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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Draknodred</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-06-08T06:37:09Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=MediaWiki:WORKING&amp;diff=23109</id>
		<title>MediaWiki:WORKING</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=MediaWiki:WORKING&amp;diff=23109"/>
				<updated>2025-12-08T20:09:17Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=MediaWiki:WORKING&amp;diff=23108</id>
		<title>MediaWiki:WORKING</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=MediaWiki:WORKING&amp;diff=23108"/>
				<updated>2025-12-08T20:08:50Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;**BLOGS: Only Legal Methods for Dragon Ball Legends Cheats Chrono Crystals**&lt;br /&gt;
&lt;br /&gt;
When it comes to enhancing your experience in Dragon Ball Legends, many players search for ways to get extra Chrono Crystals. However, it's essential to focus only on legal and safe methods. This post, tailored for MediaWiki format, will guide you through legitimate strategies and debunk the myths surrounding so-called &amp;quot;Dragon Ball Legends Generator Chrono Crystals&amp;quot; or &amp;quot;Dragon Ball Legends Hack Chrono Crystals.&amp;quot; Remember: using unauthorized tools like &amp;quot;Dragon Ball Legends Generator No Survey and No Human Verification 2026&amp;quot; can put your account at risk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Method !! Description !! Legality&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Daily Missions || Complete daily objectives within the game to earn rewards. || 100% Legal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| In-Game Events || Participate in special events that offer bonus Chrono Crystals. || 100% Legal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Official Promotions || Watch for official Bandai Namco promotions or collaborations. || 100% Legal&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why You Should Avoid Unofficial Generators ==&lt;br /&gt;
&lt;br /&gt;
Many websites promise instant rewards with a “Dragon Ball Legends Generator” or “Hack,” but these are not endorsed by Bandai Namco and often require surveys or personal data—posing significant risks.&lt;br /&gt;
&lt;br /&gt;
Instead of risking your progress with hacks or generators that claim no survey or human verification is needed, focus on proven techniques:&lt;br /&gt;
&lt;br /&gt;
* Consistently complete story missions.&lt;br /&gt;
&lt;br /&gt;
* Participate in PvP battles for seasonal rewards.&lt;br /&gt;
&lt;br /&gt;
* Engage in login bonuses every day.&lt;br /&gt;
&lt;br /&gt;
[[File:dragon-ball-legends-chronos.jpg|thumb|Legal ways bring real results]]&lt;br /&gt;
&lt;br /&gt;
== Tutorial: Earning Chrono Crystals Safely ==&lt;br /&gt;
&lt;br /&gt;
Watch this step-by-step video tutorial showing how to maximize your Crystal earnings legally:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|dQw4w9WgXcQ}}&lt;br /&gt;
&lt;br /&gt;
=== Reliable Sources ===&lt;br /&gt;
&lt;br /&gt;
* [https://dble.bn-ent.net/en/ Official Dragon Ball Legends Website]&lt;br /&gt;
&lt;br /&gt;
* [https://www.reddit.com/r/DragonballLegends/ Dragon Ball Legends Reddit Community]&lt;br /&gt;
&lt;br /&gt;
* [https://support.bandainamcoent.eu/hc/en-us Bandai Namco Support]&lt;br /&gt;
&lt;br /&gt;
In summary, always stick with methods approved by the developers—completing quests, joining events, and taking advantage of official offers—to safely increase your stash of Chrono Crystals without jeopardizing your account’s security. Never trust third-party generators; instead, use the tools within the game itself to achieve success!&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=MediaWiki:WORKING&amp;diff=23107</id>
		<title>MediaWiki:WORKING</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=MediaWiki:WORKING&amp;diff=23107"/>
				<updated>2025-12-08T20:08:05Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Created page with &amp;quot;## BLOGS: Only Legal Methods for Dragon Ball Legends Cheats Chrono Crystals  When it comes to Dragon Ball Legends, many players search for ways to get more Chrono Crystals. It...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;## BLOGS: Only Legal Methods for Dragon Ball Legends Cheats Chrono Crystals&lt;br /&gt;
&lt;br /&gt;
When it comes to Dragon Ball Legends, many players search for ways to get more Chrono Crystals. It’s important to focus on only legal methods—using unauthorized Dragon Ball Legends Generators or Hacks can risk your account and violate the game’s terms of service. In this post, we’ll explore reliable strategies that truly work and keep your gameplay safe.&lt;br /&gt;
&lt;br /&gt;
### Legal Ways to Earn Chrono Crystals&lt;br /&gt;
&lt;br /&gt;
| Method | Description |&lt;br /&gt;
&lt;br /&gt;
|-------------------------|-----------------------------------------------------------------------------|&lt;br /&gt;
&lt;br /&gt;
| Completing Story Mode | Progressing through story chapters rewards you with Chrono Crystals. |&lt;br /&gt;
&lt;br /&gt;
| Participating in Events | Special in-game events often offer limited-time crystal rewards. |&lt;br /&gt;
&lt;br /&gt;
| Daily Missions | Logging in daily and finishing missions grants small but steady bonuses. |&lt;br /&gt;
&lt;br /&gt;
| PvP Battles | Climbing the ranks in PvP can yield significant crystal payouts each season. |&lt;br /&gt;
&lt;br /&gt;
#### Source:&lt;br /&gt;
&lt;br /&gt;
- [Official Dragon Ball Legends Help](https://www.dblegends.com/support/)&lt;br /&gt;
&lt;br /&gt;
- [Bandai Namco Official News](https://db-legends.bn-ent.net/)&lt;br /&gt;
&lt;br /&gt;
### Why You Should Avoid Generators and Hacks&lt;br /&gt;
&lt;br /&gt;
Using tools like “Dragon Ball Legends Generator No Survey” or “Dragon Ball Legends Hack Chrono Crystals” may seem tempting, but they are not supported by Bandai Namco and often require human verification that puts your personal data at risk. These programs are not only ineffective but could also lead to permanent bans from the game.&lt;br /&gt;
&lt;br /&gt;
If you want a comprehensive guide, check out this video tutorial explaining safe ways to collect crystals:&lt;br /&gt;
&lt;br /&gt;
![Dragon Ball Legends Gameplay](https://static.bandainamcoent.eu/high/db-legends/db-legends_01.jpg)&lt;br /&gt;
&lt;br /&gt;
[![How To Get Free LEGAL Chrono Crystals - Tutorial](https://img.youtube.com/vi/dQw4w9WgXcQ/0.jpg)](https://www.youtube.com/watch?v=dQw4w9WgXcQ)&lt;br /&gt;
&lt;br /&gt;
### Stay Safe—Play Smart&lt;br /&gt;
&lt;br /&gt;
Instead of risking your account with questionable hacks or generators, focus on maximizing legitimate opportunities within the game itself. Try different event challenges, complete new chapters as soon as they’re released, and remember that persistence pays off over time.&lt;br /&gt;
&lt;br /&gt;
By sticking with these proven strategies—and avoiding shortcuts like illegal generators—you’ll enjoy a much safer gaming experience while still building up your collection of precious Chrono Crystals!&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Template:Talent_table&amp;diff=2591</id>
		<title>Template:Talent table</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Template:Talent_table&amp;diff=2591"/>
				<updated>2013-04-10T18:07:39Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{|cellpadding=&amp;quot;10&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color: black;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|'''''Class'''''&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Name !! Mastery !! Locked !! colspan = &amp;quot;5&amp;quot; | Talents&lt;br /&gt;
|-&lt;br /&gt;
{{{class_rows}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #A4A4A4&amp;quot; colspan=&amp;quot;9&amp;quot;|'''''Generic'''''&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Name !! Mastery !! Locked !! colspan = &amp;quot;5&amp;quot; | Talents&lt;br /&gt;
|-&lt;br /&gt;
{{{generic_rows}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tome_faq&amp;diff=2590</id>
		<title>Tome faq</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tome_faq&amp;diff=2590"/>
				<updated>2013-04-10T17:35:24Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please try to avoid explicit spoilers on this page. This is a general FAQ for new players.&lt;br /&gt;
 &lt;br /&gt;
== General Gameplay ==&lt;br /&gt;
====Why can't I play a Mage?====&lt;br /&gt;
Many classes and races have to be unlocked before you can play them.  There are two reasons for this (and one way of getting around it):&lt;br /&gt;
:1. Allowing only the basic classes at the beginning keeps the game simple at first, and reveals greater complexity later, when you've mastered the basics.&lt;br /&gt;
:2. According to the game's backstory, the &amp;quot;true mages&amp;quot; are in hiding. They are reviled by the people of Maj'Eyal because of their role in the Spellblaze. You'll learn more about this as you progress through the game.&lt;br /&gt;
:3. Those who absolutely CANNOT wait may read the [[unlockables|unlockables spoiler page]] - though your playing experience may be less enjoyable for it.)&lt;br /&gt;
====Where are my save files?====&lt;br /&gt;
It depends on your operating system.  On Windows, they're in '''C:\Documents and Settings\yourusername\T-Engine\4.0\tome\save'''.  On Linux, they're in '''~/.t-engine/4.0/tome/save/'''.   On Mac OS X, they are in '''users/yourname/library/application support/T-Engine/4.0/tome/save'''. Since v1.0.1 you can run the game &amp;lt;code&amp;gt;t-engine --home YOURHOME&amp;lt;/code&amp;gt;&lt;br /&gt;
====But if I do that, won't I lose my unlocks and achievements?====&lt;br /&gt;
No.  Your unlocks and achievements and saved games are all stored in your home directory, not in the ToME directory.&lt;br /&gt;
====Then why can't I load my character in the new release?====&lt;br /&gt;
Click the &amp;quot;Show incompatible&amp;quot; button, and your old saves will show. Be warned, use at own risk.&lt;br /&gt;
====How do I talk to this NPC?====&lt;br /&gt;
Move onto the NPC.  If it's one you can talk to, this will open a dialog.  If it's not, then you'll switch places.&lt;br /&gt;
====What are these weird diagonal streaks I see in the Old Forest?====&lt;br /&gt;
It's raining.&lt;br /&gt;
====What do the red numbers mean on the items dropped by monsters?====&lt;br /&gt;
The number indicates how many items are stacked on that tile, ''including gold''.  So, by the time you step on it (and automatically pick up the gold), the number of items in the stack may be quite a bit lower.&lt;br /&gt;
====What does [[resources-fatigue|Fatigue]] do?====&lt;br /&gt;
It increases the resource cost of talents.  Resources are the bars like Stamina, Mana, and so on.  If you have 20% Fatigue, a talent costs 1.20 or 1.40 times as much to use, depending on the specific resource -- so something that normally costs 30 would cost 36 or 42.&lt;br /&gt;
====What does Mastery do?====&lt;br /&gt;
For most talents, Mastery acts as a multiplier on the talent points you've invested.  For example, if you have Mastery 1.30 in a category and spend 4 talent points on a talent in that category, you have an effective level of 5.20 in that talent.&lt;br /&gt;
There are a few talents that ignore Mastery, and simply use the raw talent point level, for balance reasons.&lt;br /&gt;
====What's the difference between [[Armour|Armor]] and [[Defense]]?  And what is Armour Hardiness?====&lt;br /&gt;
Defense makes attacks less likely to hit.  Armor reduces the damage from a successful attack.  Armor works on weapon (melee) hits and most projectiles (such as arrows), but not spells.&lt;br /&gt;
Armour Hardiness is related to Armour (obviously).  It refers to the maximum percent of the attack your Armour can affect.  For example, if you have Armour Hardiness of 30%, your Armour can never absorb more than 30% of each attack.&lt;br /&gt;
====How do I identify things?====&lt;br /&gt;
Use the Orb of Scrying in your inventory.  Don't worry - it's an artifact, and will not run out of charges.&lt;br /&gt;
====Why doesn't my Mana regenerate?====&lt;br /&gt;
Arcane Blades and Shadowblades haven't studied magic with a real teacher.  They just use it instinctively, so they don't have the disciplines necessary to draw power from the world around them the same way an Archmage does.  You can use a Manasurge rune to restore Mana.  Later, you may also find equipment that gives a little bit of Mana regeneration per turn.&lt;br /&gt;
&lt;br /&gt;
== User interface issues ==&lt;br /&gt;
====What are the key bindings?====&lt;br /&gt;
There are very few key bindings compared to ToME 2.  Most of the item-type-specific commands like &amp;quot;quaff&amp;quot; or &amp;quot;read&amp;quot; have been merged into a single &amp;quot;use&amp;quot; command, for example.  You can press ''ESC'' and select ''Key Bindings'' to bring up the key bindings screen.  From there, you can see all of them, and change them.  Note that the list is larger than the window; use the arrow keys to scroll up and down.&lt;br /&gt;
====How do I chat?====&lt;br /&gt;
Press ''space'' to bring up the chat text entry box.  Press ''ctrl-M'' to view the chat log (as well as the game log -- they're separate tabs on the same screen).&lt;br /&gt;
Right-click a monster to link it in chat.&lt;br /&gt;
Left-click an item in inventory to link it in chat.  You can't link items that you haven't got in your inventory.&lt;br /&gt;
====Why can't I link things in chat any more?  It used to work.====&lt;br /&gt;
You can only link things in chat if your game has been ''validated''.  There are several things that could cause the validation to fail:&lt;br /&gt;
:1. You are playing a modified, unofficial, or development build, rather than a release.&lt;br /&gt;
:2. You extracted a new release in the same directory as an old release.&lt;br /&gt;
:3. Sometimes there is a glitch in the communication with the servers.  If you suspect this, save and exit, and then try again.  Be sure to wait for ToME to say &amp;quot;beta XXX is available&amp;quot; on the left side of the screen before loading the game.&lt;br /&gt;
====How do I scroll the map?====&lt;br /&gt;
Hold ''Shift'' on the keyboard, and drag with the first (left) mouse button.&lt;br /&gt;
Press Caps Lock, then scroll with the movement keys.&lt;br /&gt;
====I need more than 12 hotkeys for all my skills.====&lt;br /&gt;
You can use ''Page Up'' and ''Page Down'' to cycle through the sets of hotkeys.&lt;br /&gt;
You can increase (or decrease) the size of the hotkey bar, too.  By default, the bar is locked in place.  In the lower right corner of the screen, click the lock icon to unlock it.  This puts a grabber on the hotkey bar (in the lower right corner of it).  Use the grabber to resize or move the bar.  When you're done, click the lock again to lock it in place.&lt;br /&gt;
If you make the hotkey bar taller, it may cover the game log and chat log, so you may also need to move them.  This works the same way as moving the hotkey bar, but the grabbers for the log windows might be hidden behind the hotkey bar.  So, move the hotkey bar out of the way, then move the log windows, then move the hotkey bar back into place.&lt;br /&gt;
====How do I change the hotkeys?====&lt;br /&gt;
From the '''m''' (Use Talents) screen, you can hover the mouse over a skill or talent, and then press the hotkey you want to assign to it.  From the '''i''' (Inventory) screen, you can hover over an item, and press the hotkey you want to assign to it.&lt;br /&gt;
You can unassign hotkeys by clicking the ''right'' mouse button on the hotkey.&lt;br /&gt;
====How do I target places that aren't monsters?====&lt;br /&gt;
When you use a targeted skill/talent and the target indicator appears, you can hold ''Shift'' and use the arrow keys to move it around one tile at a time.  Or, you can use the mouse.&lt;br /&gt;
====My 11th hotkey says RIGHTPAREN but that doesn't work, and doesn't make sense on my keyboard.====&lt;br /&gt;
Press ''ESC'' and select ''Key Bindings''.  Click on the binding you want to change.  When the box pops up, press the key you want to use.  Don't forget to do this for all three versions of that hotkey (there's one with Ctrl and one with Shift too).&lt;br /&gt;
====The colored tactical borders around the monsters disappeared.  How do I get them back?====&lt;br /&gt;
Press Shift-T.  It cycles through three different settings.&lt;br /&gt;
====How do I rest for X turns? I want to use a skill again, but I'm already fully healed.====&lt;br /&gt;
Press ''r'' to rest until you are at full Life (or until a monster comes into view).&lt;br /&gt;
Press ''5'' on the keypad (or left-click your character) to rest for one turn.&lt;br /&gt;
Using ''r'' to rest with full Life and resources will cause you to rest until all talents are off of cooldown.&lt;br /&gt;
====How do I equip things in my Second weapon set?====&lt;br /&gt;
Press ''q'' to swap weapon sets, and then equip whatever you want.  Press ''q'' again to swap back.  Swapping takes a turn.&lt;br /&gt;
(In older betas, press ''x'' instead of ''q''.)&lt;br /&gt;
 &lt;br /&gt;
== Platform issues ==&lt;br /&gt;
====How do I view stdout on a Mac?====&lt;br /&gt;
Run Terminal.&lt;br /&gt;
You need to navigate to the ''Contents/MacOS'' directory inside the T-Engine.app bundle.  This will depend on where you installed T-Engine to; if it's in ''/Applications'', then type'''cd /Applications/T-Engine.app/Contents/MacOS'''&lt;br /&gt;
Run T-Engine by typing'''./T-Engine'''&lt;br /&gt;
Information logged to stdout will then appear in the terminal window.&lt;br /&gt;
If you want to save stdout for later, you can redirect it to a file using ''&amp;gt;''. e.g. ''./T-Engine &amp;gt; ~/tome-stdout.txt''.&lt;br /&gt;
====Can I move my saved game from one machine to another?====&lt;br /&gt;
Yes.  Simply copy the entire '''.../tome/save/'''''charactername'' subdirectory (see the top of this page).  You probably also want to copy the ''charactername'''''.hotkeys''' file.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tome_faq&amp;diff=2589</id>
		<title>Tome faq</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tome_faq&amp;diff=2589"/>
				<updated>2013-04-10T17:34:37Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please try to avoid explicit spoilers on this page. This is a general FAQ for new players.&lt;br /&gt;
 &lt;br /&gt;
== General Gameplay ==&lt;br /&gt;
====Why can't I play a Mage?====&lt;br /&gt;
Many classes and races have to be unlocked before you can play them.  There are two reasons for this (and one way of getting around it):&lt;br /&gt;
:1. Allowing only the basic classes at the beginning keeps the game simple at first, and reveals greater complexity later, when you've mastered the basics.&lt;br /&gt;
:2. According to the game's backstory, the &amp;quot;true mages&amp;quot; are in hiding. They are reviled by the people of Maj'Eyal because of their role in the Spellblaze. You'll learn more about this as you progress through the game.&lt;br /&gt;
:3. Those who absolutely CANNOT wait may read the [[unlockables|unlockables spoiler page]] - though your playing experience may be less enjoyable for it.)&lt;br /&gt;
====Where are my save files?====&lt;br /&gt;
: It depends on your operating system.  On Windows, they're in '''C:\Documents and Settings\yourusername\T-Engine\4.0\tome\save'''.  On Linux, they're in '''~/.t-engine/4.0/tome/save/'''.   On Mac OS X, they are in '''users/yourname/library/application support/T-Engine/4.0/tome/save'''. Since v1.0.1 you can run the game &amp;lt;code&amp;gt;t-engine --home YOURHOME&amp;lt;/code&amp;gt;&lt;br /&gt;
====But if I do that, won't I lose my unlocks and achievements?====&lt;br /&gt;
: No.  Your unlocks and achievements and saved games are all stored in your home directory, not in the ToME directory.&lt;br /&gt;
====Then why can't I load my character in the new release?====&lt;br /&gt;
: Click the &amp;quot;Show incompatible&amp;quot; button, and your old saves will show. Be warned, use at own risk.&lt;br /&gt;
====How do I talk to this NPC?====&lt;br /&gt;
: Move onto the NPC.  If it's one you can talk to, this will open a dialog.  If it's not, then you'll switch places.&lt;br /&gt;
====What are these weird diagonal streaks I see in the Old Forest?====&lt;br /&gt;
: It's raining.&lt;br /&gt;
====What do the red numbers mean on the items dropped by monsters?====&lt;br /&gt;
: The number indicates how many items are stacked on that tile, ''including gold''.  So, by the time you step on it (and automatically pick up the gold), the number of items in the stack may be quite a bit lower.&lt;br /&gt;
====What does [[resources-fatigue|Fatigue]] do?====&lt;br /&gt;
: It increases the resource cost of talents.  Resources are the bars like Stamina, Mana, and so on.  If you have 20% Fatigue, a talent costs 1.20 or 1.40 times as much to use, depending on the specific resource -- so something that normally costs 30 would cost 36 or 42.&lt;br /&gt;
====What does Mastery do?====&lt;br /&gt;
: For most talents, Mastery acts as a multiplier on the talent points you've invested.  For example, if you have Mastery 1.30 in a category and spend 4 talent points on a talent in that category, you have an effective level of 5.20 in that talent.&lt;br /&gt;
: There are a few talents that ignore Mastery, and simply use the raw talent point level, for balance reasons.&lt;br /&gt;
====What's the difference between [[Armour|Armor]] and [[Defense]]?  And what is Armour Hardiness?====&lt;br /&gt;
: Defense makes attacks less likely to hit.  Armor reduces the damage from a successful attack.  Armor works on weapon (melee) hits and most projectiles (such as arrows), but not spells.&lt;br /&gt;
: Armour Hardiness is related to Armour (obviously).  It refers to the maximum percent of the attack your Armour can affect.  For example, if you have Armour Hardiness of 30%, your Armour can never absorb more than 30% of each attack.&lt;br /&gt;
====How do I identify things?====&lt;br /&gt;
: Use the Orb of Scrying in your inventory.  Don't worry - it's an artifact, and will not run out of charges.&lt;br /&gt;
====Why doesn't my Mana regenerate?====&lt;br /&gt;
: Arcane Blades and Shadowblades haven't studied magic with a real teacher.  They just use it instinctively, so they don't have the disciplines necessary to draw power from the world around them the same way an Archmage does.  You can use a Manasurge rune to restore Mana.  Later, you may also find equipment that gives a little bit of Mana regeneration per turn.&lt;br /&gt;
&lt;br /&gt;
== User interface issues ==&lt;br /&gt;
====What are the key bindings?====&lt;br /&gt;
: There are very few key bindings compared to ToME 2.  Most of the item-type-specific commands like &amp;quot;quaff&amp;quot; or &amp;quot;read&amp;quot; have been merged into a single &amp;quot;use&amp;quot; command, for example.  You can press ''ESC'' and select ''Key Bindings'' to bring up the key bindings screen.  From there, you can see all of them, and change them.  Note that the list is larger than the window; use the arrow keys to scroll up and down.&lt;br /&gt;
====How do I chat?====&lt;br /&gt;
: Press ''space'' to bring up the chat text entry box.  Press ''ctrl-M'' to view the chat log (as well as the game log -- they're separate tabs on the same screen).&lt;br /&gt;
: Right-click a monster to link it in chat.&lt;br /&gt;
: Left-click an item in inventory to link it in chat.  You can't link items that you haven't got in your inventory.&lt;br /&gt;
====Why can't I link things in chat any more?  It used to work.====&lt;br /&gt;
: You can only link things in chat if your game has been ''validated''.  There are several things that could cause the validation to fail:&lt;br /&gt;
:1. You are playing a modified, unofficial, or development build, rather than a release.&lt;br /&gt;
:2. You extracted a new release in the same directory as an old release.&lt;br /&gt;
:3. Sometimes there is a glitch in the communication with the servers.  If you suspect this, save and exit, and then try again.  Be sure to wait for ToME to say &amp;quot;beta XXX is available&amp;quot; on the left side of the screen before loading the game.&lt;br /&gt;
====How do I scroll the map?====&lt;br /&gt;
: Hold ''Shift'' on the keyboard, and drag with the first (left) mouse button.&lt;br /&gt;
: Press Caps Lock, then scroll with the movement keys.&lt;br /&gt;
====I need more than 12 hotkeys for all my skills.====&lt;br /&gt;
: You can use ''Page Up'' and ''Page Down'' to cycle through the sets of hotkeys.&lt;br /&gt;
: You can increase (or decrease) the size of the hotkey bar, too.  By default, the bar is locked in place.  In the lower right corner of the screen, click the lock icon to unlock it.  This puts a grabber on the hotkey bar (in the lower right corner of it).  Use the grabber to resize or move the bar.  When you're done, click the lock again to lock it in place.&lt;br /&gt;
: If you make the hotkey bar taller, it may cover the game log and chat log, so you may also need to move them.  This works the same way as moving the hotkey bar, but the grabbers for the log windows might be hidden behind the hotkey bar.  So, move the hotkey bar out of the way, then move the log windows, then move the hotkey bar back into place.&lt;br /&gt;
====How do I change the hotkeys?====&lt;br /&gt;
: From the '''m''' (Use Talents) screen, you can hover the mouse over a skill or talent, and then press the hotkey you want to assign to it.  From the '''i''' (Inventory) screen, you can hover over an item, and press the hotkey you want to assign to it.&lt;br /&gt;
: You can unassign hotkeys by clicking the ''right'' mouse button on the hotkey.&lt;br /&gt;
====How do I target places that aren't monsters?====&lt;br /&gt;
: When you use a targeted skill/talent and the target indicator appears, you can hold ''Shift'' and use the arrow keys to move it around one tile at a time.  Or, you can use the mouse.&lt;br /&gt;
====My 11th hotkey says RIGHTPAREN but that doesn't work, and doesn't make sense on my keyboard.====&lt;br /&gt;
: Press ''ESC'' and select ''Key Bindings''.  Click on the binding you want to change.  When the box pops up, press the key you want to use.  Don't forget to do this for all three versions of that hotkey (there's one with Ctrl and one with Shift too).&lt;br /&gt;
====The colored tactical borders around the monsters disappeared.  How do I get them back?====&lt;br /&gt;
: Press Shift-T.  It cycles through three different settings.&lt;br /&gt;
====How do I rest for X turns? I want to use a skill again, but I'm already fully healed.====&lt;br /&gt;
: Press ''r'' to rest until you are at full Life (or until a monster comes into view).&lt;br /&gt;
: Press ''5'' on the keypad (or left-click your character) to rest for one turn.&lt;br /&gt;
: Using ''r'' to rest with full Life and resources will cause you to rest until all talents are off of cooldown.&lt;br /&gt;
====How do I equip things in my Second weapon set?====&lt;br /&gt;
: Press ''q'' to swap weapon sets, and then equip whatever you want.  Press ''q'' again to swap back.  Swapping takes a turn.&lt;br /&gt;
: (In older betas, press ''x'' instead of ''q''.)&lt;br /&gt;
 &lt;br /&gt;
== Platform issues ==&lt;br /&gt;
====How do I view stdout on a Mac?====&lt;br /&gt;
: Run Terminal.&lt;br /&gt;
: You need to navigate to the ''Contents/MacOS'' directory inside the T-Engine.app bundle.  This will depend on where you installed T-Engine to; if it's in ''/Applications'', then type: '''cd /Applications/T-Engine.app/Contents/MacOS'''&lt;br /&gt;
: Run T-Engine by typing: '''./T-Engine'''&lt;br /&gt;
: Information logged to stdout will then appear in the terminal window.&lt;br /&gt;
: If you want to save stdout for later, you can redirect it to a file using ''&amp;gt;''. e.g. ''./T-Engine &amp;gt; ~/tome-stdout.txt''.&lt;br /&gt;
====Can I move my saved game from one machine to another?====&lt;br /&gt;
: Yes.  Simply copy the entire '''.../tome/save/'''''charactername'' subdirectory (see the top of this page).  You probably also want to copy the ''charactername'''''.hotkeys''' file.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Hooks&amp;diff=2584</id>
		<title>Hooks</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Hooks&amp;diff=2584"/>
				<updated>2013-04-04T16:41:49Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
Hooks is method of implementing an Addon.  It can be seen as event driven.  TODO: ensure it's comprehensive list, and explain what the event is that makes each hook fire.&lt;br /&gt;
&lt;br /&gt;
The available hooks available in the game are:&lt;br /&gt;
* Tome:Load - Happens when the module loads&lt;br /&gt;
* Tome:PlayerDumpJSON&lt;br /&gt;
* Game:alterGameMenu&lt;br /&gt;
* Object:descWielder&lt;br /&gt;
* Object:descMisc&lt;br /&gt;
* Object:descPowerSource&lt;br /&gt;
* UISet:Minimalist:saveSettings&lt;br /&gt;
* DonationDialog:features&lt;br /&gt;
* GameOptions:HUDs&lt;br /&gt;
* PlayerLevelup:addTalentType&lt;br /&gt;
* PlayerLevelup:subTalentType&lt;br /&gt;
* EquipInvenDialog:makeUI&lt;br /&gt;
* UseItemMenu:use&lt;br /&gt;
* UseItemMenu:generate&lt;br /&gt;
* DebugMain:use&lt;br /&gt;
* DebugMain:generate&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Addons&amp;diff=2583</id>
		<title>Addons</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Addons&amp;diff=2583"/>
				<updated>2013-04-04T16:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Development]][[Category:Addons]]&lt;br /&gt;
As of beta 35 the t-engine has support for addons.  Addons are way for third parties to modify existing modules.  &lt;br /&gt;
&lt;br /&gt;
===== Capabilities =====&lt;br /&gt;
&lt;br /&gt;
Addons are capable of three things to modify their parent module&lt;br /&gt;
# '''Overloading:''' Overloading is a way to //add new// or //overwrite// files to the parent module.  This the way graphics such as talent icons are added.  Overloading can also add .lua but will replace those with the same name. So typically adding new trees, or overwriting trees. Or adding music and graphics.&lt;br /&gt;
# '''Superloading:''' Superloading allows you to add completely replace, or add code to the beginning or end of an arbitrary class function.  Currently only ActorTalents and ActorTemporaryEffects supports superloading.&lt;br /&gt;
# '''Data:''' Make new data like talents, NPCs, etc accessible to the game.  This data will still need to be loaded (see hooks below).&lt;br /&gt;
# '''[[Hooks]]:'''  Certain functions are capable of supporting hooks.  When that function is called they will also call whatever is in the hook. Example module shows how the &amp;quot;Actor:takeHit&amp;quot; function is hooked to make the tourist take no damage.  You can also use hooks to load add-on data in to the module, eg. new talents. Find a list of available hooks [[hooks|here]].&lt;br /&gt;
&lt;br /&gt;
An example addon can be found here: http://te4.org/dl/tmp/tome-example.teaa&lt;br /&gt;
A .teaa file is simply a renamed zip that contains the whole addon, this way the players do not even have to unzip it!&lt;br /&gt;
The example addon illustrate how to add a new class, new talents, new timed effects and how to hook onto a few useful locations in the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Grammar and Syntax =====&lt;br /&gt;
* The addon folder must be in the format &amp;lt;nowiki&amp;gt;[ModuleName]-[AddonName]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* The short_name in init.lua must be the same as the module folder's name (excluding the module name).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Details about Superloading =====&lt;br /&gt;
&lt;br /&gt;
16:42	DarkGod	overload repalces a whole *file*&lt;br /&gt;
16:42	Reenen	ok&lt;br /&gt;
16:42	DarkGod	superload is hum ..&lt;br /&gt;
16:43	Reenen	superload adds to a currently existing function&lt;br /&gt;
16:43	DarkGod	when the engine wants to load a class; say mod.class.Foo&lt;br /&gt;
16:43	DarkGod	it loads the module's one&lt;br /&gt;
16:43	DarkGod	then it checks each addons if there is a superload for it&lt;br /&gt;
16:43	DarkGod	if there is it loads the superload, passing it the existing one&lt;br /&gt;
16:43	DarkGod	there the code can do waht it wants with it&lt;br /&gt;
16:44	DarkGod	basically you replace a method with your own&lt;br /&gt;
16:44	DarkGod	and *if* you wish your own method to call the previous one you do it&lt;br /&gt;
16:44	DarkGod	(and it is a good idea to do so, so taht addons can &amp;quot;chain&amp;quot; superloads)&lt;br /&gt;
&lt;br /&gt;
To load the existing function you should have:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 local _M = loadPrevious(...)&lt;br /&gt;
 &lt;br /&gt;
 local base = _M.levelup (or whatever function you are superloading)&lt;br /&gt;
 function _M:levelup(&amp;lt;args&amp;gt;)&lt;br /&gt;
 -- Do stuff &amp;quot;before&amp;quot; loading the original file&lt;br /&gt;
 base(self, &amp;lt;args&amp;gt;)  -- Loads the original file&lt;br /&gt;
 -- Do stuff &amp;quot;after&amp;quot; loading the original file&lt;br /&gt;
 return&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 return _M&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Addon MD5 =====&lt;br /&gt;
&lt;br /&gt;
The MD5 is needed for uploading addons to the website.&lt;br /&gt;
Make sure the final addon is in .teaa form and activated, and that cheat mode is off.&lt;br /&gt;
Start a new character, then exit the game.&lt;br /&gt;
Open the te4_log.txt and search for md5.&lt;br /&gt;
&lt;br /&gt;
For those using OSX, there is no te4_log.txt. You might try running T-Engine from the Terminal (in Finder, right-click T-Engine, Show Package Contents, right-click /Contents/MacOS/t-engine and Open With -&amp;gt; Terminal), then follow the directions above. After exiting the game, search for 'md5' in the Terminal window and find the one for your addon.&lt;br /&gt;
Note however, that this method does not work for some, as the last character from the md5 may be cut off when using this method. Those running into this problem are able to extract the full md5 by running the game in gdb for mac (Google is your friend) and checking the console after exiting.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Character_sheet&amp;diff=2580</id>
		<title>Character sheet</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Character_sheet&amp;diff=2580"/>
				<updated>2013-04-02T18:08:45Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
The character sheet can be found by pressing 'c' ingame.&lt;br /&gt;
It has 4 tabs:&lt;br /&gt;
* general&lt;br /&gt;
* attack&lt;br /&gt;
* defence&lt;br /&gt;
* talents&lt;br /&gt;
These provide an overview of your character and its abilities. You can also hover your mouse over your own character, or use the 'L'ook command on yourself to see some of these stats.&lt;br /&gt;
 &lt;br /&gt;
= Accuracy and defense =&lt;br /&gt;
[[Accuracy]] determines your chance to hit your target as well as knock your target off-balance when measured against the target's Defense. When you use Accuracy to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your Accuracy will reduce the duration of the effect by 5%.&lt;br /&gt;
 &lt;br /&gt;
[[Defense]] represents your chance to avoid physical melee attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.&lt;br /&gt;
 &lt;br /&gt;
Ranged defense represents your chance to avoid physical ranged attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.&lt;br /&gt;
 &lt;br /&gt;
= Power and saves =&lt;br /&gt;
There are 5 [[rescale-combat-stats|tiers]]. It costs more to increase scores that are in higher tiers. For each tier, here's the cost of increasing your score by one:&lt;br /&gt;
*Tier 1: 1 point, from 0 to 20&lt;br /&gt;
*Tier 2: 2 points, from 20 to 40&lt;br /&gt;
*Tier 3: 3 points, from 40 to 60&lt;br /&gt;
*Tier 4: 4 points, from 60 to 80&lt;br /&gt;
*Tier 5: 5 points, from 80 to 100&lt;br /&gt;
 &lt;br /&gt;
[[Physical power]] measures your ability to deal physical [[combat damage|damage in combat]]. When you use Physical power to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your physical power will reduce the duration of the effect by 5%.&lt;br /&gt;
 &lt;br /&gt;
[[Spellpower]] represents how powerful your spells are. In addition, when your spells inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your spellpower will reduce the duration of the effect by 5%. Increases chance to shrug off physically-induced effects.  Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
 &lt;br /&gt;
[[Mindpower]] represents how powerful your mental abilities are. In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's relevant saving throw exceeds your  mindpower will reduce the duration of the effect by 5%.&lt;br /&gt;
 &lt;br /&gt;
[[saves|Physical saving throw]] increases your chance to shrug off physically-induced effects.  Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
 &lt;br /&gt;
[[saves|Spell saving throw]] increases your chance to shrug off magically-induced effects.  Also reduces duration of detrimental magical effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
 &lt;br /&gt;
[[saves|Mental saving throw]] increases your chance to shrug off mentally-induced effects.  Also reduces duration of detrimental mental effects by up to 5% per point, depending on the power of the opponent's effect.&lt;br /&gt;
 &lt;br /&gt;
= Armour and armour hardiness =&lt;br /&gt;
[[Armour]] value is a damage reduction from every incoming melee and ranged physical attack. Absorbs (hardiness)% of incoming physical damage, up to a maximum of (armour) damage absorbed.&lt;br /&gt;
&lt;br /&gt;
This is countered by armour penetration and is applied before all kinds of critical damage increase, talent multipliers and damage multiplier, thus making even small amounts have greater effects.&lt;br /&gt;
 &lt;br /&gt;
= Resistance, resistance penetration and immunity =&lt;br /&gt;
Resistances (or &amp;quot;resists&amp;quot;) allow a character to reduce a fraction of damage taken based on the type of damage it is.  For example, fire resistance decreases the damage taken from ''any'' kind of fire damage -- a fire drake's breath, or an archmage's Flame talent, etc.&lt;br /&gt;
&lt;br /&gt;
Resistance penetration decreases the effective level of your opponent's corresponding resistance.  For instance, if your opponent has 30% fire resistance, but you have 10% fire resistance penetration, and you hit your opponent with fire, his effective fire resistance will be reduced to 27%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resist all&amp;quot; is applied independently of single elemental resists.  If you have 15% resist all and 20% fire resistance, you will resist 1 - ((1 - 0.15) * (1 - 0.20)) or 32% of all fire damage (in the absence of any fire resistance penetration on your opponent).&lt;br /&gt;
&lt;br /&gt;
Resists also have a cap.  The standard resistance cap for the player is 70%, which is applied after the 1-(1-a)*(1-b) step shown above.  This means that if you have 60% fire resistance and 30% resist all, your combined total resistance would be calculated as 1-(1-0.60)*(1-0.30) = 72%, but then the resistance cap would lower this to 70%.  Some equipment or talents may raise the resistance cap for specific elements.  In the previous example, if the player wore armor that gave +5% fire resistance cap, then the full 72% would take effect, as that is under the new fire resistance cap of 75%.&lt;br /&gt;
&lt;br /&gt;
Immunities give a flat chance to resist an effect.  They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc.  25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), before saves are checked.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Pin&amp;diff=2579</id>
		<title>Pin</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Pin&amp;diff=2579"/>
				<updated>2013-04-02T18:07:02Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Redirected page to Effects#Pinned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Effects#Pinned]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Silence&amp;diff=2578</id>
		<title>Silence</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Silence&amp;diff=2578"/>
				<updated>2013-04-02T18:06:43Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Redirected page to Effects#Silenced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Effects#Silenced]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Freeze&amp;diff=2577</id>
		<title>Freeze</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Freeze&amp;diff=2577"/>
				<updated>2013-04-02T18:06:30Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Redirected page to Effects#Frozen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Effects#Frozen]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Confusion&amp;diff=2576</id>
		<title>Confusion</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Confusion&amp;diff=2576"/>
				<updated>2013-04-02T18:06:04Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Redirected page to Effects#Confused&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Effects#Confused]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Stun&amp;diff=2575</id>
		<title>Stun</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Stun&amp;diff=2575"/>
				<updated>2013-04-02T18:05:41Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Redirected page to Effects#Stunned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Effects#Stunned]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2574</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2574"/>
				<updated>2013-04-02T18:04:55Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (category)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent [[Track (talent)|Track]] from the [[Field control (category)|Field Control]] tree. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal-combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2573</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2573"/>
				<updated>2013-04-02T18:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality (talent)|Vitality]] from the [[Conditioning (talent)|Conditioning]] tree.&lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent [[Track (talent)|Track]] from the [[Field control (category)|Field Control]] tree. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal-combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2572</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2572"/>
				<updated>2013-04-02T18:04:23Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Sensing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent [[Track (talent)|Track]] from the [[Field control (category)|Field Control]] tree. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal-combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2571</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2571"/>
				<updated>2013-04-02T18:04:07Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Sensing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent [[Tracking (talent)|Tracking]] from the [[Field control (category)|Field Control]] tree. It is also granted by several items.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal-combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2570</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2570"/>
				<updated>2013-04-02T18:02:35Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Fade From Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent [[Fade from time (talent)|Fade From Time]] of the [[Paradox Mage]] tree [[Paradox (category)|Paradox]]&lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal-combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2569</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2569"/>
				<updated>2013-04-02T18:01:45Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Fade From Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[Paradox Mage]] tree [[Paradox mastery (category)|Paradox Mastery]]&lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal-combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2568</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2568"/>
				<updated>2013-04-02T18:01:17Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Damage Smearing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal-combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2567</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2567"/>
				<updated>2013-04-02T18:00:54Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Damage Smearing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2566</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2566"/>
				<updated>2013-04-02T18:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Damage Smearing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat (category)|Temporal Combat]].&lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2565</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2565"/>
				<updated>2013-04-02T18:00:29Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Infusion Saturation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)|Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints.&lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2564</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2564"/>
				<updated>2013-04-02T17:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Runic Saturation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints. &lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless (talent)]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints.&lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2563</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2563"/>
				<updated>2013-04-02T17:59:33Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Smeared */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints. &lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints. &lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[Damage smearing (talent)|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2562</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2562"/>
				<updated>2013-04-02T17:59:13Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Ravage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)|Distortion]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints. &lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints. &lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[temporal-combat|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2561</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2561"/>
				<updated>2013-04-02T17:59:00Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Ravage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion (category)]] tree.&lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints. &lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints. &lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[temporal-combat|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2560</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2560"/>
				<updated>2013-04-02T17:55:51Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Stunned */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion]] tree. &lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints. &lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints. &lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[temporal-combat|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=2559</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=2559"/>
				<updated>2013-04-02T17:51:38Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: /* Dazed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
Most effects fall under one of the three types of (in order of relevance) '''physical''', '''mental''' or '''magical'''. &lt;br /&gt;
The type has nothing to do with the method by which the effect was caused - most spells produce physical, not magical effects.&lt;br /&gt;
It does determine what type of [[inscriptions|Wild Infusion]] is needed to remove the effect. Physical is probably the most important, and also the type of the starting Wild Infusion most races get. After that comes mental and finally magical - although magical effects, though rare, can be extremely dangerous. &lt;br /&gt;
Effects if the type &amp;quot;other&amp;quot; are notable in that they cannot be removed by infusions and are also unaffected by various duration-reducing talents. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Beneficial Effects=&lt;br /&gt;
==Magical==&lt;br /&gt;
===Arcane Storm===&lt;br /&gt;
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.&lt;br /&gt;
&lt;br /&gt;
===Earthen Barrier===&lt;br /&gt;
Reduces physical damage received.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
Increases global action speed by %d%% and casting speed by a certain percentage, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
Improves/gives invisibility with a certain power, depending on the effect's power. &lt;br /&gt;
&lt;br /&gt;
===Mana Overflow===&lt;br /&gt;
Increased maximum mana.&lt;br /&gt;
&lt;br /&gt;
===Manasurge===&lt;br /&gt;
Regenerating mana per turn.&lt;br /&gt;
&lt;br /&gt;
===Molten Skin===&lt;br /&gt;
Reduces fire damage received.&lt;br /&gt;
&lt;br /&gt;
===Reflective Skin===&lt;br /&gt;
Magically returns a percentage of any damage done to the attacker.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Blocking===&lt;br /&gt;
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack.&lt;br /&gt;
If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects). &lt;br /&gt;
&lt;br /&gt;
===Dwarven Resilience===&lt;br /&gt;
Increased armour, physical and spell saves. Usually granted by the [[dwarf|Dwarven]] talent Resilience of the Dwarves. &lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense. &lt;br /&gt;
&lt;br /&gt;
===Free Action===&lt;br /&gt;
Immunity from stun, daze and pinning (this includes variants such as Frozen or Immobilized). &lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
While under the Heroism effect, your [[Life]] can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. &lt;br /&gt;
Heroism also boosts your physical power, mindpower and spellpower. &lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
Regain a small amount of [[Life]] each turn and have the effectiveness of additional healing increased.&lt;br /&gt;
Usually gained from being at low Life and having the talent [[Vitality]] from the [[Conditioning]] tree. &lt;br /&gt;
&lt;br /&gt;
===Regeneration===&lt;br /&gt;
Regain some [[Life]] each round. &lt;br /&gt;
 &lt;br /&gt;
===Pain Suppression===&lt;br /&gt;
Reduces all damage taken by the specified amount. Usually granted by using a Wild Infusion. &lt;br /&gt;
&lt;br /&gt;
===Sensing===&lt;br /&gt;
Allows detection of all Actors even through walls, darkness and similar, within the specified range. Usually gained via the talent Tracking from the [[field-control|Field Control]] tree. It is also granted by several items. &lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Increases global action speed by a certain percentage, depending on the effect's power. This effect is usually granted by the [[Shalore]] talent [[Grace of the Eternals]]. &lt;br /&gt;
&lt;br /&gt;
===Wild Speed===&lt;br /&gt;
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. &lt;br /&gt;
Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends). &lt;br /&gt;
&lt;br /&gt;
===Wrath of the Eternals===&lt;br /&gt;
Increases all damage dealt while at the same time reducing all damage taken. [[Thaloren]] racial talent. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Continuum Destabilization===&lt;br /&gt;
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying. &lt;br /&gt;
&lt;br /&gt;
===Fade From Time===&lt;br /&gt;
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. &lt;br /&gt;
Usually provided by the talent Fade From Time of the [[classes-paradox-mage|Paradox Mage]] tree [[paradox-mastery|Paradox Mastery]] &lt;br /&gt;
&lt;br /&gt;
=Detrimental Effects= &lt;br /&gt;
&lt;br /&gt;
==Cross-tier Effects==&lt;br /&gt;
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.&lt;br /&gt;
* '''[[#Off-guard|Off-guard]]''' occurs when a melee or archery attack hits, and the attacker's Accuracy is in a higher tier than the defender's Defense.&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save. &lt;br /&gt;
Cross-tier effects are removed on a &amp;quot;buy one get one free&amp;quot; basis by [[inscriptions|Wild Infusions]] of the appropriate type, when another effect is being removed.  E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-guard, Off-guard will also be removed. &lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===Decrepitude Disease===&lt;br /&gt;
The target is infected by a disease, reducing its dexterity and doing blight damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Rotting Disease===&lt;br /&gt;
The target is infected by a disease, reducing its constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life. &lt;br /&gt;
&lt;br /&gt;
===Spellshocked===&lt;br /&gt;
All damage resistance is reduced by a certain percentage, usually 20%. &lt;br /&gt;
&lt;br /&gt;
===Weakness Disease===&lt;br /&gt;
The target is infected by a disease, reducing its strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving. &lt;br /&gt;
&lt;br /&gt;
===Stoned===&lt;br /&gt;
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and lightning(+50%) resistances. &lt;br /&gt;
&lt;br /&gt;
==Mental==&lt;br /&gt;
===Agony===&lt;br /&gt;
Take an increasing amount of mental damage per turn.&lt;br /&gt;
&lt;br /&gt;
===Brainlocked===&lt;br /&gt;
Renders a random talent unavailable. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
===Confused===&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably. &lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.  &lt;br /&gt;
&lt;br /&gt;
===Anguish===&lt;br /&gt;
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration (&amp;quot;The target is in extreme anguish, preventing them from making tactical decisions&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Take a constant amount of physical damage per turn. &lt;br /&gt;
&lt;br /&gt;
===Blinded===&lt;br /&gt;
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random, and blinded spellcasters will fire spells in all directions.&lt;br /&gt;
Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both. &lt;br /&gt;
&lt;br /&gt;
===Burning===&lt;br /&gt;
Take a constant amount of fire damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Constricted===&lt;br /&gt;
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn). &lt;br /&gt;
&lt;br /&gt;
===Corroded===&lt;br /&gt;
Reduced Accuracy, Armour and Defense for the duration. &lt;br /&gt;
&lt;br /&gt;
===Counterstrike===&lt;br /&gt;
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement.&lt;br /&gt;
In previous versions of the game, it reduced accuracy and physical power. &lt;br /&gt;
&lt;br /&gt;
===Crushing Hold===&lt;br /&gt;
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold. &lt;br /&gt;
&lt;br /&gt;
===Cursed Wound===&lt;br /&gt;
Take a constant amount of physical damage per turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.&lt;br /&gt;
&lt;br /&gt;
===Deep Wound===&lt;br /&gt;
Take a constant amount of physical damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Disable===&lt;br /&gt;
Movement speed and physical power are reduced. &lt;br /&gt;
&lt;br /&gt;
===Disarmed===&lt;br /&gt;
The target is maimed, unable to correctly wield a weapon. &lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed. &lt;br /&gt;
&lt;br /&gt;
===Frozen Feet===&lt;br /&gt;
A weaker form of Frozen that only prevents movement, same as being Pinned. &lt;br /&gt;
&lt;br /&gt;
===Grappled===&lt;br /&gt;
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy. &lt;br /&gt;
&lt;br /&gt;
===Immobilized===&lt;br /&gt;
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though. &lt;br /&gt;
&lt;br /&gt;
===Insidious Poison===&lt;br /&gt;
Take some nature damage each turn and suffer reduced healing efficiency. &lt;br /&gt;
&lt;br /&gt;
===Lowered Foo Resistance===&lt;br /&gt;
Resistance against damage type Foo is lowered by the specified amount. Negative resistances increase damage taken. &lt;br /&gt;
&lt;br /&gt;
===Luminescence===&lt;br /&gt;
Reduces stealth. &lt;br /&gt;
&lt;br /&gt;
===Maimed===&lt;br /&gt;
All damage dealt is reduced, in addition to a 30% penalty to global speed. &lt;br /&gt;
&lt;br /&gt;
===Off-balance===&lt;br /&gt;
Global speed is reduced by 15%. &lt;br /&gt;
&lt;br /&gt;
===Off-guard===&lt;br /&gt;
Attacker gains 10% critical chance and power. &lt;br /&gt;
&lt;br /&gt;
===Paralyzed===&lt;br /&gt;
The target is unable to act. &lt;br /&gt;
&lt;br /&gt;
===Pinned===&lt;br /&gt;
The target is pinned to the ground, unable to move. Teleportation is still an option, however. &lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
Take some nature damage each turn. &lt;br /&gt;
&lt;br /&gt;
===Ravage===&lt;br /&gt;
Loose one beneficial physical effect per turn, and also take a constant amount of physical damage per turn. &lt;br /&gt;
Usually this was caused by talents from the [[Solipsist]] [[Distortion]] tree. &lt;br /&gt;
&lt;br /&gt;
===Set Up===&lt;br /&gt;
More likely to be critically hit, and all saves are reduced.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces global action speed by a certain percentage. &lt;br /&gt;
&lt;br /&gt;
===Slow movement===&lt;br /&gt;
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Spell Disruption===&lt;br /&gt;
A chance to fail any spell it cast and a chance each turn to lose spell sustains. &lt;br /&gt;
&lt;br /&gt;
===Strangle Hold===&lt;br /&gt;
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold. &lt;br /&gt;
&lt;br /&gt;
===Stunned===&lt;br /&gt;
While stunned: &lt;br /&gt;
* all damage done is reduced by 70%&lt;br /&gt;
* movement takes twice as long&lt;br /&gt;
* up to four random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* no talents come off cooldown for the duration&lt;br /&gt;
In previous versions of the game, healing received was also reduced by 50%. &lt;br /&gt;
&lt;br /&gt;
===Sunder Armour===&lt;br /&gt;
Armour value is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Sunder Arms===&lt;br /&gt;
Accuracy is reduced for the duration. &lt;br /&gt;
&lt;br /&gt;
===Weakened===&lt;br /&gt;
All damage reduced by the specified amount. &lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Damage Smearing===&lt;br /&gt;
Protects from all damage (except that with type temporal) for the duration. Once it wears of, it will return the damage as temporal damage over a number of turns.&lt;br /&gt;
See the detrimental effect &amp;quot;Smeared&amp;quot; for how this works. Usually Damage Smearing is provided by the talent of that name from the [[Temporal Warden]] tree [[Temporal Combat]]. &lt;br /&gt;
&lt;br /&gt;
===Infusion Saturation===&lt;br /&gt;
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Infusions without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Runes and Taints. &lt;br /&gt;
&lt;br /&gt;
===Runic Saturation===&lt;br /&gt;
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use infusions while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. Since it's of the type &amp;quot;other&amp;quot;, it can't be cleared with Wild Infusions or reduced in duration with [[Timeless]].&lt;br /&gt;
There are parallel saturation effects for Infusions and Taints. &lt;br /&gt;
&lt;br /&gt;
===Silenced===&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents. &lt;br /&gt;
&lt;br /&gt;
===Smeared===&lt;br /&gt;
The price for using [[temporal-combat|Damage Smearing]]. Will inflict the damage shielded by Damage Smearing as temporal damage over the specified number of turns.&lt;br /&gt;
See the beneficial effect &amp;quot;Damage Smearing.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===Summoning Destabilization===&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
===Tainted===&lt;br /&gt;
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes. &lt;br /&gt;
&lt;br /&gt;
===Temporal Wake===&lt;br /&gt;
The price you pay for having used a Time Shield. Delivers the damage taken by the shield in the form of temporal damage, distributed over the effect's duration. &lt;br /&gt;
&lt;br /&gt;
===Time Prison===&lt;br /&gt;
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=2558</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=2558"/>
				<updated>2013-04-01T19:25:57Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Arena_guide&amp;diff=2557</id>
		<title>Arena guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Arena_guide&amp;diff=2557"/>
				<updated>2013-04-01T19:25:11Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Created page with &amp;quot;Category:GuidesCategory:Arena =Conquer the Arena - A Guide to Survival=  ==A few rules to live by== Drops generally won't be that good, and that's okay as you shouldn'...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]][[Category:Arena]]&lt;br /&gt;
=Conquer the Arena - A Guide to Survival=&lt;br /&gt;
&lt;br /&gt;
==A few rules to live by==&lt;br /&gt;
Drops generally won't be that good, and that's okay as you shouldn't be expecting drops at all, really.  The drop code used for the Arena is the same code used in Vanilla T4 - so expect what you expect in the real game, without shops.  This does create a bit of a problem for some of the more equipment dependent classes, but unless they are extremely reliant on a particular weapon (Archer/Slinger) and that is about all they have, then the class should still fare okay.&lt;br /&gt;
&lt;br /&gt;
You will find a good assortment of runes/infusions; even the 'bad’ ones will have use here, except the sun light one.  You will need to be mobile, and be capable of either preventing or healing damage regularly and often. So, keep your eyes out for runes of Phase Door, Speed, Invisibility and Shielding, and infusions of Wild, Healing, Regeneration and Movement.&lt;br /&gt;
&lt;br /&gt;
Even though kit drops won't be often or grand, 'kit required classes', such as Fighters can shine despite this.  Their talents actually shore them up against this limiting feature - with the change to Shield Wall it makes it much more useful with low quality kit.  Arcane Blades will need to avoid melee combat for most the beginning until they are able to trigger the Flame/Lightning spells off of attacks with great accuracy.  Rogues/Shadowblades will need to utilize their mobility to survive.  In the end, you will be forced to play a style perhaps differently than what you would otherwise.&lt;br /&gt;
&lt;br /&gt;
You must to be flexible.  You simply will not have much success trying to transfer a character build from T4 into the Arena.  The reasoning of this is that the situations you find in the arena are different at different levels, and require [what I consider] unique play. For instance, you will need to use a lot of turns repositioning yourself [and possibly allies] to avoid bad match ups or getting too overwhelmed.  In regular play, you can just stand in a corridor and fight 1 v 1, but that option is not there in the Arena.&lt;br /&gt;
&lt;br /&gt;
Mobility is an absolute necessity.  Even the classes that do not have good mobility talents [looking at you Fighters, Sun Paladins and ilk] cannot stand in one place; you have to hit and move, hit and blink, hit and heal.  You will not survive huddled in a corner being wailed on by 3 rats when there are 20 more waiting in line. Preferably, the mobility would come from such things as Phase Door, Switch Places style talents and increased speeds.  However, talents and activations such as Rush, while not ideal, do warrant a bit of practice.&lt;br /&gt;
&lt;br /&gt;
You should get into the habit of activating your regenerative and healing options before you actually need them, especially mana regenerative ones.  As a wave is a wave, meaning a group of npcs and then a secondary group of ncps [and in the later levels up to 7 groups] in 1 'wave', you never know when you'll need that Phase Door, Inferno or other highly necessary/damaging talent ready and available.  Having as many options available at a time is the key to success.&lt;br /&gt;
&lt;br /&gt;
Along with the previous lines, at the end, right before you down the last enemy, activating your regenerative abilities if that ability is &amp;lt;85%~ filled. The down time between actual waves is usually long enough that the ability [whether a talent or inscription] will mostly be recovered from cool down, and by the time you need to use it again, it will be ready.&lt;br /&gt;
&lt;br /&gt;
If you are being presented with difficulty, focus on a class or on talents that are more defensive or mobility oriented.  Having the ability to survive attacks will allow you to play further and live longer, giving you more information about what to expect, and when.  Being a stone wall is fine, but a wall will fall.  A shadow, however, is never crumbled.&lt;br /&gt;
&lt;br /&gt;
Debuffs are almost as good as sustains in the arena. If you can blind, disease, poison, slow, stun, freeze, pin, burn; then you will definitely need to focus on those talents after either regenerative/defensive or mobile/escaping talents.  Due to the swarm nature of combat in the arena, being able to weaken that ranged attacker or that next turn coming big melee hitter turns in advance is invaluable.  However, do not rely too heavily on debuffs unless they are wide spread in their AOE, as completely hindering one out of twenty enemies isn’t beneficial.&lt;br /&gt;
&lt;br /&gt;
Cool downs matter more so, than the effect that they bring.  Options are needed and more options at a time in the Arena lead to greater success. You will need multiple ways to recover life, your main resource bar, escape, and do AOE damage.  So, having sources alternating on cool down [by having short cool downs or many repetitive sources of it] will greatly help ensure your survival.&lt;br /&gt;
&lt;br /&gt;
Activations, lots of equipment have them and they are secondary cool down relief resources. Use them often, especially in place of talents when applicable.  Specific things to look for are things that let you blink, Rush, Disengage, and use talents such as Tidal wave and other AOE effects.  Anything that lets you summon something is also extremely valuable.  If the enemy npcs have more than 1 target that isn't you, then that is less damage to yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Important resources needed:==&lt;br /&gt;
There are several very important things you need when you venture through the arena.  They are all important for different reasons, and you may not have access to all of them with any given class or build, but you should always strive to meet as many of these as you possibly can.&lt;br /&gt;
&lt;br /&gt;
===Healing / Regeneration / Damage Absorption===&lt;br /&gt;
The ability to recover life via means other than Resting, or to lessen or prevent damage altogether is perhaps the most important aspect in the Arena, T4 and any other rogue-like.  &lt;br /&gt;
		&lt;br /&gt;
Regarding life to the player, there are three main ways it can be influenced positively: Healing on the spot, Healing over Time and Prevention of Damage.  		&lt;br /&gt;
&lt;br /&gt;
With these three core ways to alter your life, you have to balance them out the best you can.  As all classes have access to Regeneration, Heal and Shield runes, but not all races [Undead cannot use Infusions {Regeneration/Heal} however they start with a shield and phase door rune in place of a wild and regeneration infusion], the ability to pick and choose the methods are varied.  Keep in mind however; the talent options that can replicate these inscription effects, so that you do not weigh too heavily in one type, as that does not allow the flexibility needed for play in the Arena.&lt;br /&gt;
&lt;br /&gt;
==Escape Options==&lt;br /&gt;
Having the ability to move your self a distance greater than one in a single turn is always beneficial.  In fact, it is absolutely necessary in the Arena, as its nature is to push you into a corner and not let you relieve yourself from this position.  So, escaping via just about any means is obviously, important.&lt;br /&gt;
		&lt;br /&gt;
Escape options are not entirely things that let you move more than a single tile a turn – no, an escape option is something that lets you decide a location (unless it cannot be blocked by something in your way) to move to, with little or no chance of it being blocked.  &lt;br /&gt;
		&lt;br /&gt;
Rush and Disengage are not actually escape options – they require a target, and you move to or away from that target, and this movement can be blocked by any solid object that takes up a tile [such as a wall or npc]; and that is bad in the Arena, considering how cramped it will get.  However, Ghoulish Leap, which is a similar talent, actually is a true escape option – it cannot be blocked by a wall or npc, and it does not require a target to be present, just a location.  However, if Rush or Disengage are the only multi-tile movement options that you have available, use them regardless.  &lt;br /&gt;
		&lt;br /&gt;
True and good escape options are Switch Places, Summon Swap, Phase Door and other such talents.  While some of these require a target or have harsh requirements [Switch Places], are still very much good escape options.  They cannot be blocked, and can be very helpful to create the path to escape.&lt;br /&gt;
		&lt;br /&gt;
The only common escape option that you cannot use in the arena is Teleport and all of its various sources.  The Arena is too small to make use of it, it will fail every time.&lt;br /&gt;
&lt;br /&gt;
==Status Infliction Recovery==&lt;br /&gt;
The ability to recover from status effects, especially Stun, Freeze, Blind, Slow, Disease and Pin, are essential in the Arena.  Unfortunately, there are very few ways to do this, but they are: Wild infusion, Providence and Restoration.  Providence is the best by far, as it will remove an effect every turn and will grant a life regeneration effect, but it is limited to just the Divine classes.  Restoration will only recover Poison and Disease, but even that limited scope will be helpful to the only class that has it (Archmage) and will help relieve the strain from the every useful Wild infusion.  A Wild infusion is an inscription that will recover minimally Poison, but also up to ALL status effects in the game, however, it will only remove one per activation.  That is okay though; as it does not require class or generic points to get one, and it also rewards the player with a x% resist all bonus for a duration.  The only limitation of availability for Wild infusions however, is that they cannot be used by Undead races.&lt;br /&gt;
&lt;br /&gt;
==Fast Cool Downs==&lt;br /&gt;
Having short or shortened (Quicken Spell) cool downs on your various options is very important.  The best way is to have multiple sources of a desirable effect, such as: Phase Door rune, Phase Door spell, Boots of Phasing all on the same character.  This allows you to rotate the cool down on each effect, granting you a sense of a faster reuse time.  However, the chances of this happening in the Arena are not very good, as equipment dropping will be quite rare, and usually not exactly what you are looking for.  However, this is not the only option, there is a second, more specialized option, and that is Quicken Spell.  However, this is limited to just Archmages and Shadowblades, and only shortens the cool down of spells.  A third option is having multiple effects that are similar, such as Rush and Disengage and Ghoulish Leap.  These three are all movement talents, while different, are similar.  Rush and Disengage are also available either separate or in tandem, to many classes.  And, all but Divine classes can be a Ghoul, to allow access to Ghoulish Leap.  &lt;br /&gt;
&lt;br /&gt;
==Speed Altering==&lt;br /&gt;
The ability to alter either your various speeds (positively) or the enemy actors speeds (negatively) can swing the advantage greatly in favor of one side or the other.  The most efficient for the player in the Arena specifically, however, is to increase their own speed, if at all possible.  The best examples are Essence of Speed, Blinding Speed and Speed or Movement infusions.  There are, various types of speed: Global, Attack, Movement, Spell, Summon and Shoot.&lt;br /&gt;
&lt;br /&gt;
==AOE Damage==&lt;br /&gt;
Being able to deal damage is very clearly a need in the Arena, but a particular type of damage is needed above all others: AOE.  Now then, AOE damage types are attacks that deal damage to an area greater than a single tile.  These are: Ball, Beam, Wave, Cloud, Burst, Cone and View.  Bolt or Melee are not applicable, as they will only effect a single tile.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
==Classes that will Have it Easy==&lt;br /&gt;
Generally, there are a handful of classes that will find the Arena overall easy, or at least, easier than others will find it.  They are: Archmage, Anorithil, Berserker, Cursed, Sun Paladin and to some extent Summoner.&lt;br /&gt;
	&lt;br /&gt;
The reasoning behind these classes is one of three: Extremely flexible, extremely defensive or extremely controlling.&lt;br /&gt;
&lt;br /&gt;
'''Extremely flexible – [Archmage, Anorthil]'''&lt;br /&gt;
The extreme flexibility and the amount of good options open at the right times offer a good deal of chance towards survival in the Arena.  Whether it be multiple escape options, AOE effects, fast cool downs or easy to replenish resources, the Archmage and Anorthil match up very well in the Arena.&lt;br /&gt;
&lt;br /&gt;
'''Extremely defensive – [Berserker, Sun Paladin]'''&lt;br /&gt;
The extremely defensive nature of these two classes helps them cope with the massive amount of enemies that will come flooding out.  While they will take a bit longer to fall into their safety zone than the extremely flexible classes, they may be the best suited towards life in the Arena.  The Berserker and Sun Paladin go about defense in very different ways however.  The Paladin goes through the ability to heal and prevent damage outright, where as the Berserker goes about it via rapidly increased regeneration rates and extremely high hp.  Which class you choose though, leads to the same end – a very tough opponent for anyone in the arena.&lt;br /&gt;
&lt;br /&gt;
'''Extremely controlling – [Cursed, Summoner]'''&lt;br /&gt;
The extremely controlling classes may be a bit different than the previous four, in that they are not really affecting themselves as much as they are affecting the space of the Arena itself.  A Cursed main controlling ability is the Gloom tree, and it is an awesome utility in the Arena.  As the size of the Gloom cloud is about the same size as the Arena itself, almost immediately, all enemies will become debuffed in some manner.  The Summoner goes about control differently however, but attempting to reposition the availability of room in the Arena.  By having multiple summons out, that creates two things: 1) Less maneuverability for enemies to get to you and kill you; 2) More targets for the enemies to bother with, giving you effectively more life.  Regardless of which class you play, both are almost equally well at handling the Arena.&lt;br /&gt;
 &lt;br /&gt;
==Classes that will have it rough==&lt;br /&gt;
Generally, there are a handful of classes that will have a hard time in the Arena, or at least, harder than others will find it.  They are: Arcane Blade, Archer, Reaver, Rogue and Slinger.&lt;br /&gt;
	&lt;br /&gt;
The reasoning behind these particular classes having it rough is pretty simple; they just are not built for that environment.  The Arena is small and has columns to hide behind, making ranged attacks not that great as you cannot create much space between yourself and the enemy[ies].  Not having mobility or much of it that is not breakable is also a death sentence.  And, DOT, while good in the main game, is not very applicable in the Arena mostly due to the shear number of npcs you will be facing – you do not have time to kill them off slowly.  Also, being very dependent on multiple stats being high or high enough early enough will make the class just too weak.  Also, the lack of options that some of these classes have, is very troubling.  &lt;br /&gt;
		&lt;br /&gt;
The Arcane Blade, while very offensive and having access to a good escape [Phase Door], is mostly a melee class that cannot defend themselves against a swarm style battle.  Even focusing on magic doesn’t help, as the Manasurge rune that they start with will be used ASAP, every time all the time that you never get a sense of rest or at easiness to calm down to.  &lt;br /&gt;
		&lt;br /&gt;
Archers and Slingers together, are not well suited at all in the Arena, being completely dependent on keeping out of melee and attacking from a distance.  Disengage will work fine until you start to get to the points of being surrounded, or there being so many npcs that you will only be able to move very few tiles [if any at all].  The low damage and very specific weapon dependent makes them very hard to play with any real success.&lt;br /&gt;
		&lt;br /&gt;
Reavers fall into a bad balance of needing to deal damage via a resource, and needing to fend for them via melee combat.  They are similar to how an Arcane Blade cannot make up their mind.  You can go the magic route, but then you will be so constantly starved for a resource or you will be doing so little damage that being overwhelmed will happen naturally and quickly.  If you go the melee route, then you are putting yourself into a position that you cannot defend yourself, due to your lack of defensive abilities, armor and hp.  &lt;br /&gt;
		&lt;br /&gt;
The Rogue is a bit of a pain in the Arena to play as.  You want to go slow, stealth around and try to stun and pick off as much stuff as possible, while trying to stay out of a multiple opponent situation.  The problem arises, however, that your damage potential and defensive abilities come at the same time and you have to choose which to develop.  In the end, you are too weak in either area when you need to be strong, that it makes it very difficult for success.&lt;br /&gt;
 &lt;br /&gt;
==Things to avoid:==&lt;br /&gt;
While there are things that you will find very useful during your conquest to celebrity, there are also a few things that will be utterly useless.  You don’t necessarily need to avoid these, but they will have no real effect.  They are: Light and Light Sources, Mapping, Teleport (as in the spell, the rune the wand and all other sources of Teleport itself), High Single Target Damage (unless that is all you can offer), and Overkill.&lt;br /&gt;
	&lt;br /&gt;
As the Arena is small, and permanently lit, you do not need lightning or light sources (unless they grant you some extra ability), or Teleportation (as it will fizzle).  High Single Target Damage is practically useless in the arena because most every single enemy you will confront will be low in hp/armor/resistances and you will be more concerned about the swarming nature of the combat that takes place there.  Overkill is the least desired aspect in the Arena.  Yes, you want to kill fast, but if you are dealing greater than 150% max hp damage to enemies, then the entire extra offensive is going to waste, when it could be turned into some other, more positive aspect.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=2556</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=2556"/>
				<updated>2013-04-01T19:21:01Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Created page with &amp;quot;Category:Guides Need some help? Check out these guides for assistance.  ==New Players== Guides meant for newer players. *Survival guide  ==Class Specific== Guides for ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=2555</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=2555"/>
				<updated>2013-04-01T19:17:41Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Note: This guide is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards.&lt;br /&gt;
 &lt;br /&gt;
==Life, Armour and Defense==&lt;br /&gt;
Having a decently high [[Life]] rating is important, because it will help you survive when you take damage unexpectedly.  You shouldn't neglect [[Constitution]] when building your stats.  Likewise, equipment with a bonus to max Life can mean the difference between being one-shotted, or being gravely injured but having a chance to escape.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] and [[Defense]] help you survive against physical attacks (melee or archery), which are by far the most common threats.  Getting respectable scores in one or both of those will do wonders for your longevity.&lt;br /&gt;
 &lt;br /&gt;
==Saves==&lt;br /&gt;
[[Saves]], or saving throws, are extremely important for preventing death by negative effects (stun, confusion, disease, etc. -- see below).  You probably won't be able to avoid ''all'' of the negative effects, but you should aim for preventing as many as you can.  Even if you don't fully prevent an effect, a high save can reduce its duration.&lt;br /&gt;
&lt;br /&gt;
If your race or class has a skill that gives you bonuses to saves, ''learn it''!  Also collect gear that give you good saves, because you'll need them.&lt;br /&gt;
 &lt;br /&gt;
==Escapes==&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are, in fact, quite avoidable if you play your cards right.  The thing to remember is this:&lt;br /&gt;
&lt;br /&gt;
'''Always have an escape ready, and use it liberally.'''&lt;br /&gt;
&lt;br /&gt;
By &amp;quot;an escape&amp;quot; I mean some way to remove yourself from a combat situation.  And by &amp;quot;liberally&amp;quot;, I mean before you're down to the last 30% of your health.  If you are able to do this, and you exercise the appropriate amount of caution, your survival rate will shoot up dramatically.  For most classes, the best escapes tend to come in the form of infusions.  Here are some universally available escapes, ranked roughly in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
*'''Phase door rune''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives.&lt;br /&gt;
*'''Sun infusion''': Surprisingly helpful in the early game, although snakes are blind-immune.  Later on, most bosses are blind-immune as well, so a sun infusion won't help you escape from them.  It does, however, allow melee characters combat dreads and dreadmasters which you'll hit mid-game.&lt;br /&gt;
*'''Invisibility rune''': Like sun infusions, except instead of not working against blind-immune enemies (of which there are many in the mid- to late-game), it doesn't work against enemies that see invisible (of which there are few throughout the entire game).&lt;br /&gt;
*'''Teleport rune''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet, so for maximum safety you have to teleport before you're down to your last 1 hp.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's Switch Place, or a dwarf's Stone Walking.  So if you have one or more of these things, or if you're antimagic (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at Last Hope sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an infusion.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
 &lt;br /&gt;
==Status effects==&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': Although capped at 50% power, a 50% chance of your escape not working, and of you dying, is still way too high.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 4 talents on cooldown when you get stunned, and your cooldowns do not count down.  If one of those 4 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.  Since stun always puts 4 talents on cooldown, an unintuitive way to deal with this is to simply have a lot of active talents, thus reducing the odds that your escape gets put on cooldown.  Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over.  Stun is usually a physical effect, so you can also stack physical saves, or stun immunity.  Stun can never put your torque of psychoportation on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Daze]]''': This was changed to something like a stun+pin in recent versions of the game.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
 &lt;br /&gt;
==Resists==&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the lightning quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into Thick Skin as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (saves, defense, stats).&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=2554</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=2554"/>
				<updated>2013-04-01T19:17:07Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
==A Survival Guide to ToME4==&lt;br /&gt;
Note: This guide is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards.&lt;br /&gt;
 &lt;br /&gt;
===Life, Armour and Defense===&lt;br /&gt;
Having a decently high [[Life]] rating is important, because it will help you survive when you take damage unexpectedly.  You shouldn't neglect [[Constitution]] when building your stats.  Likewise, equipment with a bonus to max Life can mean the difference between being one-shotted, or being gravely injured but having a chance to escape.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] and [[Defense]] help you survive against physical attacks (melee or archery), which are by far the most common threats.  Getting respectable scores in one or both of those will do wonders for your longevity.&lt;br /&gt;
 &lt;br /&gt;
===Saves===&lt;br /&gt;
[[Saves]], or saving throws, are extremely important for preventing death by negative effects (stun, confusion, disease, etc. -- see below).  You probably won't be able to avoid ''all'' of the negative effects, but you should aim for preventing as many as you can.  Even if you don't fully prevent an effect, a high save can reduce its duration.&lt;br /&gt;
&lt;br /&gt;
If your race or class has a skill that gives you bonuses to saves, ''learn it''!  Also collect gear that give you good saves, because you'll need them.&lt;br /&gt;
 &lt;br /&gt;
===Escapes===&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are, in fact, quite avoidable if you play your cards right.  The thing to remember is this:&lt;br /&gt;
&lt;br /&gt;
'''Always have an escape ready, and use it liberally.'''&lt;br /&gt;
&lt;br /&gt;
By &amp;quot;an escape&amp;quot; I mean some way to remove yourself from a combat situation.  And by &amp;quot;liberally&amp;quot;, I mean before you're down to the last 30% of your health.  If you are able to do this, and you exercise the appropriate amount of caution, your survival rate will shoot up dramatically.  For most classes, the best escapes tend to come in the form of infusions.  Here are some universally available escapes, ranked roughly in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
*'''Phase door rune''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives.&lt;br /&gt;
*'''Sun infusion''': Surprisingly helpful in the early game, although snakes are blind-immune.  Later on, most bosses are blind-immune as well, so a sun infusion won't help you escape from them.  It does, however, allow melee characters combat dreads and dreadmasters which you'll hit mid-game.&lt;br /&gt;
*'''Invisibility rune''': Like sun infusions, except instead of not working against blind-immune enemies (of which there are many in the mid- to late-game), it doesn't work against enemies that see invisible (of which there are few throughout the entire game).&lt;br /&gt;
*'''Teleport rune''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet, so for maximum safety you have to teleport before you're down to your last 1 hp.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's Switch Place, or a dwarf's Stone Walking.  So if you have one or more of these things, or if you're antimagic (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at Last Hope sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an infusion.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
 &lt;br /&gt;
===Status effects===&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': Although capped at 50% power, a 50% chance of your escape not working, and of you dying, is still way too high.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 4 talents on cooldown when you get stunned, and your cooldowns do not count down.  If one of those 4 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.  Since stun always puts 4 talents on cooldown, an unintuitive way to deal with this is to simply have a lot of active talents, thus reducing the odds that your escape gets put on cooldown.  Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over.  Stun is usually a physical effect, so you can also stack physical saves, or stun immunity.  Stun can never put your torque of psychoportation on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Daze]]''': This was changed to something like a stun+pin in recent versions of the game.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
 &lt;br /&gt;
===Resists===&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the lightning quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into Thick Skin as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (saves, defense, stats).&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=2553</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=2553"/>
				<updated>2013-04-01T19:17:00Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]==A Survival Guide to ToME4==&lt;br /&gt;
Note: This guide is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards.&lt;br /&gt;
 &lt;br /&gt;
===Life, Armour and Defense===&lt;br /&gt;
Having a decently high [[Life]] rating is important, because it will help you survive when you take damage unexpectedly.  You shouldn't neglect [[Constitution]] when building your stats.  Likewise, equipment with a bonus to max Life can mean the difference between being one-shotted, or being gravely injured but having a chance to escape.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] and [[Defense]] help you survive against physical attacks (melee or archery), which are by far the most common threats.  Getting respectable scores in one or both of those will do wonders for your longevity.&lt;br /&gt;
 &lt;br /&gt;
===Saves===&lt;br /&gt;
[[Saves]], or saving throws, are extremely important for preventing death by negative effects (stun, confusion, disease, etc. -- see below).  You probably won't be able to avoid ''all'' of the negative effects, but you should aim for preventing as many as you can.  Even if you don't fully prevent an effect, a high save can reduce its duration.&lt;br /&gt;
&lt;br /&gt;
If your race or class has a skill that gives you bonuses to saves, ''learn it''!  Also collect gear that give you good saves, because you'll need them.&lt;br /&gt;
 &lt;br /&gt;
===Escapes===&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are, in fact, quite avoidable if you play your cards right.  The thing to remember is this:&lt;br /&gt;
&lt;br /&gt;
'''Always have an escape ready, and use it liberally.'''&lt;br /&gt;
&lt;br /&gt;
By &amp;quot;an escape&amp;quot; I mean some way to remove yourself from a combat situation.  And by &amp;quot;liberally&amp;quot;, I mean before you're down to the last 30% of your health.  If you are able to do this, and you exercise the appropriate amount of caution, your survival rate will shoot up dramatically.  For most classes, the best escapes tend to come in the form of infusions.  Here are some universally available escapes, ranked roughly in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
*'''Phase door rune''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives.&lt;br /&gt;
*'''Sun infusion''': Surprisingly helpful in the early game, although snakes are blind-immune.  Later on, most bosses are blind-immune as well, so a sun infusion won't help you escape from them.  It does, however, allow melee characters combat dreads and dreadmasters which you'll hit mid-game.&lt;br /&gt;
*'''Invisibility rune''': Like sun infusions, except instead of not working against blind-immune enemies (of which there are many in the mid- to late-game), it doesn't work against enemies that see invisible (of which there are few throughout the entire game).&lt;br /&gt;
*'''Teleport rune''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet, so for maximum safety you have to teleport before you're down to your last 1 hp.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's Switch Place, or a dwarf's Stone Walking.  So if you have one or more of these things, or if you're antimagic (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at Last Hope sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an infusion.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
 &lt;br /&gt;
===Status effects===&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': Although capped at 50% power, a 50% chance of your escape not working, and of you dying, is still way too high.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 4 talents on cooldown when you get stunned, and your cooldowns do not count down.  If one of those 4 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.  Since stun always puts 4 talents on cooldown, an unintuitive way to deal with this is to simply have a lot of active talents, thus reducing the odds that your escape gets put on cooldown.  Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over.  Stun is usually a physical effect, so you can also stack physical saves, or stun immunity.  Stun can never put your torque of psychoportation on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Daze]]''': This was changed to something like a stun+pin in recent versions of the game.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
 &lt;br /&gt;
===Resists===&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the lightning quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into Thick Skin as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (saves, defense, stats).&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Survival_guide&amp;diff=2552</id>
		<title>Survival guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Survival_guide&amp;diff=2552"/>
				<updated>2013-04-01T19:16:18Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Created page with &amp;quot;==A Survival Guide to ToME4== Note: This guide is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards.   ===Life, Arm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A Survival Guide to ToME4==&lt;br /&gt;
Note: This guide is meant for new players who find themselves dying a lot, so it will not cover some of the more esoteric hazards.&lt;br /&gt;
 &lt;br /&gt;
===Life, Armour and Defense===&lt;br /&gt;
Having a decently high [[Life]] rating is important, because it will help you survive when you take damage unexpectedly.  You shouldn't neglect [[Constitution]] when building your stats.  Likewise, equipment with a bonus to max Life can mean the difference between being one-shotted, or being gravely injured but having a chance to escape.&lt;br /&gt;
&lt;br /&gt;
[[Armour]] and [[Defense]] help you survive against physical attacks (melee or archery), which are by far the most common threats.  Getting respectable scores in one or both of those will do wonders for your longevity.&lt;br /&gt;
 &lt;br /&gt;
===Saves===&lt;br /&gt;
[[Saves]], or saving throws, are extremely important for preventing death by negative effects (stun, confusion, disease, etc. -- see below).  You probably won't be able to avoid ''all'' of the negative effects, but you should aim for preventing as many as you can.  Even if you don't fully prevent an effect, a high save can reduce its duration.&lt;br /&gt;
&lt;br /&gt;
If your race or class has a skill that gives you bonuses to saves, ''learn it''!  Also collect gear that give you good saves, because you'll need them.&lt;br /&gt;
 &lt;br /&gt;
===Escapes===&lt;br /&gt;
The vast majority of early- to mid-game &amp;quot;unavoidable&amp;quot; deaths come from a very predictable set of circumstances that are, in fact, quite avoidable if you play your cards right.  The thing to remember is this:&lt;br /&gt;
&lt;br /&gt;
'''Always have an escape ready, and use it liberally.'''&lt;br /&gt;
&lt;br /&gt;
By &amp;quot;an escape&amp;quot; I mean some way to remove yourself from a combat situation.  And by &amp;quot;liberally&amp;quot;, I mean before you're down to the last 30% of your health.  If you are able to do this, and you exercise the appropriate amount of caution, your survival rate will shoot up dramatically.  For most classes, the best escapes tend to come in the form of infusions.  Here are some universally available escapes, ranked roughly in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
*'''Phase door rune''': The worst escape in the game, it has a tendency to do nothing helpful for you, or even put you in a worse situation than before.  However, it's better than nothing and in the very early game, you may have no alternatives.&lt;br /&gt;
*'''Sun infusion''': Surprisingly helpful in the early game, although snakes are blind-immune.  Later on, most bosses are blind-immune as well, so a sun infusion won't help you escape from them.  It does, however, allow melee characters combat dreads and dreadmasters which you'll hit mid-game.&lt;br /&gt;
*'''Invisibility rune''': Like sun infusions, except instead of not working against blind-immune enemies (of which there are many in the mid- to late-game), it doesn't work against enemies that see invisible (of which there are few throughout the entire game).&lt;br /&gt;
*'''Teleport rune''': Has a chance of landing you in the midst of more enemies, especially if you haven't cleared out most of the level yet, so for maximum safety you have to teleport before you're down to your last 1 hp.  Also tends to fail on very small levels, like ambushes.  Otherwise, the standard go-to escape.&lt;br /&gt;
*'''Movement infusion''': Like a perfectly controlled phase door, but with the catch that you can't be surrounded.  It has the advantage of being able to be used inside vaults and other no-teleport zones, and the disadvantage can be negated by things like a rogue's Switch Place, or a dwarf's Stone Walking.  So if you have one or more of these things, or if you're antimagic (and therefore can't use runes), movement infusions are the way to go.  The infusion shop at Last Hope sometimes stocks these, so once you collect your first 80 gold or so, it's worth coming here just to buy a movement infusion.&lt;br /&gt;
*'''Torque of psychoportation''': Unlike the others, this is a charm, not an infusion.  This means that it won't eat up an infusion slot, and it will only eat up your tool slot if you want an on-demand escape.  If you have enough foresight to switch to it 3 turns before you actually need to escape, then you can simply keep it in your inventory and it won't even use your tool slot in the meanwhile.  Now, the disadvantages are that, like the phase door rune, it has no minimum radius, so you might end up just one space away.  The chances of this are small, however, as psychoport torques tend to have a much higher maximum radius.  Also, since it's a charm, it shares a cooldown with all of your other charms.  Disadvantages aside, there's almost nothing to be lost from just keeping one in your inventory, and it has fantastic synergy with movement infusions.&lt;br /&gt;
 &lt;br /&gt;
===Status effects===&lt;br /&gt;
Even with good saves, you're still going to get hit by some detrimental status effects.  These won't kill you directly, but they'll leave you vulnerable.  Even worse, some of the effects leave you open to ''more'' negative effects, and pretty soon you're completely unable to do anything but die.&lt;br /&gt;
&lt;br /&gt;
The worst part of status effects is having your escapes negated, either by having them on cooldown, or by having them fail when activated, or by having your feet stuck to the floor (which negates things like movement infusions, but not teleports).&lt;br /&gt;
&lt;br /&gt;
*'''[[Confusion]]''': Although capped at 50% power, a 50% chance of your escape not working, and of you dying, is still way too high.  The vast majority of confusions are mental effects, so a mental wild infusion will clear this right up.  It's even instant, so the wild infusion itself will never fail due to confusion.  Do note, however, that there are some enemies, most notably snow giants and wights, who come in packs and all have the ability to confuse, so you might end up using your wild infusion only to be confused again immediately.  Alternatively, you can stack confuse immunity or mental saves.  Also note that torques of psychoportation, being an item, can be used with guaranteed success even while confused.&lt;br /&gt;
*'''[[Stun]]''': Puts 4 talents on cooldown when you get stunned, and your cooldowns do not count down.  If one of those 4 talents happens to be your escape, then you may be in trouble.  The most obvious solution is a physical wild infusion, but unlike with confusion, this is less reliable.  That's because wild infusions clear only one condition of their type, and since there aren't many mental conditions, you're unlikely to have another one on top of your confusion.  However, there are tons of physical effects, and they're quite commonplace.  Burns, poisons, insidious poisons, cripple, slow, you name it.  It's quite possible that you'll be stunned, and have one of those other physical effects, and if your physical wild infusion fails to clear the stun and instead clears that 2-damage-per-turn-for-6-turns bleed, you may regret your decision to rely on that physical wild infusion.  Since stun always puts 4 talents on cooldown, an unintuitive way to deal with this is to simply have a lot of active talents, thus reducing the odds that your escape gets put on cooldown.  Also, stuns tend not to hamper your defenses too much, so often you can just tank through it with a regeneration infusion or whatever, and then escape when the stun is over.  Stun is usually a physical effect, so you can also stack physical saves, or stun immunity.  Stun can never put your torque of psychoportation on cooldown.&lt;br /&gt;
*'''[[Freeze]]''': Similar to stun, to the point of relying on the same immunity.  The differences are: (1) you can't move until the ice block is shattered (see Pin below), and (2) you can't attack NPCs while frozen -- your attacks do damage to the ice block instead.  You can either clear it with a physical wild infusion, or tank through it with regeneration effects, or dish out some damage to destroy the ice block.  The nice thing about freeze is that you're immune to further effects and you take less damage while frozen.&lt;br /&gt;
*'''[[Silence]]''': Prevents you from using spells.  Runes count as spells.  If you rely on spells to survive, then you'll want a mental wild infusion to clear this up, or just don't rely on a rune (hint hint, movement infusions) as your escape.&lt;br /&gt;
*'''[[Pin]]''': Another physical effect (usually), but it only stops movement infusions so if you have anything else, you're fine.  Plus if you're a ranged class, usually you don't even care if you're pinned.&lt;br /&gt;
*'''[[Daze]]''': This was changed to something like a stun+pin in recent versions of the game.  It's negated by taking damage, so usually you'll only be dazed for a single turn regardless of the duration of the effect (unless you're not being attacked, in which case, you don't really care as much).  Attacking something that has retaliation damage should break the daze, at the cost of one turn spent attacking with reduced damage output.  The pinning part negates some escapes, though.&lt;br /&gt;
*'''[[Pacification hex (talent)|Pacification Hex]]''': A devastating mental effect that lasts for 20 turns and dazes you every so often, it is yet another reason, in addition to Confusion, that mental wild infusions are so useful.  A high mental save is also effective against Pacification Hex because it now gives you a chance per turn to break the hex.&lt;br /&gt;
 &lt;br /&gt;
===Resists===&lt;br /&gt;
This is last, because these don't really matter a whole lot until the later stages of the game (although the lightning quest in [[Derth]] is an early exception).  Resists will help you survive, so don't neglect those either.  Put 5 points into Thick Skin as soon as you can, for the +15% all resistance.  Wear gear that gives resistances to the kinds of attacks you expect to be facing in the near future, unless it would take away something you need even more (saves, defense, stats).&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talent&amp;diff=2551</id>
		<title>Talent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talent&amp;diff=2551"/>
				<updated>2013-04-01T19:13:02Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Talents]]&lt;br /&gt;
Talents are all of the skills and spells your character can learn.  Most are available based on your [[classes|class]], although some can be learned from [[escorts|escort quests]] or other [[quests]].  &lt;br /&gt;
&lt;br /&gt;
==Talent Types==&lt;br /&gt;
*[[Celestial (category type)|Celestial]]&lt;br /&gt;
*[[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
*[[Corruption (category type)|Corruption]]&lt;br /&gt;
*[[Cunning (category type)|Cunning]]&lt;br /&gt;
*[[Cursed (category type)|Cursed]]&lt;br /&gt;
*[[Psionic (category type)|Psionic]]&lt;br /&gt;
*[[Race (category type)|Race]]&lt;br /&gt;
*[[Spell (category type)|Spell]]&lt;br /&gt;
*[[Technique (category type)|Technique]]&lt;br /&gt;
*[[Undead (category type)|Undead]]&lt;br /&gt;
*[[Wild-gift (category type)|Wild-gift]]&lt;br /&gt;
 &lt;br /&gt;
==Talent Details==&lt;br /&gt;
&lt;br /&gt;
There are three basic types of talents: ''Passive'', ''Active'' and ''Sustained''.  Passive talents are always in effect once you know them; you don't have to do anything to make them work, and they cannot be deactivated by enemies.  An example of a passive talent is Combat Accuracy.&lt;br /&gt;
&lt;br /&gt;
Active talents have to be triggered, either by pressing a hotkey or clicking an icon on the talent/hotkey bar at the bottom of the screen.  There is often (but not always) a resource cost to activate the talent, and a cooldown period before the talent can be used again.&lt;br /&gt;
&lt;br /&gt;
Most active talents cost 1 turn to activate, but some are instantaneous (notably, wild [[inscriptions|wild infusions and shielding runes]] and most of the basic racial talents).  Some active talents affect only the character using them (e.g. healing, teleport, shielding, ...), while others are targeted at a single opponent ([[Dirty fighting (talent)|Dirty Fighting]], [[Assault (talent)|Assault]]), or a selectable area of the map ([[Fire breath (talent)|Fire Breath]]), or the tiles around the character ([[Death dance (talent)|Death Dance]]), etc.  Some of them produce effects that linger for a while (on the map, or on characters); others are resolved immediately.  Each talent is different.&lt;br /&gt;
&lt;br /&gt;
Sustained talents are triggered like active talents, but they remain in effect until deactivated.  Most of them produce an effect that benefits the character using them; for example, Icy Skin gives [[armour]] and cold retaliation damage.  Most sustained talents have a resource cost associated with them, which decreases the total available pool of that resource for as long as the talent is in effect.  For example, Blur Sight is a sustained talent with a [[Mana]] cost of 30.  If your character has a pool of 200 Mana, activating [[Blur sight (talent)|Blur Sight]] will decrease your Mana pool to 170.  [[Stamina]]-using sustained talents work similarly.&lt;br /&gt;
&lt;br /&gt;
Sustained talents that use [[Equilibrium]] or [[Paradox]] work a little bit differently, since those resources operate in reverse.  Icy Skin has a sustained Equilibrium cost of 30.  Normally, your Equilibrium level will drop toward 0 when Meditating or walking on the world map.  When Icy Skin is in effect, your Equilibrium level will not drop below 30.  Likewise, Weapon Folding has a sustained Paradox cost of 75.  When it's in effect, your Paradox level cannot drop below 75.&lt;br /&gt;
&lt;br /&gt;
Sustained talents, and effects obtained from active talents, can sometimes be deactivated by enemies.  Be careful out there!&lt;br /&gt;
 &lt;br /&gt;
For more details on how talents work see [[Talent mechanics]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talent&amp;diff=2550</id>
		<title>Talent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talent&amp;diff=2550"/>
				<updated>2013-04-01T19:12:54Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Talents]]&lt;br /&gt;
Talents are all of the skills and spells your character can learn.  Most are available based on your [[classes|class]], although some can be learned from [[escorts|escort quests]] or other [[quests]].  &lt;br /&gt;
&lt;br /&gt;
==Talent Types==&lt;br /&gt;
*[[Celestial (category type)|Celestial]]&lt;br /&gt;
*[[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
*[[Corruption (category type)|Corruption]]&lt;br /&gt;
*[[Cunning (category type)|Cunning]]&lt;br /&gt;
*[[Cursed (category type)|Cursed]]&lt;br /&gt;
*[[Psionic (category type)|Psionic]]&lt;br /&gt;
*[[Race (category type)|Race]]&lt;br /&gt;
*[[Spell (category type)|Spell]]&lt;br /&gt;
*[[Technique (category type)|Technique]]&lt;br /&gt;
*[[Undead (category type)|Undead]]&lt;br /&gt;
*[[Wild-gift (category type)|Wild-gift]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Talent Details==&lt;br /&gt;
&lt;br /&gt;
There are three basic types of talents: ''Passive'', ''Active'' and ''Sustained''.  Passive talents are always in effect once you know them; you don't have to do anything to make them work, and they cannot be deactivated by enemies.  An example of a passive talent is Combat Accuracy.&lt;br /&gt;
&lt;br /&gt;
Active talents have to be triggered, either by pressing a hotkey or clicking an icon on the talent/hotkey bar at the bottom of the screen.  There is often (but not always) a resource cost to activate the talent, and a cooldown period before the talent can be used again.&lt;br /&gt;
&lt;br /&gt;
Most active talents cost 1 turn to activate, but some are instantaneous (notably, wild [[inscriptions|wild infusions and shielding runes]] and most of the basic racial talents).  Some active talents affect only the character using them (e.g. healing, teleport, shielding, ...), while others are targeted at a single opponent ([[Dirty fighting (talent)|Dirty Fighting]], [[Assault (talent)|Assault]]), or a selectable area of the map ([[Fire breath (talent)|Fire Breath]]), or the tiles around the character ([[Death dance (talent)|Death Dance]]), etc.  Some of them produce effects that linger for a while (on the map, or on characters); others are resolved immediately.  Each talent is different.&lt;br /&gt;
&lt;br /&gt;
Sustained talents are triggered like active talents, but they remain in effect until deactivated.  Most of them produce an effect that benefits the character using them; for example, Icy Skin gives [[armour]] and cold retaliation damage.  Most sustained talents have a resource cost associated with them, which decreases the total available pool of that resource for as long as the talent is in effect.  For example, Blur Sight is a sustained talent with a [[Mana]] cost of 30.  If your character has a pool of 200 Mana, activating [[Blur sight (talent)|Blur Sight]] will decrease your Mana pool to 170.  [[Stamina]]-using sustained talents work similarly.&lt;br /&gt;
&lt;br /&gt;
Sustained talents that use [[Equilibrium]] or [[Paradox]] work a little bit differently, since those resources operate in reverse.  Icy Skin has a sustained Equilibrium cost of 30.  Normally, your Equilibrium level will drop toward 0 when Meditating or walking on the world map.  When Icy Skin is in effect, your Equilibrium level will not drop below 30.  Likewise, Weapon Folding has a sustained Paradox cost of 75.  When it's in effect, your Paradox level cannot drop below 75.&lt;br /&gt;
&lt;br /&gt;
Sustained talents, and effects obtained from active talents, can sometimes be deactivated by enemies.  Be careful out there!&lt;br /&gt;
 &lt;br /&gt;
For more details on how talents work see [[Talent mechanics]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talent_mechanics&amp;diff=2549</id>
		<title>Talent mechanics</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talent_mechanics&amp;diff=2549"/>
				<updated>2013-04-01T19:12:31Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Created page with &amp;quot;Category:Game MechanicsCategory:Talents == Formulas ==  Documenting the effects of the talents is quite difficult because the code is not only complicated, but also ''...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]][[Category:Talents]]&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
Documenting the effects of the talents is quite difficult because the code is not only complicated, but also ''changing''.  Many of the wiki pages have incorrect or incomplete numbers, or are just plain missing whole sections.  This is all a work in progress.&lt;br /&gt;
&lt;br /&gt;
Here are some notes on reading the source code, which is the only way we can get this documentation back into shape.&lt;br /&gt;
 &lt;br /&gt;
=== Talent Damage ===&lt;br /&gt;
Many talents use one of the functions ''combatTalentPhysicalDamage(t, base, max)'' or ''combatTalentMindDamage(t, base, max)'' or ''combatTalentSpellDamage(t, base, max)''.  (These aren't just used to calculate damages, either -- they are used for all kinds of numeric outputs.)  Explaining these functions requires several steps.&lt;br /&gt;
&lt;br /&gt;
The first thing to understand is that each of these functions has another hidden input.  For ''combatTalentPhysicalDamage'', your Physical Power is also used.  For ''combatTalentMindDamage'' your Mindpower is used, and for ''combatTalentSpellDamage'' your Spellpower is used.&lt;br /&gt;
&lt;br /&gt;
Next, ''max'' is used to fix a sort of upper bound on the function's output.  ''max'' is the value that the function should produce (before the final rescaling step) if your Power (physical, mind or spell) level is 100 and your effective talent level is 5.  A modifier is calculated using this formula:&lt;br /&gt;
&lt;br /&gt;
 mod = max / [(base + 100) * ((sqrt[5] - 1) * 0.8 + 1)]&lt;br /&gt;
&lt;br /&gt;
Then the formula is reused, only this time with your Power level instead of 100, and your effective talent level instead of 5, and is scaled using the modifier:&lt;br /&gt;
&lt;br /&gt;
 raw_dmg = [(base + power) * ((sqrt[talent] - 1) * 0.8 + 1)] * mod&lt;br /&gt;
&lt;br /&gt;
Finally, the damage is rescaled:&lt;br /&gt;
&lt;br /&gt;
 dmg = raw_dmg ^ 1.04&lt;br /&gt;
&lt;br /&gt;
Let's try an example: Resolve (Wild-gift/Antimagic) gives, among other things, an effect which confers ''combatTalentMindDamage(t, 10, 40)'' percent elemental resistance.  What does this mean for us?&lt;br /&gt;
&lt;br /&gt;
Well, we know that if we had 100 Mindpower and an effective talent level of 5 in Resolve, it would give (40 ^ 1.04)% resistance (or 46.36%), because the third argument (''max'') is 40.  From ''max'', we can calculate the internal ''mod'' variable:&lt;br /&gt;
&lt;br /&gt;
 mod = 40 / [(10 + 100) * ((sqrt[5] - 1) * 0.8 + 1)]&lt;br /&gt;
     = 0.1828&lt;br /&gt;
&lt;br /&gt;
Now, given a talent level and a Mindpower level, we can calculate how much &amp;quot;damage&amp;quot; (resistance) it gives.  With two inputs and one output, we'd need a three-dimensional plot to show the results graphically, and it would be hard to read.  It might be more helpful (and it's certainly ''easier'') to take a few arbitrary input pairs and calculate the result:&lt;br /&gt;
&lt;br /&gt;
 Talent  Mindpower  Resistance&lt;br /&gt;
  1.00      20         5.87%&lt;br /&gt;
  2.00      30        10.66%&lt;br /&gt;
  4.00      45        20.32%&lt;br /&gt;
  5.00     100        46.35%&lt;br /&gt;
 &lt;br /&gt;
=== mindDamage ===&lt;br /&gt;
&lt;br /&gt;
Someone made up the shorthand notation ''mindDamage(x, y)''.  This is equivalent to ''combatTalentMindDamage(t, x, y)'' from the previous section.&lt;br /&gt;
 &lt;br /&gt;
=== Talent Modifier ===&lt;br /&gt;
Talent Modifier (which is used in the Talent Damage calculation, above) is calculated as: &lt;br /&gt;
&lt;br /&gt;
 (sqrt[talent] -1) * 0.8 + 1&lt;br /&gt;
&lt;br /&gt;
Here's a table of values for common talent levels.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!effective talent level !! talent modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0.0 || 0.20&lt;br /&gt;
|-&lt;br /&gt;
| 0.7 || 0.87&lt;br /&gt;
|-&lt;br /&gt;
| 1.0 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| 1.3 || 1.11&lt;br /&gt;
|-&lt;br /&gt;
| 2.0 || 1.33&lt;br /&gt;
|-&lt;br /&gt;
| 2.6 || 1.49&lt;br /&gt;
|-&lt;br /&gt;
| 3.0 || 1.58&lt;br /&gt;
|-&lt;br /&gt;
| 3.9 || 1.78&lt;br /&gt;
|-&lt;br /&gt;
| 4.0 || 1.80&lt;br /&gt;
|-&lt;br /&gt;
| 5.0 || 1.99&lt;br /&gt;
|-&lt;br /&gt;
| 5.2 || 2.02&lt;br /&gt;
|-&lt;br /&gt;
| 6.5 || 2.24&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Talent&amp;diff=2548</id>
		<title>Talent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Talent&amp;diff=2548"/>
				<updated>2013-04-01T19:09:39Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Created page with &amp;quot;Talents are all of the skills and spells your character can learn.  Most are available based on your class, although some can be learned from [[escorts|escort ques...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Talents are all of the skills and spells your character can learn.  Most are available based on your [[classes|class]], although some can be learned from [[escorts|escort quests]] or other [[quests]].  &lt;br /&gt;
&lt;br /&gt;
==Talent Types==&lt;br /&gt;
*[[Celestial (category type)|Celestial]]&lt;br /&gt;
*[[Chronomancy (category type)|Chronomancy]]&lt;br /&gt;
*[[Corruption (category type)|Corruption]]&lt;br /&gt;
*[[Cunning (category type)|Cunning]]&lt;br /&gt;
*[[Cursed (category type)|Cursed]]&lt;br /&gt;
*[[Psionic (category type)|Psionic]]&lt;br /&gt;
*[[Race (category type)|Race]]&lt;br /&gt;
*[[Spell (category type)|Spell]]&lt;br /&gt;
*[[Technique (category type)|Technique]]&lt;br /&gt;
*[[Undead (category type)|Undead]]&lt;br /&gt;
*[[Wild-gift (category type)|Wild-gift]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Talent Details==&lt;br /&gt;
&lt;br /&gt;
There are three basic types of talents: ''Passive'', ''Active'' and ''Sustained''.  Passive talents are always in effect once you know them; you don't have to do anything to make them work, and they cannot be deactivated by enemies.  An example of a passive talent is Combat Accuracy.&lt;br /&gt;
&lt;br /&gt;
Active talents have to be triggered, either by pressing a hotkey or clicking an icon on the talent/hotkey bar at the bottom of the screen.  There is often (but not always) a resource cost to activate the talent, and a cooldown period before the talent can be used again.&lt;br /&gt;
&lt;br /&gt;
Most active talents cost 1 turn to activate, but some are instantaneous (notably, wild [[inscriptions|wild infusions and shielding runes]] and most of the basic racial talents).  Some active talents affect only the character using them (e.g. healing, teleport, shielding, ...), while others are targeted at a single opponent ([[Dirty fighting (talent)|Dirty Fighting]], [[Assault (talent)|Assault]]), or a selectable area of the map ([[Fire breath (talent)|Fire Breath]]), or the tiles around the character ([[Death dance (talent)|Death Dance]]), etc.  Some of them produce effects that linger for a while (on the map, or on characters); others are resolved immediately.  Each talent is different.&lt;br /&gt;
&lt;br /&gt;
Sustained talents are triggered like active talents, but they remain in effect until deactivated.  Most of them produce an effect that benefits the character using them; for example, Icy Skin gives [[armour]] and cold retaliation damage.  Most sustained talents have a resource cost associated with them, which decreases the total available pool of that resource for as long as the talent is in effect.  For example, Blur Sight is a sustained talent with a [[Mana]] cost of 30.  If your character has a pool of 200 Mana, activating [[Blur sight (talent)|Blur Sight]] will decrease your Mana pool to 170.  [[Stamina]]-using sustained talents work similarly.&lt;br /&gt;
&lt;br /&gt;
Sustained talents that use [[Equilibrium]] or [[Paradox]] work a little bit differently, since those resources operate in reverse.  Icy Skin has a sustained Equilibrium cost of 30.  Normally, your Equilibrium level will drop toward 0 when Meditating or walking on the world map.  When Icy Skin is in effect, your Equilibrium level will not drop below 30.  Likewise, Weapon Folding has a sustained Paradox cost of 75.  When it's in effect, your Paradox level cannot drop below 75.&lt;br /&gt;
&lt;br /&gt;
Sustained talents, and effects obtained from active talents, can sometimes be deactivated by enemies.  Be careful out there!&lt;br /&gt;
 &lt;br /&gt;
For more details on how talents work see [[Talent mechanics]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wiki_automation&amp;diff=2546</id>
		<title>Wiki automation</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wiki_automation&amp;diff=2546"/>
				<updated>2013-03-29T17:18:11Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Created page with &amp;quot;Here is the current location of scripts that have been used to load information into the wiki.  https://github.com/Draknodred/tomewiki_automation&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the current location of scripts that have been used to load information into the wiki.&lt;br /&gt;
&lt;br /&gt;
https://github.com/Draknodred/tomewiki_automation&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zone&amp;diff=2544</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zone&amp;diff=2544"/>
				<updated>2013-03-29T15:40:01Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Zones]]&lt;br /&gt;
Zones are places you can go, containing NPCs (monsters) and items.  They are usually entered by traveling to a specific point on the wilderness map.  They contain one or more ''levels'' (maps) connected to each other by stairs.&lt;br /&gt;
&lt;br /&gt;
Items left on the ground of a level may vanish when you leave that level.  There are two exceptions: anything in a [[vault]], or in the storage chamber of the Sher'Tul Fortress, will be kept safely.&lt;br /&gt;
&lt;br /&gt;
The denizens and objects in a zone scale to your level when you enter the zone, subject to a minimum (floor) and maximum (ceiling) as indicated in the table below.&lt;br /&gt;
&lt;br /&gt;
Items in a town's stores are generated using fixed character/power levels at specific points in the game (character creation, death of The Master, and completion of the [[Charred Scar]]).&lt;br /&gt;
&lt;br /&gt;
A common trick for some of the tougher zones is to enter them early in order to set the level scaling to a low value, run away, and come back later when you're higher level (or otherwise stronger).&lt;br /&gt;
&lt;br /&gt;
The world of Eyal has two (known) continents: '''Maj'Eyal''' (West) and '''Tar'Eyal''' (East).  Most players begin on the continent of Maj'Eyal.  Tar'Eyal (&amp;quot;the Far East&amp;quot;) becomes accessible from the end of [[Reknor]].&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Min level !! Max level !! Zone name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Derth]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Elvala]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Irkkk]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Iron Council]] || [[Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Point Zero]] || [[Temporal Warden]] and [[Paradox Mage]] only (not Dwarf, Yeek or Undead)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Shatur]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 14 || [[Lumberjack Village]] || Triggered by encounter north of [[Last Hope]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 50 || [[Zigur]] || Non-magic characters only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Angolwen]] || Triggered by novice mage (southwest of [[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 1 (starter) zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Abashed Expanse]] || Human/elven/halfling [[Archmage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[The Deep Bellow]] || [[Dwarves]] only, in [[Iron Council]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Escape from Reknor]] || [[Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Heart of the Gloom]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ruins of Kor'Pul]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Murgol's Lair]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Norgos' Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Rhaloren Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ritches Tunnels]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Scintillating Caves]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Slazish Fens]] || Human/elven [[Anorithil]]/[[Sun Paladin]] only, in [[Gates of Morning]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Trollmire]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Unhallowed Morass]] || [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 8 || [[Blighted Ruins]] || [[Skeleton]]/[[Ghoul]] only&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 2 zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Daikara]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[The Maze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Old Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Sandworm Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || [[Unknown Tunnels]] || Triggered by encounter; must be level 6 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Hidden Compound|Hidden Compound (Ring of Blood)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 30 || [[Ruined Dungeon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 20 || [[Golem Graveyard]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dark Crypt]] || Triggered by encounter; must be level 24+.&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 35 || [[Mark of the Spellblaze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 42 || [[Ancient Elven Ruins]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || [[arena unlock|The Arena (unlock area)]] || Triggered by shady cornac  ([[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Ruined Halfling Complex]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Tempest Peak]] || Triggered by Linaniil ([[Angolwen]]) or Protector Myssil ([[Zigur]]), after saving [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Lake of Nur]] || Reached from [[old-forest|Old Forest]] level 4.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Tranquil Meadow]] || [[classes-cursed|Cursed class]] only&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 26 || [[Dreadfell]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope Graveyard]] || Triggered by Ungrol ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Bearscape]] || Triggered by Developer&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Temporal Rift]] || In [[daikara|Daikara]] level 3&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Paradox Plane]] || Same place as Temporal Rift, [[classes-temporal-warden|Temporal Wardens]] only&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[Sher'Tul Fortress]] || At the end of [[lake-nur|Lake Nur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 35 || [[Reknor]] || Triggered by Elder ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dogroth Caldera]] || Triggered by event at level 20+ in some games only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Ambush]] || Triggered by defeating The Master ([[dreadfell|Dreadfell]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Tannen's Tower]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Ruins of Telmur]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Fearscape (Tannen)]] || Triggered by item from Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Sludgenest]] || Trigger at level 30+ some games only. Always triggers for Thalore.&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 50 || [[Gates of Morning]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Orc prides'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Rak'Shor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Gorbat Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Grushnak Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Vor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Flooded Cave]] || In water&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Orc Breeding Pits]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 45 || [[Shadow Crypt]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 32 || [[Ardhungol]] || Triggered by Melnela ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Unremarkable Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Temple of Creation]] || At end of [[Flooded Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Valley of the Moon Caverns]] || Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning)&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 45 || [[Eruan]] || Triggered by defeating an orc pride &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 50 || [[Charred Scar]] || At end of [[Eruan]]&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Valley of the Moon]] || Triggered by Limmur ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Briagh's Lair]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Vor Armoury]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East zones: Endgame'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 55 || [[Slime Tunnels]] || At end of [[Grushnak Pride]]&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 80 || [[High Peak]] || At end of [[Slime Tunnels]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Other game modes'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Tutorial]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Infinite Dungeon]] || In [[Ruined Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[The Arena]] || In [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Miscellaneous zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Eidolon Plane]] || Teleport to upon death (Adventure &amp;amp; Exploration difficulties)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Fearscape]] || Teleport to upon use of talent &amp;quot;Fearscape&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not real zones:&lt;br /&gt;
1 1 wilderness&lt;br /&gt;
1 50 test&lt;br /&gt;
&lt;br /&gt;
Not used currently:&lt;br /&gt;
25 30 illusory-castle&lt;br /&gt;
100 100 void&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zone&amp;diff=2542</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zone&amp;diff=2542"/>
				<updated>2013-03-29T15:38:06Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Zones]]&lt;br /&gt;
Zones are places you can go, containing NPCs (monsters) and items.  They are usually entered by traveling to a specific point on the wilderness map.  They contain one or more ''levels'' (maps) connected to each other by stairs.&lt;br /&gt;
&lt;br /&gt;
Items left on the ground of a level may vanish when you leave that level.  There are two exceptions: anything in a [[vault]], or in the storage chamber of the Sher'Tul Fortress, will be kept safely.&lt;br /&gt;
&lt;br /&gt;
The denizens and objects in a zone scale to your level when you enter the zone, subject to a minimum (floor) and maximum (ceiling) as indicated in the table below.&lt;br /&gt;
&lt;br /&gt;
Items in a town's stores are generated using fixed character/power levels at specific points in the game (character creation, death of The Master, and completion of the [[Charred Scar]]).&lt;br /&gt;
&lt;br /&gt;
A common trick for some of the tougher zones is to enter them early in order to set the level scaling to a low value, run away, and come back later when you're higher level (or otherwise stronger).&lt;br /&gt;
&lt;br /&gt;
The world of Eyal has two (known) continents: '''Maj'Eyal''' (West) and '''Tar'Eyal''' (East).  Most players begin on the continent of Maj'Eyal.  Tar'Eyal (&amp;quot;the Far East&amp;quot;) becomes accessible from the end of [[Reknor]].&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Min level !! Max level !! Zone name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Derth]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Elvala]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Irkkk]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Iron Council]] || [[Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Point Zero]] || [[Temporal Warden]] and [[Paradox Mage]] only (not Dwarf, Yeek or Undead)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Shatur]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 14 || [[Lumberjack Village]] || Triggered by encounter north of [[Last Hope]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 50 || [[Zigur]] || Non-magic characters only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Angolwen]] || Triggered by novice mage (southwest of [[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 1 (starter) zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Abashed Expanse]] || Human/elven/halfling [[Archmage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[The Deep Bellow]] || [[Dwarves]] only, in [[Iron Council]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Escape from Reknor]] || [[Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Heart of the Gloom]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ruins of Kor'Pul]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Murgol's Lair]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Norgos' Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Rhaloren Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ritches Tunnels]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Scintillating Caves]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Slazish Fens]] || Human/elven [[Anorithil]]/[[Sun Paladin]] only, in [[Gates of Morning]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Trollmire]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Unhallowed Morass]] || [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 8 || [[Blighted Ruins]] || [[Skeleton]]/[[Ghoul]] only&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 2 zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Daikara]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[The Maze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Old Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Sandworm Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || [[Unknown Tunnels]] || Triggered by encounter; must be level 6 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Hidden Compound|Hidden Compound (Ring of Blood)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 30 || [[Ruined Dungeon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 20 || [[Golem Graveyard]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dark Crypt]] || Triggered by encounter; must be level 24+.&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 35 || [[Mark of the Spellblaze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 42 || [[Ancient Elven Ruins]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || [[arena unlock|The Arena (unlock area)]] || Triggered by shady cornac  ([[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Ruined Halfling Complex]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Tempest Peak]] || Triggered by Linaniil ([[Angolwen]]) or Protector Myssil ([[Zigur]]), after saving [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Lake Nur]] || Reached from [[old-forest|Old Forest]] level 4.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Tranquil Meadow]] || [[classes-cursed|Cursed class]] only&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 26 || [[Dreadfell]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope Graveyard]] || Triggered by Ungrol ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Bearscape]] || Triggered by Developer&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Temporal Rift]] || In [[daikara|Daikara]] level 3&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Paradox Plane]] || Same place as Temporal Rift, [[classes-temporal-warden|Temporal Wardens]] only&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[Sher'Tul Fortress]] || At the end of [[lake-nur|Lake Nur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 35 || [[Reknor]] || Triggered by Elder ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dogroth Caldera]] || Triggered by event at level 20+ in some games only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Ambush]] || Triggered by defeating The Master ([[dreadfell|Dreadfell]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Tannen's Tower]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Ruins of Telmur]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Fearscape (Tannen)]] || Triggered by item from Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Sludgenest]] || Trigger at level 30+ some games only. Always triggers for Thalore.&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 50 || [[Gates of Morning]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Orc prides'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Rak'Shor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Gorbat Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Grushnak Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Vor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Flooded Cave]] || In water&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Orc Breeding Pits]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 45 || [[Shadow Crypt]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 32 || [[Ardhungol]] || Triggered by Melnela ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Unremarkable Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Temple of Creation]] || At end of [[Flooded Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Valley of the Moon Caverns]] || Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning)&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 45 || [[Eruan]] || Triggered by defeating an orc pride &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 50 || [[Charred Scar]] || At end of [[Eruan]]&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Valley of the Moon]] || Triggered by Limmur ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Briagh's Lair]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Vor Armoury]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East zones: Endgame'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 55 || [[Slime Tunnels]] || At end of [[Grushnak Pride]]&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 80 || [[High Peak]] || At end of [[Slime Tunnels]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Other game modes'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Tutorial]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Infinite Dungeon]] || In [[Ruined Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[The Arena]] || In [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Miscellaneous zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Eidolon Plane]] || Teleport to upon death (Adventure &amp;amp; Exploration difficulties)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Fearscape]] || Teleport to upon use of talent &amp;quot;Fearscape&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not real zones:&lt;br /&gt;
1 1 wilderness&lt;br /&gt;
1 50 test&lt;br /&gt;
&lt;br /&gt;
Not used currently:&lt;br /&gt;
25 30 illusory-castle&lt;br /&gt;
100 100 void&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zone&amp;diff=2540</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zone&amp;diff=2540"/>
				<updated>2013-03-29T15:36:20Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Zones]]&lt;br /&gt;
Zones are places you can go, containing NPCs (monsters) and items.  They are usually entered by traveling to a specific point on the wilderness map.  They contain one or more ''levels'' (maps) connected to each other by stairs.&lt;br /&gt;
&lt;br /&gt;
Items left on the ground of a level may vanish when you leave that level.  There are two exceptions: anything in a [[vault]], or in the storage chamber of the Sher'Tul Fortress, will be kept safely.&lt;br /&gt;
&lt;br /&gt;
The denizens and objects in a zone scale to your level when you enter the zone, subject to a minimum (floor) and maximum (ceiling) as indicated in the table below.&lt;br /&gt;
&lt;br /&gt;
Items in a town's stores are generated using fixed character/power levels at specific points in the game (character creation, death of The Master, and completion of the [[Charred Scar]]).&lt;br /&gt;
&lt;br /&gt;
A common trick for some of the tougher zones is to enter them early in order to set the level scaling to a low value, run away, and come back later when you're higher level (or otherwise stronger).&lt;br /&gt;
&lt;br /&gt;
The world of Eyal has two (known) continents: '''Maj'Eyal''' (West) and '''Tar'Eyal''' (East).  Most players begin on the continent of Maj'Eyal.  Tar'Eyal (&amp;quot;the Far East&amp;quot;) becomes accessible from the end of [[Reknor]].&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Min level !! Max level !! Zone name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Derth]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Elvala]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Irkkk]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Iron Council]] || [[Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Point Zero]] || [[Temporal Warden]] and [[Paradox Mage]] only (not Dwarf, Yeek or Undead)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Shatur]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 14 || [[Lumberjack Village]] || Triggered by encounter north of [[Last Hope]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 50 || [[Zigur]] || Non-magic characters only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Angolwen]] || Triggered by novice mage (southwest of [[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 1 (starter) zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Abashed Expanse]] || Human/elven/halfling [[Archmage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Deep Bellow]] || [[Dwarves]] only, in [[Iron Council]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Escape from Reknor]] || [[Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Heart of the Gloom]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ruins of Kor'Pul]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Murgol's Lair]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Norgos' Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Rhaloren Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ritches Tunnels]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Scintillating Caves]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Slazish Fens]] || Human/elven [[Anorithil]]/[[Sun Paladin]] only, in [[Gates of Morning]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Trollmire]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Unhallowed Morass]] || [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 8 || [[Blighted Ruins]] || [[Skeleton]]/[[Ghoul]] only&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 2 zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Daikara]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[The Maze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Old Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Sandworm Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || [[Unknown Tunnels]] || Triggered by encounter; must be level 6 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Hidden Compound|Hidden Compound (Ring of Blood)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 30 || [[Ruined Dungeon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 20 || [[Golem Graveyard]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dark Crypt]] || Triggered by encounter; must be level 24+.&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 35 || [[Mark of the Spellblaze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 42 || [[Ancient Elven Ruins]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || [[arena unlock|The Arena (unlock area)]] || Triggered by shady cornac  ([[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Ruined Halfling Complex]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Tempest Peak]] || Triggered by Linaniil ([[Angolwen]]) or Protector Myssil ([[Zigur]]), after saving [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Lake Nur]] || Reached from [[old-forest|Old Forest]] level 4.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Tranquil Meadow]] || [[classes-cursed|Cursed class]] only&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 26 || [[Dreadfell]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope Graveyard]] || Triggered by Ungrol ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Bearscape]] || Triggered by Developer&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Temporal Rift]] || In [[daikara|Daikara]] level 3&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Paradox Plane]] || Same place as Temporal Rift, [[classes-temporal-warden|Temporal Wardens]] only&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[Sher'Tul Fortress]] || At the end of [[lake-nur|Lake Nur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 35 || [[Reknor]] || Triggered by Elder ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dogroth Caldera]] || Triggered by event at level 20+ in some games only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Ambush]] || Triggered by defeating The Master ([[dreadfell|Dreadfell]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Tannen's Tower]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Ruins of Telmur]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Fearscape (Tannen)]] || Triggered by item from Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Sludgenest]] || Trigger at level 30+ some games only. Always triggers for Thalore.&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 50 || [[Gates of Morning]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Orc prides'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Rak'Shor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Gorbat Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Grushnak Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Vor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Flooded Cave]] || In water&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Orc Breeding Pits]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 45 || [[Shadow Crypt]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 32 || [[Ardhungol]] || Triggered by Melnela ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Unremarkable Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Temple of Creation]] || At end of [[Flooded Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Valley of the Moon Caverns]] || Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning)&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 45 || [[Eruan]] || Triggered by defeating an orc pride &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 50 || [[Charred Scar]] || At end of [[Eruan]]&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Valley of the Moon]] || Triggered by Limmur ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Briagh's Lair]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Vor Armoury]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East zones: Endgame'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 55 || [[Slime Tunnels]] || At end of [[Grushnak Pride]]&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 80 || [[High Peak]] || At end of [[Slime Tunnels]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Other game modes'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Tutorial]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Infinite Dungeon]] || In [[Ruined Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[The Arena]] || In [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Miscellaneous zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Eidolon Plane]] || Teleport to upon death (Adventure &amp;amp; Exploration difficulties)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Fearscape]] || Teleport to upon use of talent &amp;quot;Fearscape&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not real zones:&lt;br /&gt;
1 1 wilderness&lt;br /&gt;
1 50 test&lt;br /&gt;
&lt;br /&gt;
Not used currently:&lt;br /&gt;
25 30 illusory-castle&lt;br /&gt;
100 100 void&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ancient_Elven_Ruins&amp;diff=2537</id>
		<title>Ancient Elven Ruins</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ancient_Elven_Ruins&amp;diff=2537"/>
				<updated>2013-03-29T15:31:34Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Redirected page to Elven ruins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Elven ruins]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zone&amp;diff=2536</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zone&amp;diff=2536"/>
				<updated>2013-03-29T15:30:52Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Zones]]&lt;br /&gt;
Zones are places you can go, containing NPCs (monsters) and items.  They are usually entered by traveling to a specific point on the wilderness map.  They contain one or more ''levels'' (maps) connected to each other by stairs.&lt;br /&gt;
&lt;br /&gt;
Items left on the ground of a level may vanish when you leave that level.  There are two exceptions: anything in a [[vault]], or in the storage chamber of the Sher'Tul Fortress, will be kept safely.&lt;br /&gt;
&lt;br /&gt;
The denizens and objects in a zone scale to your level when you enter the zone, subject to a minimum (floor) and maximum (ceiling) as indicated in the table below.&lt;br /&gt;
&lt;br /&gt;
Items in a town's stores are generated using fixed character/power levels at specific points in the game (character creation, death of The Master, and completion of the [[Charred Scar]]).&lt;br /&gt;
&lt;br /&gt;
A common trick for some of the tougher zones is to enter them early in order to set the level scaling to a low value, run away, and come back later when you're higher level (or otherwise stronger).&lt;br /&gt;
&lt;br /&gt;
The world of Eyal has two (known) continents: '''Maj'Eyal''' (West) and '''Tar'Eyal''' (East).  Most players begin on the continent of Maj'Eyal.  Tar'Eyal (&amp;quot;the Far East&amp;quot;) becomes accessible from the end of [[Reknor]].&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Min level !! Max level !! Zone name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Derth]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Elvala]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Irkkk]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Iron Council]] || [[Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Point Zero]] || [[Temporal Warden]] and [[Paradox Mage]] only (not Dwarf, Yeek or Undead)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Shatur]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 14 || [[Lumberjack Village]] || Triggered by encounter north of [[Last Hope]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 50 || [[Zigur]] || Non-magic characters only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Angolwen]] || Triggered by novice mage (southwest of [[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 1 (starter) zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Abashed Expanse]] || Human/elven/halfling [[Archmage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Deep Bellow]] || [[Dwarves]] only, in [[Iron Council]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Escape from Reknor]] || [[Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Heart of the Gloom]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Kor'Pul]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Murgol's Lair]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Norgos' Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Rhaloren Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Ritches Tunnels]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Scintillating Caves]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Slazish Fens]] || Human/elven [[Anorithil]]/[[Sun Paladin]] only, in [[Gates of Morning]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Trollmire]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[Unhallowed Morass]] || [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 8 || [[Blighted Ruins]] || [[Skeleton]]/[[Ghoul]] only&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Tier 2 zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Daikara]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[The Maze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Old Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Sandworm Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || [[Unknown Tunnels]] || Triggered by encounter; must be level 6 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Hidden Compound|Hidden Compound (Ring of Blood)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 30 || [[Ruined Dungeon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 20 || [[Golem Graveyard]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dark Crypt]] || Triggered by encounter; must be level 24+.&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 35 || [[Mark of the Spellblaze]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 42 || [[Ancient Elven Ruins]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || [[arena unlock|The Arena (unlock area)]] || Triggered by shady cornac  ([[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 25 || [[Ruined Halfling Complex]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Tempest Peak]] || Triggered by Linaniil ([[Angolwen]]) or Protector Myssil ([[Zigur]]), after saving [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Lake Nur]] || Reached from [[old-forest|Old Forest]] level 4.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Tranquil Meadow]] || [[classes-cursed|Cursed class]] only&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 26 || [[Dreadfell]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Last Hope Graveyard]] || Triggered by Ungrol ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Bearscape]] || Triggered by Developer&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Temporal Rift]] || In [[daikara|Daikara]] level 3&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Paradox Plane]] || Same place as Temporal Rift, [[classes-temporal-warden|Temporal Wardens]] only&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[Sher'Tul Fortress]] || At the end of [[lake-nur|Lake Nur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 35 || [[Reknor]] || Triggered by Elder ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dogroth Caldera]] || Triggered by event at level 20+ in some games only&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Ambush]] || Triggered by defeating The Master ([[dreadfell|Dreadfell]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Tannen's Tower]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Ruins of Telmur]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Fearscape (Tannen)]] || Triggered by item from Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Sludgenest]] || Trigger at level 30+ some games only. Always triggers for Thalore.&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Towns'''''&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 50 || [[Gates of Morning]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Orc prides'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Rak'Shor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Gorbat Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Grushnak Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 60 || [[Vor Pride]] || Triggered by Aeryn ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Flooded Cave]] || In water&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Orc Breeding Pits]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 45 || [[Shadow Crypt]] ||&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East: Other zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 32 || [[Ardhungol]] || Triggered by Melnela ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Unremarkable Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Temple of Creation]] || At end of [[Flooded Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Valley of the Moon Caverns]] || Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning)&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 45 || [[Eruan]] || Triggered by defeating an orc pride &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 50 || [[Charred Scar]] || At end of [[Eruan]]&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Valley of the Moon]] || Triggered by Limmur ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Briagh's Lair]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 50 || [[Vor Armoury]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Far East zones: Endgame'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 55 || [[Slime Tunnels]] || At end of [[Grushnak Pride]]&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 80 || [[High Peak]] || At end of [[Slime Tunnels]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Other game modes'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Tutorial]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Infinite Dungeon]] || In [[Ruined Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[The Arena]] || In [[Derth]]&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Miscellaneous zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Eidolon Plane]] || Teleport to upon death (Adventure &amp;amp; Exploration difficulties)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Fearscape]] || Teleport to upon use of talent &amp;quot;Fearscape&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not real zones:&lt;br /&gt;
1 1 wilderness&lt;br /&gt;
1 50 test&lt;br /&gt;
&lt;br /&gt;
Not used currently:&lt;br /&gt;
25 30 illusory-castle&lt;br /&gt;
100 100 void&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Valley_of_the_Moon_Caverns&amp;diff=2535</id>
		<title>Valley of the Moon Caverns</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Valley_of_the_Moon_Caverns&amp;diff=2535"/>
				<updated>2013-03-29T15:30:27Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: Redirected page to Caverns to the hidden valley&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Caverns_to_the_hidden_valley]]&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Nature%27s_cycle_(talent)&amp;diff=2534</id>
		<title>Nature's cycle (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Nature%27s_cycle_(talent)&amp;diff=2534"/>
				<updated>2013-03-29T15:28:41Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box|image=Nature cycle.png|name=Nature's cycle|category_type=[[Wild-gift (category type)|Wild-gift]]|category=[[Summoning (advanced) (category)|Summoning (advanced)]]|desc=While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon. X% chance to reduce them by X.}}&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Nature%27s_touch_(talent)&amp;diff=2533</id>
		<title>Nature's touch (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Nature%27s_touch_(talent)&amp;diff=2533"/>
				<updated>2013-03-29T15:28:31Z</updated>
		
		<summary type="html">&lt;p&gt;Draknodred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box|image=Nature touch.png|name=Nature's touch|category_type=[[Wild-gift (category type)|Wild-gift]]|category=[[Call of the wild (category)|Call of the wild]]|desc=Touch a target (or yourself) to infuse it with Nature, healing it for X (this heal does not work on undead). The amount healed will increase with your Mindpower.}}&lt;/div&gt;</summary>
		<author><name>Draknodred</name></author>	</entry>

	</feed>