy );
+float sdnoise2( float x, float y, int px, int py, float *dnoise_dx, float *dnoise_dy );
+
+/** 3D simplex noise with derivatives.
+ * If the last tthree arguments are not null, the analytic derivative
+ * (the 3D gradient of the scalar noise field) is also calculated.
+ */
+float sdnoise3s( float x, float y, float z,
+	float *dnoise_dx, float *dnoise_dy, float *dnoise_dz );
+float sdnoise3( float x, float y, float z, int px, int py, int pz,
+	float *dnoise_dx, float *dnoise_dy, float *dnoise_dz );
+
+/** 4D simplex noise with derivatives.
+ * If the last four arguments are not null, the analytic derivative
+ * (the 4D gradient of the scalar noise field) is also calculated.
+ */
+float sdnoise4s( float x, float y, float z, float w,
+	float *dnoise_dx, float *dnoise_dy,
+	float *dnoise_dz, float *dnoise_dw);
+float sdnoise4( float x, float y, float z, float w,
+	int px, int py, int pz, int pw,
+	float *dnoise_dx, float *dnoise_dy,
+	float *dnoise_dz, float *dnoise_dw);
-- 
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