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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hugsinn</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Hugsinn"/>
		<updated>2026-04-07T15:15:34Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Stone_walking_(talent)&amp;diff=22738</id>
		<title>Stone walking (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Stone_walking_(talent)&amp;diff=22738"/>
				<updated>2024-11-03T11:52:49Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: trees are walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.7.6&lt;br /&gt;
|image=Stone walking_2017.png&lt;br /&gt;
|name=Stone Walking&lt;br /&gt;
|category_type={{ct|Race}}&lt;br /&gt;
|category={{c|Dwarf}}&lt;br /&gt;
|require={{TalentReq/RacialReq4}}&lt;br /&gt;
|cooldown={{ctl|5|45|25}}&lt;br /&gt;
|desc=&lt;br /&gt;
While the origins of the dwarves remain clouded in mysteries to the other races, it is obvious they share strong ties to the stone.&lt;br /&gt;
&lt;br /&gt;
You can target any wall and immediately enter it and appear on the other side of the obstacle.&lt;br /&gt;
&lt;br /&gt;
Maximum distance you can teleport in this manner is {{cs|(0.04 * Con * Talent Level)|2.4|1.4|10|9}}.&lt;br /&gt;
}}&lt;br /&gt;
Notes:&lt;br /&gt;
* Some diggable terrain (like trees) are counted as 'walls'&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Terrain&amp;diff=22737</id>
		<title>Terrain</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Terrain&amp;diff=22737"/>
				<updated>2024-11-01T19:09:34Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Protective Aura */ Oop. prtection is level dependent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''This page is a rough and seriously incomplete placeholder still lacking a lot of terrain/tiles. Please help improve!'''. &lt;br /&gt;
&lt;br /&gt;
The map ([[Zones]]) consists of a grid of terrain tiles. Some permit movement, others not and some even have special effects. Certain terrain can be dig through using spells or the [[Dig (talent)|Dig talent]],  most commonly gained by carrying a pick-axe. &lt;br /&gt;
&lt;br /&gt;
Some tiles do not permit teleport to/from - mouseover will reveal 'Cannot teleport to this place'. This is most common in [[Vaults]] but there are entire no-teleport zones.&lt;br /&gt;
&lt;br /&gt;
= Special terrain =&lt;br /&gt;
Some tiles have an effect on the creatures standing on or close to them. Many create an aura around them that in turn will give a buff of some kind, usually lasting 2 after leaving the aura. &lt;br /&gt;
== Antimagic bush ==&lt;br /&gt;
[[File:AntiMagic_bush.jpg|200px|thumb|left]] Anti magic bushes are surrounded by a range 4 antimagic aura granting 20% nature damage, 20% nature [[Character_sheet#Resistance.2C_Resistance_Penetration.2C_and_Immunity|resistance penetration]] and -26 spellpower. The effect lasts for two turns after leaving the aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blighted soil ==&lt;br /&gt;
Duration 2 blighted aura. Reduce disease resistance by 60% and give all attacks 40% chance to inflict a random disease. You can only get one disease each turn. &lt;br /&gt;
&lt;br /&gt;
== Fell aura==&lt;br /&gt;
Grant 40% critical multiplier bonus at the price of -20% to all resistances.&lt;br /&gt;
&lt;br /&gt;
== Font of Life ==&lt;br /&gt;
[[File:Font of life.jpg|200px|thumb|left]] Fonts of life are surrounded by a range 3 life aura that will regenerate life for whoever standing in it. It work for most players and monsters, but not undeads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glimmerstone ==&lt;br /&gt;
[[File:Glimmerstone.jpg|200px|thumb|left]] Gives a chance to stun enemies while attacking and standing on them (needs confirmation/details)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graves ==&lt;br /&gt;
They come in two forms: &lt;br /&gt;
* A packed set - which is the entrance to a special level&lt;br /&gt;
* Less packed or stand-alone. Disturbing these might summon a monster (or yield an item?)&lt;br /&gt;
&lt;br /&gt;
== Icy Floor ==&lt;br /&gt;
Gives a duration 3 Icy Floor debuff to characters: 20% increased movement speed, 20% cold damage piercing and -30% [[Character_sheet#Resistance.2C_Resistance_Penetration.2C_and_Immunity|stun/freeze immunity]]. &lt;br /&gt;
&lt;br /&gt;
== Necrotic Air ==&lt;br /&gt;
Gives a duration 2 Necrotic Air (de)buff: -40% healing effect and +15% resistance for undeads.&lt;br /&gt;
&lt;br /&gt;
== Protective Aura ==&lt;br /&gt;
Gives a duration 2 Protective Aura buff that increases armour and physical save. The amount is level-dependent.&lt;br /&gt;
&lt;br /&gt;
== Spellblaze scar ==&lt;br /&gt;
[[File:spellBlazeScar.jpg|200px|thumb|left]] Gives a duration 2 Spellblaze aura: 25% critical chance, +10% fire and blight damage but critical hits will drain arcane forces like mana/vim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unstable wormhole ==&lt;br /&gt;
One type is found  in [[Ardhungol]] and can react to being hit by magic damage. Se the Ardhungol page for details. &lt;br /&gt;
== Vats ==&lt;br /&gt;
[[File:Old Vat.jpg|200px|thumb|left]] Old vats are found in the [[Old Conclave Vault]] and is the home to hibernating ogres. When they break out to attack you,  their vats turn into broken vats&lt;br /&gt;
[[File:Broken Vat.jpg|200px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Water tiles do not contain air, and characters that need to breath will get an 'air-bar' upon entering them. The character will start to take suffocation damage when the air is depleted.&lt;br /&gt;
&lt;br /&gt;
Airy water is a special water tile that permits breath regeneration through air bubbles. The bubbles can be exhausted. &lt;br /&gt;
&lt;br /&gt;
== Weird pedestal ==&lt;br /&gt;
[[File:Weird Pedestal.jpg|200px|thumb|left]] Shows up in packs of three. Inspecting them will summon mini-bosses and finally a [[Doombringer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Whistling Vortex== &lt;br /&gt;
A 4x4 area giving a two duration buff protecting against missiles: +44 ranged defense, -44 ranged accuracy and 30% slowed projectiles.&lt;br /&gt;
&lt;br /&gt;
= Doors =&lt;br /&gt;
These can be opened but not closed. A door will be opened by simply moving on it. The action does not take a turn but the character will need to enter the opened door as a normal movement. In the wilderness, 'huge loose rocks' will act as doors.&lt;br /&gt;
&lt;br /&gt;
Some monsters can open doors. [[Escorts]] cannot open doors and will plan 'their' route without passing through closed doors. &lt;br /&gt;
&lt;br /&gt;
Some doors, such as those closing [[Vaults]], will prompt for confirmation before opening. Monsters will never open a door that needs confirmation.&lt;br /&gt;
&lt;br /&gt;
= Portals =&lt;br /&gt;
Portals are special tiles on both maps that permit the use of the Change Level command to enter a new level or [[Zone]].&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Demon_seed_(talent)&amp;diff=22732</id>
		<title>Demon seed (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Demon_seed_(talent)&amp;diff=22732"/>
				<updated>2024-09-25T18:57:07Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: link to possible demon seeds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.4.6&lt;br /&gt;
|ashes_version=1.0.5&lt;br /&gt;
|image=Demon seed.png&lt;br /&gt;
|name=Demon Seed&lt;br /&gt;
|category_type={{ct|Corruption}}&lt;br /&gt;
|category={{c|Demonic pact}}&lt;br /&gt;
|require=Lvl (0,6,12,18,24) Mag (12,14,16,18,20)&lt;br /&gt;
|cost=8 Stamina, 5 Vim&lt;br /&gt;
|cooldown=8&lt;br /&gt;
|desc=&lt;br /&gt;
Strike a blow with your weapon for {{ctwd|60|160%}} blight damage. &lt;br /&gt;
If the attack hits, a demonic seed tries to take hold inside your foe and you follow up with a shield strike dealing {{ctwd|60|140%}} damage and dazing your target for {{cts|2.5|4.5}} turns.&lt;br /&gt;
&lt;br /&gt;
The seed requires a powerful host to nourish it and can only take hold in creatures that are worth experience and that are not summoned demons.&lt;br /&gt;
&lt;br /&gt;
The chance for the seed to take hold is based on the creatures rank:&lt;br /&gt;
&lt;br /&gt;
Normal: 5%&lt;br /&gt;
&lt;br /&gt;
Elite: 20%&lt;br /&gt;
&lt;br /&gt;
Rare or Unique: 50%&lt;br /&gt;
&lt;br /&gt;
Boss: 100%&lt;br /&gt;
&lt;br /&gt;
When the host dies the seed fills with the vim of the dying creature and turns into a specific [[Demon Seeds|demon seed]] that can be used to summon that demon.&lt;br /&gt;
&lt;br /&gt;
A demonic seed will only be created if you do not already have a seed of this demon/slot of a superior level.&lt;br /&gt;
&lt;br /&gt;
Higher talent levels allow for more powerful demon types.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=22731</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=22731"/>
				<updated>2024-09-25T18:53:44Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Counterstrike */ reduces defence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&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;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed 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;
====Out of Phase====&lt;br /&gt;
The target is out of phase (OoP) with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%. &lt;br /&gt;
One common way of getting this effect is various teleport effects coupled with OoP gear. OoP will kick in even if a monster is the one to teleport the player. &lt;br /&gt;
The [[Inscription#Common_Runes|Blink Rune]] has a (stacking) OoP built in.&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;
====Sanguine Infusion====&lt;br /&gt;
Temporarily increases maximum life. Given by the {{t|Blood Grasp}} talent.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Deadly Strikes====&lt;br /&gt;
The target's armour penetration is increased.&lt;br /&gt;
&lt;br /&gt;
====Frenzy====&lt;br /&gt;
Increases global action speed and physical crit. Additionally the target will continue to fight until its Life reaches a negative offset.&lt;br /&gt;
&lt;br /&gt;
====Quick====&lt;br /&gt;
Increases global speed.&lt;br /&gt;
&lt;br /&gt;
====Perfect Accuracy====&lt;br /&gt;
The target's accuracy is improved.&lt;br /&gt;
&lt;br /&gt;
====Perfect Control====&lt;br /&gt;
The target's combat attack and crit chance are improved.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
For some set of damage types, reduces all damage taken by a certain amount, which can differ per damage type.&amp;lt;br/&amp;gt;&lt;br /&gt;
This effect can be acquired in multiple ways, such as by the {{t|Block}} talent (from shields) or the {{t|Dagger Block}} talent. Block value, duration, damage types blocked, and any additional effects depend on the source of the Blocking effect.&amp;lt;br/&amp;gt;&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;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Essence of Bearness====&lt;br /&gt;
The bear in you is awaken, you take 25% less damage.&lt;br /&gt;
Given by the item [[Essence of Bearness]]&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 [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&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 three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&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;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistances. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is 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 talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. 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 (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 [[Effect#Free Action|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 increasing resistance to all damage. [[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;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
[[Character sheet#Powers and Saves|Powers and saves]] are separated into 20 points tiers. When an attacker passes the [[Saves and To-Hit|power vs. save check]] and successfully inflicts a detrimental status effect, it will be able to inflict an additional cross-tier effect if its power was in a higher tier than the defender's save. The type of cross-tier effect inflicted in this manner depends on the type of status effect that was applied.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' can occur when a physical status effect is applied&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' can occur with a magical status effect is applied&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' can occur with a mental status effect is applied&lt;br /&gt;
&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. For example, if a physical Wild Infusion is used to remove Stunned, and the target is also Off-balance, Off-balance will also be removed. Shatter Inflictions runes will also remove all cross-tier effects when they are used.&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 acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
====Wet====&lt;br /&gt;
Target is drenched with magical power, halving its stun resistance.&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. Talent cooldown is halved 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;
====Silenced====&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents.&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 have 2/3rds of a chance to miss a weapon attack, 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. Physical and ranged defense set to 0. 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;
Reduced healing modifier. Multiple applications stack.&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;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type 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 damage 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;
Lose 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 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* talent cooldown is halved for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are 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;
====Seared====&lt;br /&gt;
Fire resistance decreased by x% and mind save by x.&lt;br /&gt;
&lt;br /&gt;
===Other===&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. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&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 Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&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;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&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;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the [[Doombringer]] talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Tinkers&amp;diff=22730</id>
		<title>Tinkers</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Tinkers&amp;diff=22730"/>
				<updated>2024-09-20T22:39:05Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Hands Tinkers */ Iron Grip stream cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tinkers''' are a group of craftable Items that have been introduced in [[Embers of Rage]]. Crafting of these is possible via talents from {{c|Physics}}, notably {{t|Smith}}, {{t|Mechanical}} and {{t|Electricity}}, as well as from {{c|Chemistry}}, notably {{t|Therapeutics}}, {{t|Chemistry}} and {{t|Explosives}}.&lt;br /&gt;
&lt;br /&gt;
Both the Physics and Chemistry talent trees are initially only accessible in the [[Embers of Rage campaign]] - the [[Tinker]] classes (who are initially only playable in this campaign) start with them, and other classes can buy them for 100 gold at the Kruk Pride tinker store. Defeating [[Outpost Leader John]] with any two different Tinker classes will [[unlock]] the ability to play Tinker classes outside of the Embers of Rage campaign, as well as the Lost Tinker [[Escort]] in the [[Age of Ascendancy]] campaign. One of the possible rewards the player can choose for saving the Lost Tinker is the ability to learn tinker crafting, which happens via visiting the [[Ancient Cave]] and paying 1 category point and 500 gold. This allows any class to craft tinkers in this campaign as well.&lt;br /&gt;
&lt;br /&gt;
Each schematic requires an investment of a certain amount of points into certain tinker-crafting talents.&lt;br /&gt;
&lt;br /&gt;
For crafting one first needs to have a schematic for what one wishes to craft. Schematics can be learnt when learning levels in each crafting talent. The schematic will be one whose highest crafting talent level requirement is the talent that was just levelled up. In case of a tie, the requirement that is listed first wins.{{verify}} Also, the schematic must be one that can be generated randomly. For each crafting talent, one schematic is learnt when learning the talent's first level (this schematic will be one that only requires 1 level in the talent), and a second schematic can be learnt upon learning additional levels (20% chance per additional level, guaranteed at level 5). Other schematics need to be unlocked either by finding them on the map instead of [[Inscriptions]] or by purchasing them at a store. Schematics that are picked up directly from the ground are automatically learnt. To learn schematics purchased from a store or found in chests, the player must use them from their inventory.&lt;br /&gt;
&lt;br /&gt;
==Ingredients==&lt;br /&gt;
&lt;br /&gt;
Materials for crafting are acquired by disassembling items with the [[APE]], and is done automatically whenever items are transmogrified.&lt;br /&gt;
&lt;br /&gt;
Ores are obtained from metallic weapons and armor pieces (1 per item), while herbs can be obtained from mindstars (1 per mindstar) and infusions (5 per infusion), or found in piles of 3-6 herbs in certain zones in the [[Embers of Rage campaign]]. Gems must be purchased, looted, or acquired with the {{t|Extract Gems}} talent.&lt;br /&gt;
&lt;br /&gt;
The ingredients are grouped as follows:&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Ingredient Tier !! Ore !! Herb !! Gem&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Iron || Vipersweed || Citrine&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Steel || Sessali || Aquamarine&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Dwarven Steel || Bilberry || Quartz&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stralite || Burdock || Ruby&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Voratun || Goldleaf || Diamond&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The current inventory of all ingredients can be seen at a glance using the ''show ingredients'' command in the escape menu.&lt;br /&gt;
&lt;br /&gt;
==Schematics==&lt;br /&gt;
===Tinkers===&lt;br /&gt;
Tinkers are craftable augments for worn items. They are worn just like items, but take position in a slot directly next to them. Their stats are then applied to the Item in question.&lt;br /&gt;
&lt;br /&gt;
====Weapon Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Acid Groove || Weapon || 1 || 0 || 0 || 0 || 1 || 0 || 3 Ore Lumps || Inflicts acid damage that lowers armor (scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Edge || Weapon || 4 || 0 || 0 || 0 || 0 || 0 || 4 Ore Lumps, 1 Gem || Crit Power +(3, 6, 9, 12, 15) SPECIAL: deals light damage on hit(scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Incendiary Groove || Weapon || 1 || 0 || 0 || 0 || 0 || 4 || 2 Ore Lumps, 2 Herbs || Inflicts fire damage and puts a burning tile under target (scales with steampower) (burning tile similar to Archmage's Inferno)&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Coil || Weapon || 0 || 0 || 3 || 0 || 0 || 0 || 3 Ore Lumps || SPECIAL: on weapon crit, fires a lightning beam 3 tiles forward (scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Poison Groove || Weapon || 0 || 0 || 0 || 3 || 0 || 0 || 3 Ore Lumps || Inflicts stacking poison damage (scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Razor Edge || Weapon || 2 || 0 || 0 || 0 || 0 || 0 || 2 Ore Lumps || Armor Penetration +(4, 8, 12, 16, 20), Physical Crit +(4, 8, 12, 16, 20)&amp;lt;br/&amp;gt;1.7.4: does not work on steamguns&lt;br /&gt;
|-&lt;br /&gt;
| Shocking Edge || Weapon || 1 || 0 || 2 || 0 || 0 || 0 || 3 Ore Lumps || SPECIAL: inflicts lightning damage and drains resources (scales with steampower) (resource drain is 10% of lightning damage)&lt;br /&gt;
|-&lt;br /&gt;
| Silver Filigree || Weapon || 3 || 0 || 0 || 0 || 0 || 0 ||  3 Ore Lumps || Increases damage against horrors, undead, and demons +(7%, 14%, 21%, 28%, 35%)&amp;lt;br/&amp;gt;1.7.4: does not work on steamguns&lt;br /&gt;
|-&lt;br /&gt;
| Thunderclap Coating ||  || 0 || 0 || 0 || 0 || 0 || 1 || 3 Ore Lumps || 20% chance to inflict (14, 36, 60, 80, 90) physical damage and deal knockback (knockback checks using your steampower against enemy's physical save)&lt;br /&gt;
|-&lt;br /&gt;
| Viral Injector || Weapon || 1 || 0 || 0 || 3 || 0 || 0 || 3 Ore Lumps || Inflicts a disease, dealing blight damage and lowering the highest stat (scales with steampower) (unlike Corrupter diseases, this can lower MAG, WIL, and CUN as well as STR, DEX, and CON)&lt;br /&gt;
|-&lt;br /&gt;
| Winterchill Edge || Weapon || 1 || 0 || 0 || 0 || 3 || 0 || 3 Ore Lumps || Inflicts cold damage and causes the target to lose 10% of a turn (scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Galvanic Retributor || Shield|| 0 || 0 || 4 || 0 || 0 || 0 || 4 Ore Lumps || Inflicts lightning damage on attackers +(5, 10, 15, 20, 25), SPECIAL: on block, releases a damaging lightning attack in radius (1, 2, 3, 4, 5) (damage scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Mana Coil || Staff || 1 || 0 || 2 || 0 || 0 || 0 || 5 Ore Lumps, 1 Sapphire || Mana Regen +(1, 2, 3, 4, 5), SPECIAL: on spell hit, 25% chance to cast Lightning at target (same as Archmage spell)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Hands Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Fatal Attractor || Hands || 2 || 2 || 1 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Fatal Attractor (Deploys an ally that makes enemies attack it and reflects damage for 5 turns.)&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder || Hands || 0 || 0 || 0 || 0 || 1 || 0 || 2 Ore Lumps, 1 Herb || Talent: Flash Powder (Blinds in a cone.)&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon || Hands || 0 || 4 || 0 || 0 || 0 || 2 || 3 Ore Lumps || Talent: Hand Cannon (Shoots using your current ammo. At tier 5, you shoot a second time.)&lt;br /&gt;
|-&lt;br /&gt;
| Itching Powder || Hands || 0 || 0 || 0 || 0 || 2 || 0 || 1 Ore Lumps, 2 Herbs || Talent: Itching Powder (Causes a chance for talents to fail in a cone.)&lt;br /&gt;
|-&lt;br /&gt;
| Iron Grip || Hands || 0 || 1 || 0 || 0 || 0 || 0 || 3 Ore Lumps || Disarm Immune +(60%, 70%, 80%, 90%, 100%), Talent: Iron Grip (Deals unarmed damage, inflicting pin and lowering armor and defense. Costs 20 steam)&lt;br /&gt;
|-&lt;br /&gt;
| Saw Projector || Hands || 1 || 1 || 0 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Project Saw (Fires a beam that inflicts physical damage and bleeding (10 steam cost))&lt;br /&gt;
|-&lt;br /&gt;
| Shocking Touch || Hands || 0 || 0 || 3 || 0 || 0 || 0 || 2 Ore Lumps || Talent: Shocking Touch (Inflicts lightning damage and arcs up to (0, 1, 2, 3, 4) additional enemies that are at most 2 spaces apart.)&lt;br /&gt;
|-&lt;br /&gt;
| Spring Grapple || Hands || 0 || 1 || 0 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Spring Grapple (Steam cost 30. Pulls the target towards you, dealing unarmed damage and pinning them.), SPECIAL: shows unarmed stats&lt;br /&gt;
|-&lt;br /&gt;
| Toxic Canister Launcher || Hands || 2 || 0 || 0 || 0 || 0 || 0 || 10 Ore Lumps, 8 Herbs || Talent: Toxic Cannister Launcher (Creates an ally that releases poison gas for 8 turns.) Cost: 20 steam&lt;br /&gt;
|-&lt;br /&gt;
| Viral Needlegun || Hands || 3 || 0 || 0 || 0 || 0 || 0 || 8 Ore Lumps, 7 Ghoul Flesh || Talent: Viral Needlegun (fires a cone of physical damage, inflicting a random disease that lowers STR, DEX, or CON for 20 turns.)&lt;br /&gt;
|-&lt;br /&gt;
| Voltaic Sentinel || Hands || 0 || 1 || 4 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Voltaic Sentry (Deploys an ally that fires bolts of lightning at nearby enemies for 8 turns.)&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Automation: One Handed || Hands || 2 || 0 || 2 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Weapon Automation 1H (Deploys a weapon in your inventory as an ally, similar to Cursed Sentry.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Head Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Air Recycler || Head || 0 || 1 || 0 || 1 || 0 || 0 || 2 Ore Lumps, 2 Herbs || Air Regen +(1, 2, 3, 4, 5), Silence Immune +(10%, 20%, 30%, 40%, 50%)&lt;br /&gt;
|-&lt;br /&gt;
| Brain Cap || Head || 0 || 0 || 0 || 4 || 4 || 2 || 8 Ore Lumps, 1 Brain Jar || Mental Save +20, Mind resistance +35%, Talent: Arcane Disruption Wave (Silences everyone in a radius.)&lt;br /&gt;
|-&lt;br /&gt;
| Brain Flare || Head || 0 || 0 || 0 || 4 || 4 || 2 || 8 Ore Lumps, 1 Brain Jar || Mental Save +20, Mind resistance +35%, Talent: Mind Crush (Yeek's Dominate Will. In item form. With a 15 turn cooldown. Awesome.)&lt;br /&gt;
|-&lt;br /&gt;
| Focus Lens || Head || 1 || 0 || 0 || 0 || 0 || 0 || 2 Ore Lumps, 1 citrine, aquamarine, quartz, ruby, or diamond || Sight +(1, 1, 2, 2, 3), Infravision +(5, 6, 7, 8, 9), See Stealth +(5, 10, 15, 20, 25), See Invisible +(5, 10, 15, 20, 25), Blindfight(no, no, no, yes, yes)&lt;br /&gt;
|-&lt;br /&gt;
| Mental Stimulator || Head || 0 || 0 || 1 || 0 || 0 || 0 || 2 Ore Lumps || CUN +(2, 4, 6, 8, 10), Mental Save +(3, 6, 9, 12, 15)&lt;br /&gt;
|-&lt;br /&gt;
| Headlamp || Head || 0 || 0 || 0 || 0 || 0 || 1 || 1 Ore Lump, 1 Herb || Lite +(3, 4, 5, 6, 7), Accuracy +(1, 4, 9, 16, 25)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Body Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ablative Armor || Body || 1 || 0 || 0 || 0 || 0 || 2 || 2 Ore Lumps || Armor +(2, 4, 6, 8, 10), Chance to ignore criticals +(7%, 14%, 21%, 28%, 35%)&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Dynamo || Body (cloth) || 0 || 2 || 2 || 0 || 0 || 0 || 7 Ore Lumps, Amethyst || Allows the use of Technomancy spells ([[Technomancer(class evolution) (talent)|Archmage class evolution]]).  Drains 2 steam every turn but also produces steam when mana is spent&lt;br /&gt;
|-&lt;br /&gt;
| Armour Reinforcement || Body || 1 || 0 || 0 || 0 || 0 || 0 || 4 Ore Lumps || Armor +(1, 2, 3, 4, 5), Armor Hardiness +20, Fatigue +(5, 4, 3, 2, 1)&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Plating || Body || 3 || 0 || 0 || 0 || 0 || 0 || 2 Ore Lumps, 1 Gem || Increases all STATs +(2, 4, 6, 8, 10)&lt;br /&gt;
|-&lt;br /&gt;
| Rustproof Coating || Body || 1 || 0 || 0 || 0 || 2 || 0 || 1 Ore Lumps, 2 Herbs || Acid Resistance +(10%, 20%, 30%, 40%, 50%), Chance to avoid a detrimental acid subtype effect (10%, 20%, 30%, 40%, 50%)&lt;br /&gt;
|-&lt;br /&gt;
| Second Skin || Body || 0 || 0 || 0 || 2 || 0 || 0 || 3 Herbs || Life Regen +(2, 4, 6, 8, 10), Cut, poison, and Disease Immune +(30%, 40%, 50%, 60%, 70%)&lt;br /&gt;
|-&lt;br /&gt;
| Spike Attachment || Body || 1 || 0 || 0 || 0 || 0 || 0 || 3 Ore Lumps || Fatigue +1, armor +(4, 8, 12, 16, 20), Inflicts physical damage on attackers +(10, 20, 30, 40, 50)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cloak Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Fireproof Coating || Cloak || 0 || 0 || 0 || 0 || 2 || 0 || 2 Herbs || Fire and Light resistance +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
| Grounding Strap || Cloak || 1 || 0 || 1 || 0 || 0 || 0 || 2 Ore Lumps || Stun Immune +(10%, 20%, 30%, 40%, 50%), Lightning Resistance +(6, 12, 18, 24, 30)&lt;br /&gt;
|-&lt;br /&gt;
| Waterproof Coating || Cloak || 0 || 0 || 0 || 0 || 1 || 0 || 2 Herbs || Cold and Nature resistance +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Feet Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Stabilizer || Feet || 0 || 2 || 0 || 0 || 0 || 0 || 4 Ore Lumps || Physical Save +(3, 6, 9, 12, 15), Knockback Immune +(5%, 10%, 15%, 20%, 25%), Pin Immune +(5%, 10%, 15%, 20%, 25%), Teleport Immune +100%&lt;br /&gt;
|-&lt;br /&gt;
| Moss Treads || Feet || 0 || 0 || 0 || 2 || 0 || 0 || 4 Herbs || Stealth +(2, 4, 6, 8, 10), Talent: Moss Tread (Places grasping moss where you walk, dealing nature damage, reducing movement speed, and chance to pin enemies on it.)&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Boots || Feet || 0 || 2 || 0 || 0 || 0 || 0 || 5 Ore Lumps || Talent: Rocket Boots (Increases movement speed by (100%, 150%, 200%, 250%, 300%) and leaves a trail of flames. Any action other than moving turns off this sustain. Drains 15 steam every turn.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Belt Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist's Helper || Belt || 0 || 0 || 0 || 1 || 3 || 0 || 4 Herbs || Acid, Fire, Nature, and Blight damage +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
| Back Support || Belt || 1 || 1 || 0 || 0 || 0 || 0 || 2 Ore Lumps || Fatigue -(4, 8, 12, 16, 20), Max Encumbrance +(10, 20, 30, 40, 50)&lt;br /&gt;
|-&lt;br /&gt;
| Deflection Field || Belt || 0 || 0 || 2 || 0 || 0 || 0 || 2 Ore Lumps || Defense +(2, 4, 6, 8, 10), Slows Projectiles +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Web || Belt || 0 || 0 || 0 || 3 || 0 || 0 || 5 Herbs || SPECIAL: heals (25, 50, 75, 100, 125) health when using a salve&lt;br /&gt;
|-&lt;br /&gt;
| Power Distributor || Belt || 0 || 0 || 2 || 1 || 0 || 0 || 2 Ore Lumps || Stamina, Mana, and Psi regen +(0.1, 0.2, 0.3, 0.4, 0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Thunder Grenade || Belt || 0 || 0 || 0 || 0 || 0 || 3 || 2 Ore Lumps || Talent: Thunder Grenade (Deals physical damage and stuns at an area of radius 1)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lite Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| White Light Emitter || Lite || 0 || 0 || 2 || 0 || 1 || 0 || 3 Ore Lumps, 1 Herb || lite +(1, 2, 3, 4, 5), See Stealth +(2, 4, 6, 8, 10), Increases light damage +(4%, 8%, 12%, 16%, 20%)&lt;br /&gt;
|-&lt;br /&gt;
| Black Light Emitter || Lite || 0 || 0 || 1 || 0 || 2 || 0 || 2 Ore Lumps, 2 Herbs || lite -(1, 2, 3, 4, 5), Infravision +(2, 4, 6, 8, 10), Darkness damage +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ammo Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Antimagic Shell || Ammo || 0 || 0 || 0 || 1 || 0 || 2 || 1 Ore Lump, 2 Herb || Talent: Antimagic Shell (Inflicts arcane resource burn damage.)&lt;br /&gt;
|-&lt;br /&gt;
| Botanical Shell || Ammo || 0 || 0 || 0 || 0 || 0 || 3 || 1 Ore Lump, 3 Herb || Talent: Botanical Shell (Releases nourishing moss, which deals nature damage and heals you.)&lt;br /&gt;
|-&lt;br /&gt;
| Corrosive Shell || Ammo || 0 || 0 || 0 || 0 || 1 || 2 || 1 Ore Lump, 2 Herb || Talent: Corrosive (Inflicts acid damage that lowers accuracy, defense, and armor.)&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Shell || Ammo || 0 || 0 || 0 || 0 || 0 || 1 || 1 Ore Lump, 1 Herb || Talent: Explosive Shell (Inflicts physical damage in radius 1.)&lt;br /&gt;
|-&lt;br /&gt;
| Flare Shell || Ammo || 0 || 0 || 0 || 0 || 0 || 3 || 1 Ore Lump, 2 Herb || Talent: Flare Shell (Blinds enemies and lights up the area in a radius.)&lt;br /&gt;
|-&lt;br /&gt;
| Hook Shell || Ammo || 0 || 2 || 0 || 0 || 0 || 2 || 3 Ore Lump, 1 Herb || Talent: Hook Shell (If the target is an enemy, you pull it towards you. If the target is empty space, you are pulled towards there.)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Shell || Ammo || 0 || 0 || 1 || 0 || 0 || 1 || 2 Ore Lumps, 1 Herb || Talent: Magnetic Shell (Lowers defense and increases fatigue.)&lt;br /&gt;
|-&lt;br /&gt;
| Saw Shell || Ammo || 0 || 1 || 0 || 0 || 0 || 1 || 2 Ore Lumps, 1 Herb || Talent: Saw Shell (Inflicts direct physical damage, plus bleed damage over 5 turns. Costs 5 steam)&lt;br /&gt;
|-&lt;br /&gt;
| Solid Shell || Ammo || 1 || 0 || 0 || 0 || 0 || 3 || 2 Ore Lumps, 1 Herb || Talent: Solid Shell (Knocks back the target.)&lt;br /&gt;
|-&lt;br /&gt;
| Toxic Shell || Ammo || 0 || 0 || 0 || 0 || 2 || 4 || 1 Ore Lumps, 3 Herb || Talent: Toxic Shell (Inflicts blight damage over several turns and reduces global speed.)&lt;br /&gt;
|-&lt;br /&gt;
| Voltaic Shell || Ammo || 0 || 0 || 2 || 0 || 0 || 2 || 3 Ore Lumps, 1 Herb || Talent: Voltaic Shell (Inflicts lightning damage to nearby enemies.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Salves===&lt;br /&gt;
Salves are used in conjunction with medical injectors. The medical injector goes on cooldown and modifies the strength of the salve. The healing salve requires one turn to use, while all other salves can be used instantly.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Healing Salve|| Salve  || 0 || 0 || 0 || 2 || 0 || 0 || 4 Herbs, 1 Troll Intestine || Heals you&lt;br /&gt;
|-&lt;br /&gt;
| Pain Suppressor || Salve || 0 || 0 || 0 || 1 || 0 || 0 || 3 Herbs, 1 Sandworm Tooth || Lets you fight at negative health and reduces damage by a percentage for (4, 4, 5, 5, 6) turns&lt;br /&gt;
|-&lt;br /&gt;
| Frost Salve || Salve || 0 || 0 || 0 || 2 || 0 || 0 || 3 Herbs, 1 Frost Ant Stinger || Removes (1, 1, 2, 2, 3) detrimental physical effects and gives cold, darkness, and nature affinity for (3, 4, 5, 6, 7)&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Salve || Salve || 0 || 0 || 0 || 3 || 0 || 0 || 3 Herbs, 1 Ritch Stinger || Removes (1, 1, 2, 2, 3) detrimental magical effects and gives fire, light, and lightning affinity for (3, 4, 5, 6, 7) turns&lt;br /&gt;
|-&lt;br /&gt;
| Water Salve || Salve || 0 || 0 || 0 || 3 || 0 || 0 || 3 Herbs, 1 Squid Ink || Removes (1, 1, 2, 2, 3) detrimental mental effects and gives blight, mind, and acid affinity for (3, 4, 5, 6, 7) turns&lt;br /&gt;
|-&lt;br /&gt;
| Unstoppable Force Salve || Salve || 0 || 0 || 0 || 5 || 0 || 0 || 3 Herbs, 1 Minotaur Nose, 1 Frost Salve, 1 Fiery Salve, 1 Water Salve || Increases saves and healing factor for (N/A, N/A, 5, 6, 7) turns&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Items===&lt;br /&gt;
This includes basic steamsaws and steamguns as well as certain artifacts that can only be obtained via crafting. Each of the crafting talents is primarily associated with one artifact. Each of these artifacts requires a certain amount of gems: 1 Fire Opal, 1 Pearl, 1 Diamond, and 1 Bloodstone. None of these artifacts are craftable outside of [[Embers of Rage]] since their schematics can only be found in specific locations in said campaign.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Items#Weapons|Steamsaw]] || Steamsaw || 2 || 1 || 0 || 0 || 0 || 0 || 7 lumps of ore, 1h mace/sword/axe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Items#Weapons|Steamgun]] || Steamgun || 1 || 0 || 0 || 0 || 0 || 1 || 7 lumps of ore, 1 sling || Range will be material level +5&lt;br /&gt;
|-&lt;br /&gt;
| [[Steam Powered Armour]] || msv. Armor || 4 || 5 || 5 || 0 || 0 || 0 || 50 lumps of ore, 2 Mechanical Cores, 1 Lightning Coil, Artifact Gems* || Powerful [[Item set| Steam Set]] Armor. Schema can only be found in [[G.E.M.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steamgun: Payload]] || Steamgun || 3 || 2 || 0 || 0 || 0 || 5 || 40 lumps of ore, 1 Mechanical Core, 1 Incendiary Grove, Artifact Gems* || Schema can only be found in  [[Ruins of a lost city]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hands of Creation]] || Hands || 5 || 3 || 0 || 0 || 0 || 2 || 10 lumps of ore, 10 herbs, 1 Primal Core, 1 Shocking Touch, Artifact Gems* || Schema can only be found in [[Ureslak's Host]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steamsaw: Stormcutter]] || Steamsaw || 4 || 3 || 5 || 0 || 0 || 0 || 40 lumps of ore, 1 Mechanical Core, 1 Shocking Edge , Artifact Gems* || Schema can only be found in  [[Steam Quarry]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Life Support Suit]] || lt. Armor || 0 || 0 || 0 || 5 || 4 || 2 || 5 lumps of ore, 20 herbs, 1 Primal Core, 1 Unstoppable Force Salve, Artifact Gems* ||Schema can only be found in [[Primal Forest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue Gallery]] || Cloak || 0 || 0 || 0 || 2 || 5 || 4 || 5 lumps of ore, 20 herbs, 1 Primal Core, 1 Flash Powder, Artifact Gems*|| Schema can only be found in [[Cave of Hatred]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Terrain&amp;diff=22729</id>
		<title>Terrain</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Terrain&amp;diff=22729"/>
				<updated>2024-09-02T06:17:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: spellblaze scar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''This page is a rough and seriously incomplete placeholder still lacking a lot of terrain/tiles. Please help improve!'''. &lt;br /&gt;
&lt;br /&gt;
The map ([[Zones]]) consists of a grid of terrain tiles. Some permit movement, others not and some even have special effects. Certain terrain can be dig through using spells or the [[Dig (talent)|Dig talent]],  most commonly gained by carrying a pick-axe. &lt;br /&gt;
&lt;br /&gt;
Some tiles do not permit teleport to/from - mouseover will reveal 'Cannot teleport to this place'. This is most common in [[Vaults]] but there are entire no-teleport zones.&lt;br /&gt;
&lt;br /&gt;
= Special terrain =&lt;br /&gt;
Some tiles have an effect on the creatures standing on or close to them. Many create an aura around them that in turn will give a buff of some kind, usually lasting 2 after leaving the aura. &lt;br /&gt;
== Antimagic bush ==&lt;br /&gt;
[[File:AntiMagic_bush.jpg|200px|thumb|left]] Anti magic bushes are surrounded by a range 4 antimagic aura granting 20% nature damage, 20% nature [[Character_sheet#Resistance.2C_Resistance_Penetration.2C_and_Immunity|resistance penetration]] and -26 spellpower. The effect lasts for two turns after leaving the aura.&lt;br /&gt;
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&lt;br /&gt;
== Blighted soil ==&lt;br /&gt;
Duration 2 blighted aura. Reduce disease resistance by 60% and give all attacks 40% chance to inflict a random disease. You can only get one disease each turn. &lt;br /&gt;
&lt;br /&gt;
== Fell aura==&lt;br /&gt;
Grant 40% critical multiplier bonus at the price of -20% to all resistances.&lt;br /&gt;
&lt;br /&gt;
== Font of Life ==&lt;br /&gt;
[[File:Font of life.jpg|200px|thumb|left]] Fonts of life are surrounded by a range 3 life aura that will regenerate life for whoever standing in it. It work for most players and monsters, but not undeads.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Glimmerstone ==&lt;br /&gt;
[[File:Glimmerstone.jpg|200px|thumb|left]] Gives a chance to stun enemies while attacking and standing on them (needs confirmation/details)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Graves ==&lt;br /&gt;
They come in two forms: &lt;br /&gt;
* A packed set - which is the entrance to a special level&lt;br /&gt;
* Less packed or stand-alone. Disturbing these might summon a monster (or yield an item?)&lt;br /&gt;
&lt;br /&gt;
== Icy Floor ==&lt;br /&gt;
Gives a duration 3 Icy Floor debuff to characters: 20% increased movement speed, 20% cold damage piercing and -30% [[Character_sheet#Resistance.2C_Resistance_Penetration.2C_and_Immunity|stun/freeze immunity]]. &lt;br /&gt;
&lt;br /&gt;
== Necrotic Air ==&lt;br /&gt;
Gives a duration 2 Necrotic Air (de)buff: -40% healing effect and +15% resistance for undeads.&lt;br /&gt;
&lt;br /&gt;
== Protective Aura ==&lt;br /&gt;
Gives a duration 2 Protective Aura buff: +9% armour and 20% physical save.&lt;br /&gt;
&lt;br /&gt;
== Spellblaze scar ==&lt;br /&gt;
[[File:spellBlazeScar.jpg|200px|thumb|left]] Gives a duration 2 Spellblaze aura: 25% critical chance, +10% fire and blight damage but critical hits will drain arcane forces like mana/vim.&lt;br /&gt;
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== Unstable wormhole ==&lt;br /&gt;
One type is found  in [[Ardhungol]] and can react to being hit by magic damage. Se the Ardhungol page for details. &lt;br /&gt;
== Vats ==&lt;br /&gt;
[[File:Old Vat.jpg|200px|thumb|left]] Old vats are found in the [[Old Conclave Vault]] and is the home to hibernating ogres. When they break out to attack you,  their vats turn into broken vats&lt;br /&gt;
[[File:Broken Vat.jpg|200px|thumb|right]]&lt;br /&gt;
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== Water ==&lt;br /&gt;
Water tiles do not contain air, and characters that need to breath will get an 'air-bar' upon entering them. The character will start to take suffocation damage when the air is depleted.&lt;br /&gt;
&lt;br /&gt;
Airy water is a special water tile that permits breath regeneration through air bubbles. The bubbles can be exhausted. &lt;br /&gt;
&lt;br /&gt;
== Weird pedestal ==&lt;br /&gt;
[[File:Weird Pedestal.jpg|200px|thumb|left]] Shows up in packs of three. Inspecting them will summon mini-bosses and finally a [[Doombringer]].&lt;br /&gt;
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== Whistling Vortex== &lt;br /&gt;
A 4x4 area giving a two duration buff protecting against missiles: +44 ranged defense, -44 ranged accuracy and 30% slowed projectiles.&lt;br /&gt;
&lt;br /&gt;
= Doors =&lt;br /&gt;
These can be opened but not closed. A door will be opened by simply moving on it. The action does not take a turn but the character will need to enter the opened door as a normal movement. In the wilderness, 'huge loose rocks' will act as doors.&lt;br /&gt;
&lt;br /&gt;
Some monsters can open doors. [[Escorts]] cannot open doors and will plan 'their' route without passing through closed doors. &lt;br /&gt;
&lt;br /&gt;
Some doors, such as those closing [[Vaults]], will prompt for confirmation before opening. Monsters will never open a door that needs confirmation.&lt;br /&gt;
&lt;br /&gt;
= Portals =&lt;br /&gt;
Portals are special tiles on both maps that permit the use of the Change Level command to enter a new level or [[Zone]].&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=File:SpellBlazeScar.jpg&amp;diff=22728</id>
		<title>File:SpellBlazeScar.jpg</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=File:SpellBlazeScar.jpg&amp;diff=22728"/>
				<updated>2024-09-02T06:10:20Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=File:FloatingRocks.jpg&amp;diff=22727</id>
		<title>File:FloatingRocks.jpg</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=File:FloatingRocks.jpg&amp;diff=22727"/>
				<updated>2024-09-01T19:21:22Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: with fell aura&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;with fell aura&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Types&amp;diff=22726</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Types&amp;diff=22726"/>
				<updated>2024-09-01T09:27:23Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Special Damage Types */ Attempt at Devouring flames without reading code ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Raw details on damage types can be found in tome-x.y.z.team/data/damage_types.lua''&lt;br /&gt;
&lt;br /&gt;
Tales of Maj'Eyal uses a multitude of '''damage types'''. Generally speaking, damage types are grouped along a few loose sets of types, some of which have secondary effects on damaging a mob. Damage from different types can be reduced by [[resistance]]s. &lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
This information is directly from the comments in the ''damage_types.LUA'' file and consists mostly of comments in the code as well as some additional information such as death messages.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
'''{{color|black|physical}}''': Caused by regular melee and ranged attacks by weapons, and physical attacks by monsters. {{c|Stone}} magic talents and Wyrmic {{c|Sand drake aspect}} talents also cause physical damage. Most common damage type early in the game.&lt;br /&gt;
:::: Death Message: ''&amp;quot;battered&amp;quot;, &amp;quot;bludgeoned&amp;quot;, &amp;quot;sliced&amp;quot;, &amp;quot;maimed&amp;quot;, &amp;quot;raked&amp;quot;, &amp;quot;bled&amp;quot;, &amp;quot;impaled&amp;quot;, &amp;quot;dissected&amp;quot;, &amp;quot;disembowelled&amp;quot;, &amp;quot;decapitated&amp;quot;, &amp;quot;stabbed&amp;quot;, &amp;quot;pierced&amp;quot;, &amp;quot;torn limb from limb&amp;quot;, &amp;quot;crushed&amp;quot;, &amp;quot;shattered&amp;quot;, &amp;quot;smashed&amp;quot;, &amp;quot;cleaved&amp;quot;, &amp;quot;swiped&amp;quot;, &amp;quot;struck&amp;quot;, &amp;quot;mutilated&amp;quot;, &amp;quot;tortured&amp;quot;, &amp;quot;skewered&amp;quot;, &amp;quot;squished&amp;quot;, &amp;quot;mauled&amp;quot;, &amp;quot;chopped into tiny pieces&amp;quot;, &amp;quot;splattered&amp;quot;, &amp;quot;ground&amp;quot;, &amp;quot;minced&amp;quot;, &amp;quot;punctured&amp;quot;, &amp;quot;hacked apart&amp;quot;, &amp;quot;eviscerated&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
'''{{color|purple|arcane}}''': ''Arcane is basic (usually) un-resistable damage''. Caused by pure magic skills and magic-using monsters. Category {{c|Arcane}} talents cause arcane damage. Difficult to find resistances to.&lt;br /&gt;
:::: Death Message: ''&amp;quot;blasted&amp;quot;, &amp;quot;energised&amp;quot;, &amp;quot;mana-torn&amp;quot;, &amp;quot;dweomered&amp;quot;, &amp;quot;imploded&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
'''{{fire}}''': Caused by fire mages (pyromancers), Wyrmics using fire drake talents, and fire-breathing or using monsters. One of the most common types of damage.&lt;br /&gt;
:::: Death Message: ''&amp;quot;burnt&amp;quot;, &amp;quot;scorched&amp;quot;, &amp;quot;blazed&amp;quot;, &amp;quot;roasted&amp;quot;, &amp;quot;flamed&amp;quot;, &amp;quot;fried&amp;quot;, &amp;quot;combusted&amp;quot;, &amp;quot;toasted&amp;quot;, &amp;quot;slowly cooked&amp;quot;, &amp;quot;boiled&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
'''{{color|blue|cold}}''': Caused by ice mages (cyromancers), Wyrmics using cold drake talents, and cold-breathing or using monsters. Includes ice giants and [[Rantha the Worm]]. &lt;br /&gt;
:::: Death Message: ''&amp;quot;frozen&amp;quot;, &amp;quot;chilled&amp;quot;, &amp;quot;iced&amp;quot;, &amp;quot;cooled&amp;quot;, &amp;quot;frozen and shattered into a million little shards&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
'''{{color|turquoise|lightning}}''': used by lightning mages, Wyrmics using storm drake talents, and lightning-using monsters. This include air elementals and [[Urkis]]. Keeping a few extra lightning resist items in reserve is a good idea.&lt;br /&gt;
:::: Death Message: ''&amp;quot;electrocuted&amp;quot;, &amp;quot;shocked&amp;quot;, &amp;quot;bolted&amp;quot;, &amp;quot;volted&amp;quot;, &amp;quot;amped&amp;quot;, &amp;quot;zapped&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
'''{{color|#004000|acid}}''': Caused by some nature talents, Wyrmics using acid drake talents, and acid-based monsters. This includes jellies and blobs. Acid damage is very often applied as damage over time instead of one single shot of damage.&lt;br /&gt;
:::: Death Message: ''&amp;quot;dissolved&amp;quot;, &amp;quot;corroded&amp;quot;, &amp;quot;scalded&amp;quot;, &amp;quot;melted&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
===Nature &amp;amp; Blight: opposing damage types===&lt;br /&gt;
'''{{nature}}''': Caused by poisons, special animal attacks, some Wild Gifts, and some [[mindstar]]s.&lt;br /&gt;
:::: Death Message: ''&amp;quot;slimed&amp;quot;, &amp;quot;splurged&amp;quot;, &amp;quot;treehugged&amp;quot;, &amp;quot;naturalised&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
'''{{blight}}''': Caused by [[Defiler]] talents and disease-themed monsters. Also used by the [[Grand Corruptor]]. &lt;br /&gt;
:::: Death Message: ''&amp;quot;diseased&amp;quot;, &amp;quot;poxed&amp;quot;, &amp;quot;infected&amp;quot;, &amp;quot;plagued&amp;quot;, &amp;quot;debilitated by noxious blight before falling&amp;quot;, &amp;quot;fouled&amp;quot;, &amp;quot;tainted&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
===Light &amp;amp; Darkness===&lt;br /&gt;
'''{{light}}''': Caused by talents from the [[Celestial]] classes [[Sun Paladin]] and [[Anorithil]], as well as light-themed monsters, including the dreaded Luminous Horror. Can also cause dark tiles to light up.&lt;br /&gt;
:::: Death Message: ''&amp;quot;radiated&amp;quot;, &amp;quot;seared&amp;quot;, &amp;quot;purified&amp;quot;, &amp;quot;sun baked&amp;quot;, &amp;quot;jerkied&amp;quot;, &amp;quot;tanned&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
'''{{darkness}}''': Caused by some talents from the [[Afflicted]] classes, as well as [[Anorithil]] (category {{c|Star Fury}}) and from darkness-themed monsters. Can also cause tiles to become dark. [[Necromancer]]s start with darkness spells and get access to more of this type if they become a Lich.&lt;br /&gt;
:::: Death Message: ''&amp;quot;shadowed&amp;quot;, &amp;quot;darkened&amp;quot;, &amp;quot;swallowed by the void&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
===Mind &amp;amp; Temporal===&lt;br /&gt;
'''{{mind}}''': Most uses of this have their damage effected by mental save and do not trigger cross tiers, ie, melee items. Mind damage will trigger mindpower vs mindsave check, if the check failed, damage will be halved. Mind damage is caused by psionic skills and monsters that use mental attacks. Many of the talents from the [[Afflicted]] classes cause mind damage. Also caused by mindstars and weapons with the 'projection' ego.&lt;br /&gt;
:::: Death Message: ''&amp;quot;psyched&amp;quot;, &amp;quot;mentally tortured&amp;quot;, &amp;quot;mindraped&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
'''{{temporal}}''': Caused by [[Chronomancer]] talents and from time-themed monsters. Uncommon before the  [[Far East]], except for in the [[Temporal Rift]] found in [[Daikara]]. There is a temporal zone in the Embers campaign called [[Pocket of Distorted Time]].&lt;br /&gt;
:::: Death Message: ''&amp;quot;timewarped&amp;quot;, &amp;quot;temporally distorted&amp;quot;, &amp;quot;spaghettified across the whole of space and time&amp;quot;, &amp;quot;paradoxed&amp;quot;, &amp;quot;replaced by a time clone (and no one ever knew the difference)&amp;quot;, &amp;quot;grandfathered&amp;quot;, &amp;quot;time dilated&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
==Special Damage Types==&lt;br /&gt;
'''Special''' damage types have an additional effect or effects, or are unusual because they aren't covered by the usual types of resistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{color|#004000|Acid Blind}}''': Acid damage and chance to Blind.&lt;br /&gt;
&lt;br /&gt;
{{arcane silence}}: Arcane damage and silences the target for 3(?) turns.&lt;br /&gt;
&lt;br /&gt;
{{bleed}}: Physical damage as DOT.&lt;br /&gt;
&lt;br /&gt;
{{blinding light}}: Light damage and 25% chance to Blind.&lt;br /&gt;
&lt;br /&gt;
'''{{color|#728C00|Corrupted Blood}}''': inflicts Blight damage on the target, and may trigger a random lesser disease (Blight) debuff on the target.&lt;br /&gt;
&lt;br /&gt;
'''{{color|grey|Cosmetic}}''': no damage occurs, the damage type is purely cosmetic. It can exist on things, but doesn't do anything though. Death Message: ''cosmeticed''.&lt;br /&gt;
&lt;br /&gt;
{{dazing lightning}}: &amp;quot;Lightning damage + daze chance&amp;quot;. Does lightning damage with a 25% chance to daze unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
'''{{color|red|Demonfire}}''': ''Demonfire: heal demon; damage others''. Does fire damage to everything not demon, while healing demons for the same amount. Found in the [[Fearscape (talent)|Fearscape]], [[Infernal breath (talent)|Infernal breath]], and [[Khulmanar's Wrath]].&lt;br /&gt;
&lt;br /&gt;
'''{{color|red|Devouring flames}}''': Life steal. Probably related to [[Devouring flames (talent)]]{{verify}}. Found on [[Whip of Urh'Rok]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{color|#728C00|Draining Blight}}''': inflicts Blight damage on the target, and heals the attacker for a percentage of the damage dealt. This percentage is 40% by default, but it's 50% for the damage dealt by the {{t|Bloodspring}} prodigy.&lt;br /&gt;
&lt;br /&gt;
{{disarming acid}}: acid damage with a 25% chance to disarm.&lt;br /&gt;
&lt;br /&gt;
'''{{color|orange|Dream}}{{color|red|Forge}}''': damage is half Fire and half Mind. Can do knockback, and may be susceptible to saves.&lt;br /&gt;
&lt;br /&gt;
'''{{color|red|Fire Burn}}''': inflicts Fire damage and burns the target over multiple turns.&lt;br /&gt;
&lt;br /&gt;
{{flameshock}}: ''Fire DOT + Stun''. Does fire damage over 4 turns and applies the Burning Shock debuff.&lt;br /&gt;
&lt;br /&gt;
{{frostdusk}}: ''Darkness + Cold''. Does 50% darkness and 50% cold damage.&lt;br /&gt;
&lt;br /&gt;
'''{{color|gold|Holy Light}}''': ''Holy light, damage demon/undead; heal others.'' Damages demons and undead while healing everything else.&lt;br /&gt;
&lt;br /&gt;
{{ice}}: ''Cold damage + freeze chance''. Does cold damage with a 25% chance to iceblock the enemy for 2 turns with an iceblock health of hp=70+dam*1.5.&lt;br /&gt;
&lt;br /&gt;
'''{{color|Green|Insidious Poison}}''':  Poison (nature damage) and reduces any healing of the target by at least 10% over several turns.&lt;br /&gt;
&lt;br /&gt;
'''{{color|gold|Lightburn}}''': like Fire burn, but with Light.&lt;br /&gt;
&lt;br /&gt;
{{manaburn}}: if target has mana, vim, positive, or negative, removes some and deals proportional arcane damage. Won't reduce them below zero and does nothing if target has zero.&lt;br /&gt;
&lt;br /&gt;
{{nature slow}}:  AKA ''{{color|Green|Slime}}'', Nature damage and inflict a 15% Slow over 3 turns.&lt;br /&gt;
&lt;br /&gt;
{{poison}}: Nature damage over time.&lt;br /&gt;
&lt;br /&gt;
'''{{color|#728C00|Purging Blight}}''': ''Retch: heal undead; damage living.'' Damages living while healing undead, found on [[Retch (talent)|Retch]].&lt;br /&gt;
&lt;br /&gt;
{{shadowflame}}: ''Darkness + Fire''. Does 50% darkness and 50% fire damage.&lt;br /&gt;
&lt;br /&gt;
'''{{color|#1133F3|slowing ice}}''': ''Cold damage + freeze chance + 20% slow''. Does cold damage with a 20% chance to slow and a 25% chance to iceblock the enemy for 2 turns with an iceblock health of hp=70+dam*1.5.&lt;br /&gt;
&lt;br /&gt;
{{spydric poison}}: ''Spydric poison: prevents movement. Very special, does not have a power check.'' Does poison DOT (nature damage) but pins an enemy in place.&lt;br /&gt;
&lt;br /&gt;
'''{{color|#b0c4de|Temporal }}{{color|grey|Darkness}}''': damage is half Temporal and half Darkness; may be referred to as void.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Illusory_Castle&amp;diff=22725</id>
		<title>Illusory Castle</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Illusory_Castle&amp;diff=22725"/>
				<updated>2024-08-28T21:42:44Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: note on the fact (?) that the alchemist player must kill the glass golem for the unlock&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
| name = Illusory Castle&lt;br /&gt;
| guardian = [[The Glass Golem]]&lt;br /&gt;
| floors = 13&lt;br /&gt;
| min_level = 20&lt;br /&gt;
| max_level = 40&lt;br /&gt;
| min_ilevel = 2&lt;br /&gt;
| max_ilevel = 4&lt;br /&gt;
| width = 70&lt;br /&gt;
| height = 70&lt;br /&gt;
| effect = '''Lost in a weird place'''&lt;br /&gt;
Effect per stack:&amp;lt;br /&amp;gt;The target is starting to get mad, reducing mind damage resistance by 6%, mental save by 5, confusion resistance by 4%, generating 0.5 insanity per turn.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Illusory Castle can be accessed by reading the [[Forbidden Tome: &amp;quot;The Illusory Castle&amp;quot;]]. Upon entering this zone, the player is granted the quest [[The Impossible Castle]].&lt;br /&gt;
&lt;br /&gt;
There are a total of 13 areas in this zone, each with a randomly assigned name. These areas are connected together to form three &amp;quot;paths&amp;quot; of varying length that originate from the starting area: two side paths and a main path with the boss at the end. The last area on the main path will be blocked, until the player has explored the two side paths and touched a book of binding at the end of each path. In each area with a book of binding, there will also be a shortcut leading back to one area in the main path. The [[Rod of Recall]] cannot be used to exit this zone, but there are exits to reality in both the starting and final areas.&lt;br /&gt;
&lt;br /&gt;
When the player first enters the zone, they will start with 1 stack of the zone debuff. Traveling to a new area will increment the debuff by one stack. Backtracking to an old area will not change this debuff stack. The player may leave the zone entirely in order to reset the debuff counter. It can be helpful to do so in between trips exploring different paths to limit the maximum number of debuffs received. There is no penalty for leaving this zone: the player is free to leave and return at any time and their exploration progress will be preserved.&lt;br /&gt;
&lt;br /&gt;
When the player finally reaches the end of the main path, they will have to defeat the [[The Glass Golem|Glass Golem]] in battle. When the golem is below 35% of its max life, it will repeatedly try to rush back to the glass throne in the center of the boss room to receive a full heal. If the golem is lured outside the boss room and loses line of sight to the throne, it will just teleport directly back to the throne instead. In order to prevent the golem from healing, one must lure it behind the glass walls in the boss room, so that the golem will bump into these walls as it tries to rush toward the throne. If the golem bumps into a glass wall, it will be [[Stun]]ned for 3 turns. Alternatively, the player can place a {{t|Wormhole}} on top of the throne, which will send the golem away when it tries to rush there. If the player defeats the Glass Golem without ever letting it use the throne to heal, they will earn the '''Dethroned''' [[achievement]].&lt;br /&gt;
&lt;br /&gt;
Defeating the Glass Golem will complete the quest '''The Impossible Castle''', and unlock the 3 locked chests in the boss room. These each contain an artifact (either a random artifact or fixed artifact, 50% chance of either). Unlike golden chests found in other zones, these chests cannot contain enemies.&lt;br /&gt;
&lt;br /&gt;
If the player as an [[Alchemist]] personally kills the Glass Golem (a summon/golem killing it is not sufficient{{verify}}), it will [[unlock]] the birth option for future Alchemists to start with their own glass golem. Player glass golems will have access to the {{t|Glass Splinters}} talent.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Helm of Knowledge]]: can be used to sense the presence of unique objects&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* There is [[Illusory Castle (Unused)|an unused zone with the same name]] included in the base game.&lt;br /&gt;
* The names that can be randomly chosen for levels in this zone are references to the names of spacecraft from the Culture series by Iain M. Banks.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
[[File:Book-glass-golem.png|500px|thumb|left|''An illustrated tome!]]&lt;br /&gt;
[[Category: Forbidden Cults]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Terrain&amp;diff=22724</id>
		<title>Terrain</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Terrain&amp;diff=22724"/>
				<updated>2024-08-27T19:24:22Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: icy floor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''This page is a rough and seriously incomplete placeholder still lacking a lot of terrain/tiles. Please help improve!'''. &lt;br /&gt;
&lt;br /&gt;
The map ([[Zones]]) consists of a grid of terrain tiles. Some permit movement, others not and some even have special effects. Certain terrain can be dig through using spells or the [[Dig (talent)|Dig talent]],  most commonly gained by carrying a pick-axe. &lt;br /&gt;
&lt;br /&gt;
Some tiles do not permit teleport to/from - mouseover will reveal 'Cannot teleport to this place'. This is most common in [[Vaults]] but there are entire no-teleport zones.&lt;br /&gt;
&lt;br /&gt;
= Special terrain =&lt;br /&gt;
Some tiles have an effect on the creatures standing on or close to them. Many create an aura around them that in turn will give a buff of some kind, usually lasting 2 after leaving the aura. &lt;br /&gt;
== Antimagic bush ==&lt;br /&gt;
[[File:AntiMagic_bush.jpg|200px|thumb|left]] Anti magic bushes are surrounded by a range 4 antimagic aura granting 20% nature damage, 20% nature [[Character_sheet#Resistance.2C_Resistance_Penetration.2C_and_Immunity|resistance penetration]] and -26 spellpower. The effect lasts for two turns after leaving the aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blighted soil ==&lt;br /&gt;
Duration 2 blighted aura. Reduce disease resistance by 60% and give all attacks 40% chance to inflict a random disease. You can only get one disease each turn. &lt;br /&gt;
&lt;br /&gt;
== Fell aura==&lt;br /&gt;
Grant 40% critical multiplier bonus at the price of -20% to all resistances.&lt;br /&gt;
&lt;br /&gt;
== Font of Life ==&lt;br /&gt;
[[File:Font of life.jpg|200px|thumb|left]] Fonts of life are surrounded by a range 3 life aura that will regenerate life for whoever standing in it. It work for most players and monsters, but not undeads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glimmerstone ==&lt;br /&gt;
[[File:Glimmerstone.jpg|200px|thumb|left]] Gives a chance to stun enemies while attacking and standing on them (needs confirmation/details)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graves ==&lt;br /&gt;
They come in two forms: &lt;br /&gt;
* A packed set - which is the entrance to a special level&lt;br /&gt;
* Less packed or stand-alone. Disturbing these might summon a monster (or yield an item?)&lt;br /&gt;
&lt;br /&gt;
== Icy Floor ==&lt;br /&gt;
Gives a duration 2 Icy Floor debuff to characters: 20% increased movement speed, 20% cold damage piercing and -30% [[Character_sheet#Resistance.2C_Resistance_Penetration.2C_and_Immunity|stun/freeze immunity]]. &lt;br /&gt;
&lt;br /&gt;
== Necrotic Air ==&lt;br /&gt;
Gives a duration 2 Necrotic Air (de)buff: -40% healing effect and +15% resistance for undeads.&lt;br /&gt;
&lt;br /&gt;
== Protective Aura ==&lt;br /&gt;
Gives a duration 2 Protective Aura buff: +9% armour and 20% physical save.&lt;br /&gt;
&lt;br /&gt;
== Unstable wormhole ==&lt;br /&gt;
One type is found  in [[Ardhungol]] and can react to being hit by magic damage. Se the Ardhungol page for details. &lt;br /&gt;
== Vats ==&lt;br /&gt;
[[File:Old Vat.jpg|200px|thumb|left]] Old vats are found in the [[Old Conclave Vault]] and is the home to hibernating ogres. When they break out to attack you,  their vats turn into broken vats[[File:Broken Vat.jpg|200px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Water tiles do not contain air, and characters that need to breath will get an 'air-bar' upon entering them. The character will start to take suffocation damage when the air is depleted.&lt;br /&gt;
&lt;br /&gt;
Airy water is a special water tile that permits breath regeneration through air bubbles. The bubbles can be exhausted. &lt;br /&gt;
&lt;br /&gt;
== Weird pedestal ==&lt;br /&gt;
[[File:Weird Pedestal.jpg|200px|thumb|left]] Shows up in packs of three. Inspecting them will summon mini-bosses and finally a [[Doombringer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Whistling Vortex== &lt;br /&gt;
A 4x4 area giving a two duration buff protecting against missiles: +44 ranged defense, -44 ranged accuracy and 30% slowed projectiles.&lt;br /&gt;
&lt;br /&gt;
= Doors =&lt;br /&gt;
These can be opened but not closed. A door will be opened by simply moving on it. The action does not take a turn but the character will need to enter the opened door as a normal movement. In the wilderness, 'huge loose rocks' will act as doors.&lt;br /&gt;
&lt;br /&gt;
Some monsters can open doors. [[Escorts]] cannot open doors and will plan 'their' route without passing through closed doors. &lt;br /&gt;
&lt;br /&gt;
Some doors, such as those closing [[Vaults]], will prompt for confirmation before opening. Monsters will never open a door that needs confirmation.&lt;br /&gt;
&lt;br /&gt;
= Portals =&lt;br /&gt;
Portals are special tiles on both maps that permit the use of the Change Level command to enter a new level or [[Zone]].&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Water_cavern&amp;diff=22723</id>
		<title>Water cavern</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Water_cavern&amp;diff=22723"/>
				<updated>2024-08-26T22:34:20Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: rough first version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Water cavern'' can be entered through a naga invation coral portal [[File:NagaPortal.jpg|thumbnail]] . &lt;br /&gt;
The portal will spawn nagas until closed. &lt;br /&gt;
&lt;br /&gt;
If you enter the portal you will find yourself in a water level with air bubbles, various water traps and nagas.  &lt;br /&gt;
The [[Achievement#Main_Campaign_Achievements|achievement ''Invasion from the Depths'']]  will be granted upon killing a named naga.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=File:NagaPortal.jpg&amp;diff=22722</id>
		<title>File:NagaPortal.jpg</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=File:NagaPortal.jpg&amp;diff=22722"/>
				<updated>2024-08-26T22:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: Used to enter water cavern&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used to enter water cavern&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zone&amp;diff=22721</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zone&amp;diff=22721"/>
				<updated>2024-08-26T22:00:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Main Campaign Zones */ water cavern: The portal is called 'coral portal'.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
'''Zones''' are places you can go, containing NPCs (monsters and/or friendlies) 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 currently three known exceptions: anything in a [[vault]]; the storage chamber of the [[Sher'Tul Fortress]]; and the special vault zone in the [[Embers of Rage campaign]]. &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) defined for each zone. &lt;br /&gt;
The level of enemies also increases by 1 for every level/depth (so Dreadfell 5 is 4 levels higher than Dreadfell 1). &lt;br /&gt;
&lt;br /&gt;
A common trick for some of the tougher zones was 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). Starting in version 1.5.0, this now only sets the level scaling for the floor you entered, and does not affect any other floors of the zone, limiting its effectiveness.&lt;br /&gt;
&lt;br /&gt;
Some zones are towns, which may have buildings ([[stores]]) as well as (primarily) non-hostile NPCs.&lt;br /&gt;
&lt;br /&gt;
If you are a newer player, you may wish to read this general guide to the [[zone order]].&lt;br /&gt;
&lt;br /&gt;
==Continents==&lt;br /&gt;
The world of Eyal has three (known) continents (aka [[worldmap|worldmaps]]): '''[[Maj'Eyal]]''' (West), '''[[Var'Eyal]]''' (the Far East) and '''[[Tar'Eyal]]''' (South).&lt;br /&gt;
&lt;br /&gt;
Players in the [[Maj'Eyal: The Age of Ascendancy|main campaign]] begin on the continent of Maj'Eyal.  Var'Eyal (the Far East) becomes accessible from the end of [[Reknor]].&lt;br /&gt;
&lt;br /&gt;
Players in [[Orcs: Embers of Rage|Embers of Rage]] start on an island off of the main continent of Var'Eyal. Access to the main continent of Var'Eyal becomes possible mid-way through the [[Orcs: Embers of Rage|Embers of Rage]] campaign.&lt;br /&gt;
&lt;br /&gt;
The continent of Tar'Eyal cannot be explored at the moment, but may become its own [[Campaigns#The Lost Land|campaign]] at a later date. &lt;br /&gt;
&lt;br /&gt;
This is an old, out of date map, but interesting still: http://te4.org/w/images/6/6b/Eyal2.png.&lt;br /&gt;
&lt;br /&gt;
==[[Maj'Eyal: The Age of Ascendancy|Main Campaign]] Zones==&lt;br /&gt;
Some zones in the Age of Ascendancy campaign have a &amp;quot;normal&amp;quot; and &amp;quot;alternate&amp;quot; zone layout, one of which is chosen at random each game, which affects which terrain and NPCs appear in the zone. These zones are:&lt;br /&gt;
*The Tier 1 zones (the [[Heart of the Gloom]], the [[Murgol Lair]], [[Norgos' Lair]], the [[Rhaloren Camp]], the [[Ruins of Kor'Pul]], the [[Scintillating Caves]], and the [[Trollmire]]).&lt;br /&gt;
**The class/race-specific zones don't have alternate layouts, except for the Murgol Lair.&lt;br /&gt;
*The Tier 2 zones (the [[Daikara]], [[The Maze]], the [[Old Forest]], and the [[Sandworm Lair]]).&lt;br /&gt;
**Reached from the Old Forest, the [[Lake of Nur]].&lt;br /&gt;
Alternate zones can only appear if either you have seen the normal zone before, or you have defeated [[The Master]] and earned the '''Vampire Crusher''' [[achievement]] before. For some alternate Tier 1 zones, there is an additional requirement, that you have killed at least one Tier 1 [[Guardians|Guardian]] on your current character. The Tier 1 zones with this requirement are Norgos' Lair, Rhaloren Camp, and the Trollmire. The Tier 1 zones without this requirement are the Heart of the Gloom, the Murgol Lair, the Ruins of Kor'Pul, and the Scintillating Caves. Both of these requirements are waived if you are using [[Developer Mode]].{{source|tome/mod/class/GameState.lua}}The [[Ruined Dungeon]] also uses the alternate zone code (including the Tier 1 Guardian requirement) to decide which puzzle to use. If a zone is eligible to be its alternate layout, then the alternate layout has a 50% chance to be used if the zone has the Tier 1 Guardian requirement, or a 33% chance if it does not.&lt;br /&gt;
&lt;br /&gt;
In the Age of Ascendancy campaign, when the player first enters a Tier 1 zone after having killed a certain number of Tier 1 bosses, they will be given the option to stroll to the last level of the zone, which if accepted, transports them there immediately. The required number of Tier 1 boss kills is normally 3, but [[Yeek]] characters require 4 boss kills before this option shows up. (This feature is technically applied to all campaigns, but only the Age of Ascendancy campaign contains both zones and bosses flagged as Tier 1.)&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]] || [[Dwarf|Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Point Zero]] || Human/elven/halfling [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Shatur]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 14 || [[Small 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 || 7 || [[Abashed Expanse]] || Human/elven/halfling [[Archmage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[The Deep Bellow]] || [[Dwarf|Dwarves]] only, in [[Iron Council]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Escape from Reknor]] || [[Dwarf|Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Heart of the Gloom]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Ruins of Kor'Pul]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Murgol Lair]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Norgos Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Rhaloren Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Ritches Tunnels]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Scintillating Caves]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Slazish Fens]] || Human/elven [[Anorithil]]/[[Sun Paladin]] only, in [[Gates of Morning]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Trollmire]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Unhallowed Morass]] || [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[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]] || &amp;quot;A mysterious hole in the beach&amp;quot;&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;
| 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;
| 14 || 28 || [[Unknown Tunnels]] || Triggered by encounter; must be level 18 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Mark of the Spellblaze]] || Randomly placed in a small range.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 40 || [[Ancient Cave]] || Added by [[Embers of Rage]] expansion. Appears at start of game if player character already knows [[Tinkers]], else it will appear if player chooses to learn tinkers from a tinker [[escort]]. Marked as &amp;quot;Entrance the tinker's master cave&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 35 || [[Dark Crypt]] || Triggered by encounter; must be level 25+.  &amp;quot;You find an entrance to an old crypt ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 43 || 52 || [[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 || [[Derth (Southeast)]] || Triggered by shady cornac ([[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Paradox Plane]] || Triggered in [[Daikara]] when reducing your future self to below half life, [[Temporal Warden]]s only&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]] level 4.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Tranquil Meadow]] || [[Cursed]] class only&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 26 || [[Dreadfell]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Last Hope Graveyard]] || Triggered by Ungrol ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Temporal Rift]] || In [[Daikara]] level 3&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[Sher'Tul Fortress]] || At the end of [[Lake of Nur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 35 || [[Reknor]] || Triggered by Elder ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 30 || [[Old Conclave Vault]] || Triggered by [[Director Hompalan]] ([[Ruined Halfling Complex]]), who appears in some games only. Always triggers for [[Shalore]] if player has not unlocked [[Ogre]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 35 || [[Southern Beach]] || Triggered by [[Melinda]] (Speak to her in her father's house in [[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dogroth Caldera]] || Triggered at level 20+ in some games only. (&amp;quot;You feel a tremor in the ground for a few seconds and it disappears...&amp;quot;)  Always triggers for [[Yeek]] if player has not unlocked [[Solipsist]].&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Ambush]] || Triggered by defeating The Master ([[Dreadfell]])&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Ruins of Telmur]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Fearscape (Tannen)]] || Triggered by item from Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Tannen's Tower]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Sludgenest]] (lush forest) || Trigger at level 30+ some games only. Always triggers for [[Thalore]] if player has not unlocked [[Oozemancer]]. (&amp;quot;...You remember long ago somebody told you about a strange lush forest...&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Randomly placed inside other zones as an event'''''&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Damp Cave]] || Dangerous stair trap&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Forsaken Crypt]] || Home of the Rat Lich. Marked as ''stairway leading downwards'' and ''stairs seem to lead into some kind of crypt''.&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Intimidating Cave]] || Den of storm drakes.&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Old Battlefield]] || Survive against undead assault for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: 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;|'''''Var'Eyal: 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;|'''''Var'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Flooded Cave]] || In water. Shows on map as &amp;quot;entrance to an underwater cave&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 45 || [[Shadow Crypt]] || Shows on map as &amp;quot;entrance to a dark crypt&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: 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 || [[Vor Armoury]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Briagh's Lair]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Temple of Creation]] || At end of [[Flooded Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Caverns to the hidden valley]] || Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning). Shown on map as &amp;quot;Cavern leading to the valley of the moon&amp;quot;.&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 || [[Ithilthum, Valley of the Moon]] || At end of [[Caverns to the hidden valley]], shown as &amp;quot;exit to the lost valley&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal 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;|'''''Var'Eyal: Randomly placed inside other zones as an event'''''&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Water cavern]] || Accessed via coral portal that naga are invading through&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Orbital Fearscape Platform]] || Accessed via portal that demons are invading through&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 || ∞ || [[Infinite Dungeon]] || Can also be entered after finishing the main campaign, via the [[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 || [[Dreams]] || Used for the dreams in [[Dogroth Caldera]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Eidolon Plane]] || Teleport to upon death (Adventure &amp;amp; Exploration difficulties), or visit randomly when using Exploratory Farportal (Roguelike)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Fearscape]] || Teleport to upon use of talent [[Fearscape (talent)|Fearscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Dreamscape]] || Teleport to upon use of talent [[Dreamscape (talent)|Dreamscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Temporal Reprieve]] || Teleport to upon use of talent [[Dreamscape (talent)|Dreamscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 100 || [[Unknown Sher'Tul Fortress]] || Accessed randomly when using Exploratory Farportal. Can only be visited once.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Not real zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Wilderness]] (World of Eyal) || The [[worldmap]]. Shown in-game as the name of the current continent.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[TestZone!]] ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Not used currently'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Tutorial (Combat Stats)]] || Was previously enabled, but was removed pending update&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Fortress Gladium]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Stellar System: Shandral]] || Can only be accessed in [[Developer Mode]], while flying the [[Sher'Tul Fortress]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 30 || [[Illusory Castle (Unused)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Orc Breeding Pits]] || Removed in version 1.1.5&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 100 || [[Void between worlds]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Ashes of Urh'Rok]] Expansion Zones==&lt;br /&gt;
&lt;br /&gt;
These zones are added to the main campaign.&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;
| 1 || 5 || [[Searing Halls]] || Starting zone for [[Doombringer]]s, [[Demonologist]]s, and [[Doomelf|Doomelves]] in main campaign&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 25 || [[Anteroom of Agony]] || If player started in Searing Halls, when using [[Rod of Recall]] at level 18 or higher, there's a chance to be abducted to this zone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Orcs: Embers of Rage|Embers of Rage]] Campaign Zones==&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;
| 1 || 15 || [[Kruk Pride]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Vaporous Emporium]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Yetis Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 12 || [[Sunwall Outpost]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 30 || [[Ruined Dungeon]] || Same as the one in main campaign&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18 || [[Dominion Port]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18 || [[Ritch Hive]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 25 || [[Kaltor's Shop]] || Not hostile. Sells high quality items.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 25 || [[Ruined Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Krimbul Territory]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Ruins of a lost city]] || &amp;quot;Way into old ruins in the Erúan desert&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 22 || [[Sunwall Observatory]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 25 || [[Internment Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Gates of Morning (Embers of Rage)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Primal Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Cave of Hatred]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30  || 40 || [[G.E.M.]] || &amp;quot;Strange mechanical mole&amp;quot; &amp;lt;br/&amp;gt; Spawns after clearing the Gates of Morning&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Steam Quarry]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Ureslak's Host]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 45 || [[Palace of Fumes]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 50 || [[Pocket of Distorted Time]] || &amp;quot;Strange temporal disruption&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 88 || [[The Slumbering Caves]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Apart from the zones in the Embers of Rage campaign, the [[Embers of Rage]] expansion also adds the [[Ancient Cave]] zone, which can be visited in the [[main campaign]] or the [[Infinite Dungeon campaign]].&lt;br /&gt;
&lt;br /&gt;
==[[Forbidden Cults]] Expansion Zones==&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;
| . || . || [[Eerie Cave]] || Entrance randomly placed inside another zone. No hostiles.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Kroshkkur, the Hidden Sanctuary]] || Starter zone for [[Demented (Metaclass)|Demented]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[The Maggot]] || Starter dungeon for [[Demented (Metaclass)|Demented]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Occult Egress]] || Randomly placed on Maj'Eyal continent for the main campaign. Also placed randomly in the Embers of Rage campaign. Entrance marked as &amp;quot;Way to a strange portal&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 30 || [[Dremshor Tunnels]] || Enter through [[Occult Egress]] portal after using glyph sequence from [[Kroshkkur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 30 || [[Necromancers' Ruins]] || Site for the [[antimagic]] quest [[Cleaning the trash]]&lt;br /&gt;
|-&lt;br /&gt;
|  ? ||  ? || [[Tentacle Tree]] || Might spawn when touching a Tentacle Tree&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 40 || [[Scourged Pits]] || Triggered at level 20+ in some games only. (&amp;quot;You smell a blighted perfume for a moment&amp;quot;)  Always triggers for [[Drem]] if player has not unlocked {{c|Scourge Drake}} talents for [[Wyrmic]].&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[The Godfeaster]] || Triggered by encounter; must be level 30 or higher. (&amp;quot;The ground suddenly shakes under your feet and a giant worm appears to gobble you up!&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 100 || [[Entropic Void]] || Enter through [[Occult Egress]] portal after using glyph sequence from [[High Peak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Forbidden Tome zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[The Teacher's Abode]] || Visited by reading [[Forbidden Tome: &amp;quot;The Day It Came&amp;quot;]], playing as Hithre. Can be visited repeatedly until the story is completed.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[A cave from ages old]] || Visited by reading [[Forbidden Tome: &amp;quot;A View From The Gallery&amp;quot;]], playing as Grung. Can be visited repeatedly until the story is completed.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[The Home Which Is Not]] || Visited by reading [[Forbidden Tome: &amp;quot;Home, Horrific Home&amp;quot;]]. Can be visited repeatedly. No hostiles.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[The Place Which Does Not Exist]] || Visited by reading [[Forbidden Tome: &amp;quot;Of Knowledge And Horrors&amp;quot;]]. Can only be visited once.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 40 || [[Illusory Castle]] || Visited by reading [[Forbidden Tome: &amp;quot;The Illusory Castle&amp;quot;]]. Can be visited repeatedly.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Unused zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Safe Multiverse Arena for Commotion and Killing]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || test ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || --not done-- || Would be visited by reading [[Forbidden Tome: &amp;quot;A Yaech's Dive&amp;quot;]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Online Event]] Zones==&lt;br /&gt;
&lt;br /&gt;
Only some campaigns support event zones, and the possible locations of the zone entrances differ between campaigns.&lt;br /&gt;
*In [[Maj'Eyal: The Age of Ascendancy]], online event zones will spawn in random locations on the [[Maj'Eyal]] world map.&lt;br /&gt;
*In [[Orcs: Embers of Rage]], online event zones will spawn in random locations on the [[Var'Eyal]] world map.&lt;br /&gt;
*In [[Infinite Dungeon: The Neverending Descent]], online event zones will spawn in the [[Infinite Dungeon]] randomly 1-4 levels deeper than the level the player was on when the event was received, and at a random location on that level.&lt;br /&gt;
*[[The Arena: Challenge of the Master]] does not support online event zones.&lt;br /&gt;
&lt;br /&gt;
After visiting an online event zone, its entrance portal will remain on the map but become inactive, therefore online event zones can only be visited once.&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;
| 12 || 35 || [[Bearscape]] || looks like a small portal&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 35 || [[Pikataclysm]] || looks like a red tree&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 35 || [[Santascape]] || looks like a snowman&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 35 || [[Hallowed Fields]] || looks like a carved pumpkin&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Lost land of Poosh]] || looks like a swirling portal&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Lust Forest]] || looks like a jungle tree. May no longer exist?{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[Category:Zones]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Reabsorb_(talent)&amp;diff=22720</id>
		<title>Reabsorb (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Reabsorb_(talent)&amp;diff=22720"/>
				<updated>2024-08-25T13:15:42Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: notes on (bad) interaction with infusion runes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.7.6&lt;br /&gt;
|name=Reabsorb&lt;br /&gt;
|image=Reabsorb.png&lt;br /&gt;
|category_type={{ct|Wild-Gift}}&lt;br /&gt;
|category={{c|Ooze}}&lt;br /&gt;
|require={{TalentReq/GiftsReq2}}&lt;br /&gt;
|cost=10 Equilibrium&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|use_speed=Mind&lt;br /&gt;
|desc=&lt;br /&gt;
You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for {{cts|4|8}} turns. (See notes below for side-effects by wild infusions).&lt;br /&gt;
&lt;br /&gt;
This process releases a burst of antimagic, dealing {{ctmd|15|200}} Manaburn damage in radius 3.&lt;br /&gt;
&lt;br /&gt;
This talent allows you to restore (0.2 + {{ctmd|0|1.4}}) Equilibrium per turn while Mitosis is active.&lt;br /&gt;
&lt;br /&gt;
The damage, duration and Equilibrium restoration increase with your Mindpower.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The 40% damage resistance will be overwritten by the corresponding (often weaker) resistance from [[Inscription#Common_Infusions|wild infusions]].&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Charred_Scar&amp;diff=22717</id>
		<title>Charred Scar</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Charred_Scar&amp;diff=22717"/>
				<updated>2024-08-18T12:48:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: elandar and argoniel namesdropped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Charred Scar&lt;br /&gt;
|guardian=[[Fyrk, Faeros High Guard]]&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=30&lt;br /&gt;
|max_level=50&lt;br /&gt;
|min_ilevel=4&lt;br /&gt;
|max_ilevel=5&lt;br /&gt;
|width=12&lt;br /&gt;
|height=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Charred Scar is a zone in the [[Far East]] which reveals a major part of the main plot. You reach this zone by undergoing a few non-obvious steps:&lt;br /&gt;
&lt;br /&gt;
# Clear any one of the Orc Pride zones.&lt;br /&gt;
# You will be told that the Staff has been seen, and that you should rush as quickly as possible to [[Eruan]]. (You do not actually have to go there quickly! The game doesn't keep track of time for that purpose.)&lt;br /&gt;
# Go to Eruan, and fight through Ritches and other enemies. At the end, you'll find a [[Sun Paladin]] guarding a portal. Put on your fire resistance gear, and then go through the portal.&lt;br /&gt;
# You'll be teleported to the Charred Scar.&lt;br /&gt;
&lt;br /&gt;
This will start the '''The Doom of the world!''' quest.&lt;br /&gt;
&lt;br /&gt;
The Charred Scar is special, in that once you arrive here, you have a timer counting down 550 turns. This is how long you have to reach the end of the zone, to interrupt the evil sorcerers' ritual. If you fail, things will be unpleasant. You must head '''''South''''' down a slightly winding tunnel. As you approach the bottom of the map, you will need to move diagonally between lava wall tiles in order to proceed. When you get to the end, you'll see the big baddies ([[Elandar]] and [[Argoniel]]) for a brief moment, before they flee, leaving you to deal with a henchman ([[Fyrk]], a big fire elemental).&lt;br /&gt;
&lt;br /&gt;
The entire zone is fire-themed. You will face fire drakes (hatchlings through wyrms) and fire elementals, predominantly. If you have a good movement infusion and remember to use it to pick up loot and dash between fights, you should be able reach the bottom of the map with one or two hundred turns on the timer to spare. A couple of high damage single and area of effect talents should allow you to quickly dispatch any foes along the way too. Given the map is only 500 squares from top to bottom, you can pace your progress if you care to keep track of it. Furthermore, the timer is removed as soon as you interrupt the sorcerers, so you will have plenty of time to deal with the boss as well as grab loot you left behind. &lt;br /&gt;
&lt;br /&gt;
Be warned: '''teleportation will not work normally here'''. Any talent that performs a teleport is prohibited from moving you southwards. As a result of this, random teleports (e.g. teleportation rune) will almost certainly move you northwards, while directed teleports (e.g. [[Dimensional step (talent)|Dimensional Step]], [[Inscriptions#Common_Runes|rune of blinking]]) will at best displace you sideways. However, there are a variety of talents that work similarly to teleporting, but which don't get messed up in this zone -- [[prodigies|Giant Leap]], [[Telekinetic leap (talent)|Telekinetic Leap]], [[Ghoulish leap (talent)|Ghoulish Leap]], [[Blindside (talent)|Blindside]], [[Shadowstep (talent)|Shadowstep]], [[Rush (talent)|Rush]], [[inscriptions|Movement infusions]], [[Lightning speed (talent)|Lightning Speed]], [[Oozewalk (talent) |Oozewalk]], and [[Stone walking (talent)|Stone walking]], [[Gem portal (talent)|Gem portal]] should all work the way you want them to. ''(To do: add other talents and say whether they work or fail.)''&lt;br /&gt;
&lt;br /&gt;
Fire resistance will obviously help you, as you'll take a lot of fire damage here. Being able to shield or heal/regenerate it is important. Global speed and/or movement speed will help you get to the end of the tunnel in time (as well as helping you avoid many time- and life-consuming fights). For monsters that you do have to fight along the way, anything that lets you kill ''quickly'' is better than a prolonged fight.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the bottom, you will have to defeat the guardian [[Fyrk]] (or not), and then leave via the farportal. Go back to [[Gates of Morning]] and speak to [[Aeryn]] to complete the quest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Quests]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Charred_Scar&amp;diff=22716</id>
		<title>Charred Scar</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Charred_Scar&amp;diff=22716"/>
				<updated>2024-08-18T12:41:43Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Zone Information */ blink does not work. Explicitly mentioned looting after quest completed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Charred Scar&lt;br /&gt;
|guardian=[[Fyrk, Faeros High Guard]]&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=30&lt;br /&gt;
|max_level=50&lt;br /&gt;
|min_ilevel=4&lt;br /&gt;
|max_ilevel=5&lt;br /&gt;
|width=12&lt;br /&gt;
|height=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Charred Scar is a zone in the [[Far East]] which reveals a major part of the main plot. You reach this zone by undergoing a few non-obvious steps:&lt;br /&gt;
&lt;br /&gt;
# Clear any one of the Orc Pride zones.&lt;br /&gt;
# You will be told that the Staff has been seen, and that you should rush as quickly as possible to [[Eruan]]. (You do not actually have to go there quickly! The game doesn't keep track of time for that purpose.)&lt;br /&gt;
# Go to Eruan, and fight through Ritches and other enemies. At the end, you'll find a [[Sun Paladin]] guarding a portal. Put on your fire resistance gear, and then go through the portal.&lt;br /&gt;
# You'll be teleported to the Charred Scar.&lt;br /&gt;
&lt;br /&gt;
This will start the '''The Doom of the world!''' quest.&lt;br /&gt;
&lt;br /&gt;
The Charred Scar is special, in that once you arrive here, you have a timer counting down 550 turns. This is how long you have to reach the end of the zone, to interrupt the evil sorcerers' ritual. If you fail, things will be unpleasant. You must head '''''South''''' down a slightly winding tunnel. As you approach the bottom of the map, you will need to move diagonally between lava wall tiles in order to proceed. When you get to the end, you'll see the big baddies for a brief moment, before they flee, leaving you to deal with a henchman ([[Fyrk]], a big fire elemental).&lt;br /&gt;
&lt;br /&gt;
The entire zone is fire-themed. You will face fire drakes (hatchlings through wyrms) and fire elementals, predominantly. If you have a good movement infusion and remember to use it to pick up loot and dash between fights, you should be able reach the bottom of the map with one or two hundred turns on the timer to spare. A couple of high damage single and area of effect talents should allow you to quickly dispatch any foes along the way too. Given the map is only 500 squares from top to bottom, you can pace your progress if you care to keep track of it. Furthermore, the timer is removed as soon as you interrupt the sorcerers, so you will have plenty of time to deal with the boss as well as grab loot you left behind. &lt;br /&gt;
&lt;br /&gt;
Be warned: '''teleportation will not work normally here'''. Any talent that performs a teleport is prohibited from moving you southwards. As a result of this, random teleports (e.g. teleportation rune) will almost certainly move you northwards, while directed teleports (e.g. [[Dimensional step (talent)|Dimensional Step]], [[Inscriptions#Common_Runes|rune of blinking]]) will at best displace you sideways. However, there are a variety of talents that work similarly to teleporting, but which don't get messed up in this zone -- [[prodigies|Giant Leap]], [[Telekinetic leap (talent)|Telekinetic Leap]], [[Ghoulish leap (talent)|Ghoulish Leap]], [[Blindside (talent)|Blindside]], [[Shadowstep (talent)|Shadowstep]], [[Rush (talent)|Rush]], [[inscriptions|Movement infusions]], [[Lightning speed (talent)|Lightning Speed]], [[Oozewalk (talent) |Oozewalk]], and [[Stone walking (talent)|Stone walking]], [[Gem portal (talent)|Gem portal]] should all work the way you want them to. ''(To do: add other talents and say whether they work or fail.)''&lt;br /&gt;
&lt;br /&gt;
Fire resistance will obviously help you, as you'll take a lot of fire damage here. Being able to shield or heal/regenerate it is important. Global speed and/or movement speed will help you get to the end of the tunnel in time (as well as helping you avoid many time- and life-consuming fights). For monsters that you do have to fight along the way, anything that lets you kill ''quickly'' is better than a prolonged fight.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the bottom, you will have to defeat the guardian [[Fyrk]] (or not), and then leave via the farportal. Go back to [[Gates of Morning]] and speak to [[Aeryn]] to complete the quest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Quests]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Charred_Scar&amp;diff=22715</id>
		<title>Charred Scar</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Charred_Scar&amp;diff=22715"/>
				<updated>2024-08-18T12:14:25Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: gem portal works as teleport here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Charred Scar&lt;br /&gt;
|guardian=[[Fyrk, Faeros High Guard]]&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=30&lt;br /&gt;
|max_level=50&lt;br /&gt;
|min_ilevel=4&lt;br /&gt;
|max_ilevel=5&lt;br /&gt;
|width=12&lt;br /&gt;
|height=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Charred Scar is a zone in the [[Far East]] which reveals a major part of the main plot. You reach this zone by undergoing a few non-obvious steps:&lt;br /&gt;
&lt;br /&gt;
# Clear any one of the Orc Pride zones.&lt;br /&gt;
# You will be told that the Staff has been seen, and that you should rush as quickly as possible to [[Eruan]]. (You do not actually have to go there quickly! The game doesn't keep track of time for that purpose.)&lt;br /&gt;
# Go to Eruan, and fight through Ritches and other enemies. At the end, you'll find a [[Sun Paladin]] guarding a portal. Put on your fire resistance gear, and then go through the portal.&lt;br /&gt;
# You'll be teleported to the Charred Scar.&lt;br /&gt;
&lt;br /&gt;
This will start the '''The Doom of the world!''' quest.&lt;br /&gt;
&lt;br /&gt;
The Charred Scar is special, in that once you arrive here, you have a timer counting down 550 turns. This is how long you have to reach the end of the zone, to interrupt the evil sorcerers' ritual. If you fail, things will be unpleasant. You must head '''''South''''' down a slightly winding tunnel. As you approach the bottom of the map, you will need to move diagonally between lava wall tiles in order to proceed. When you get to the end, you'll see the big baddies for a brief moment, before they flee, leaving you to deal with a henchman ([[Fyrk]], a big fire elemental).&lt;br /&gt;
&lt;br /&gt;
The entire zone is fire-themed. You will face fire drakes (hatchlings through wyrms) and fire elementals, predominantly. If you have a good movement infusion and remember to use it to pick up loot and dash between fights, you should be able reach the bottom of the map with one or two hundred turns on the timer to spare. A couple of high damage single and area of effect talents should allow you to quickly dispatch any foes along the way too. Given the map is only 500 squares from top to bottom, you can pace your progress if you care to keep track of it. Furthermore, the timer is removed as soon as you interrupt the sorcerers, so you will have plenty of time to deal with the boss.&lt;br /&gt;
&lt;br /&gt;
Be warned: '''teleportation will not work normally here'''. Any talent that performs a teleport is prohibited from moving you southwards. As a result of this, random teleports (e.g. teleportation rune) will almost certainly move you northwards, while directed teleports (e.g. [[Dimensional step (talent)|Dimensional Step]]) will at best displace you sideways. However, there are a variety of talents that work similarly to teleporting, but which don't get messed up in this zone -- [[prodigies|Giant Leap]], [[Telekinetic leap (talent)|Telekinetic Leap]], [[Ghoulish leap (talent)|Ghoulish Leap]], [[Blindside (talent)|Blindside]], [[Shadowstep (talent)|Shadowstep]], [[Rush (talent)|Rush]], [[inscriptions|Movement infusions]], [[Lightning speed (talent)|Lightning Speed]], [[Oozewalk (talent) |Oozewalk]], and [[Stone walking (talent)|Stone walking]], [[Gem portal (talent)|Gem portal]] should all work the way you want them to. ''(To do: add other talents and say whether they work or fail.)''&lt;br /&gt;
&lt;br /&gt;
Fire resistance will obviously help you, as you'll take a lot of fire damage here. Being able to shield or heal/regenerate it is important. Global speed and/or movement speed will help you get to the end of the tunnel in time (as well as helping you avoid many time- and life-consuming fights). For monsters that you do have to fight along the way, anything that lets you kill ''quickly'' is better than a prolonged fight.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the bottom, you will have to defeat the guardian [[Fyrk]] (or not), and then leave via the farportal. Go back to [[Gates of Morning]] and speak to [[Aeryn]] to complete the quest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Quests]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Staff_of_Arcane_Supremacy&amp;diff=22712</id>
		<title>Staff of Arcane Supremacy</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Staff_of_Arcane_Supremacy&amp;diff=22712"/>
				<updated>2024-08-15T21:01:51Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: set formed with Hat of Arcane Understanding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name = Staff of Arcane Supremacy&lt;br /&gt;
|image=Staff_of_arcane_supremacy.png&lt;br /&gt;
|unid = silver-runed staff&lt;br /&gt;
|type = weapon / staff&lt;br /&gt;
|source = {{arc}}&lt;br /&gt;
|require = Magic 24&lt;br /&gt;
|rarity = 300&lt;br /&gt;
|level = 20-40&lt;br /&gt;
|cost = 200&lt;br /&gt;
|tier = 3&lt;br /&gt;
|basepower = 20.0-24.0&lt;br /&gt;
|usestat = 150% Mag&lt;br /&gt;
|damtype = {{Arcane}}&lt;br /&gt;
|apr = +4&lt;br /&gt;
|change_dam = +20% {{arcane}}&lt;br /&gt;
|abilities = &amp;lt;br&amp;gt;&lt;br /&gt;
* Accuracy bonus: +2.5% procs dam/acc&lt;br /&gt;
* Talent masteries: +0.20 [[Arcane_(category)|Spell/Arcane]]&lt;br /&gt;
* Talent cooldowns: [[Manathrust (talent)|Manathrust]] (-1 turn)&lt;br /&gt;
* Spellpower: +20&lt;br /&gt;
* It can be used to activate talent [[Arcane supremacy (talent)|Arcane Supremacy]] costing 20 power out of 20 (effective talent level 3)&lt;br /&gt;
* '''When set is complete:''' (worn with [[Hat of Arcane Understanding]])&amp;lt;br&amp;gt; Maximum mana: +100.00&lt;br /&gt;
|description = ''A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver.'' &amp;lt;br&amp;gt; ''It hums faintly, as if great power is locked within, yet alone it seems incomplete.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Hat_of_Arcane_Understanding&amp;diff=22711</id>
		<title>Hat of Arcane Understanding</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Hat_of_Arcane_Understanding&amp;diff=22711"/>
				<updated>2024-08-15T21:00:08Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: set with Staff of Arcane Supremacy]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name = Hat of Arcane Understanding&lt;br /&gt;
|image=Wizard_hat_of_arcane_understanding.png&lt;br /&gt;
|unid = silver-runed hat&lt;br /&gt;
|type = armor / head&lt;br /&gt;
|source = {{arc}}&lt;br /&gt;
|rarity = 300&lt;br /&gt;
|level = 20-40&lt;br /&gt;
|cost = 100&lt;br /&gt;
|tier = 3&lt;br /&gt;
|defense = +2&lt;br /&gt;
|resistances = +20% {{arcane}}&lt;br /&gt;
|abilities = &amp;lt;br&amp;gt;&lt;br /&gt;
* Talent masteries: +0.20 [[Meta_(category)|Spell/Meta]]&lt;br /&gt;
* Talent cooldowns: [[Disruption shield (talent)|Disruption Shield]] (-10 turns)&lt;br /&gt;
* Mana each turn: +2.00&lt;br /&gt;
* '''When set is complete:''' (together with [[Staff of Arcane Supremacy]])&amp;lt;br&amp;gt; It can be used to activate talent [[Metaflow (talent)|Metaflow]] costing 40 power out of 40 (base talent level 3)&lt;br /&gt;
|description = ''A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes.'' &amp;lt;br&amp;gt; ''You sense it has been passed from ancient times, and has been born on the heads of great mages.'' &amp;lt;br&amp;gt; ''Touching the cloth you feel a sense of knowledge and power from bygone ages,'' &amp;lt;br&amp;gt; ''yet it is partly sealed away, waiting for a trigger to release it.''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon_Challenge&amp;diff=22710</id>
		<title>Infinite Dungeon Challenge</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon_Challenge&amp;diff=22710"/>
				<updated>2024-08-15T18:36:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Random Objectives */ Exterminator - check quest text for monster count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon Challenge''' are randomly generated [[quests]] that might occur on each floor of the [[Infinite Dungeon]] during the [[Infinite Dungeon: The Neverending Descent]] campaign. As you cannot go back up floors in the Infinite Dungeon, each quest ends when you leave the floor, completing quests that complete on level exit and failing otherwise.&lt;br /&gt;
&lt;br /&gt;
==Random Objectives==&lt;br /&gt;
* Exterminator: Kill all enemies in the floor. This includes enemies in vaults, and sometimes requires digging in order to find enemies like Xorn which spawned inside walls. Effects like {{t|Track}} can help a lot for finding enemies inside walls or teleporting around areas you have already explored. The Quest description will count the number of remaining enemies.&lt;br /&gt;
* Pacifist: Find an exit and exit the floor without killing any enemies. This gives two random rewards (possibly the same option twice), as it is often the most risky of these quests.&lt;br /&gt;
* Nearsighted: If accepted, your base sight range will be reduced from 10 to 3 until you leave the floor, at which point the quest completes. Sight radius is separate from light radius, so having a higher light radius will not help with this, though increases to sight radius will.&lt;br /&gt;
* Multiplicity: if accepted, all monsters (including bosses) gain the ability to multiply themselves up to three times, and you must survive for at least X turns before exiting the floor, at which point the quest completes.&lt;br /&gt;
* Mirror Match: If accepted, you need to find and interact with mirror match challenge (an NPC copy of you who is invulnerable and sometimes invisible until interacted with).  Like the clone fight in the [[Shadow Crypt]], the clone has all of your abilities, and will equip what the AI thinks are the best items in your inventory.&lt;br /&gt;
* Rush Hour: An exit to the floor is revealed, and you must exit the level before a timer ticks down (duration based on distance). Any exit will work, not just the revealed one.&lt;br /&gt;
* Dream Hunter: Find and kill a random-unique Dreaming Horror.&lt;br /&gt;
* Headhunter: Find and kill X &amp;quot;Spawn of Urh'Rok&amp;quot; demons before killing any other elite or rarer enemy. The target enemies will be rare or unique and named &amp;quot;[Name] the Spawn of Urh'Rok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Random Rewards==&lt;br /&gt;
* Randomly generated artifact&lt;br /&gt;
* 3 Stat points&lt;br /&gt;
* 1 Class Point&lt;br /&gt;
* 1 Generic Point&lt;br /&gt;
* 1 Category point (rare)&lt;br /&gt;
* 1 Prodigy Point (extremely rare)&lt;br /&gt;
&lt;br /&gt;
==Current Bugs==&lt;br /&gt;
* Effects that create clones of the player character such as some [[Temporal Warden]] abilities can cause these quests to glitch out. Notably, &amp;quot;leave the level&amp;quot; quests like Pacifist complete early, and Exterminator stops tracking enemies and cannot be completed. &lt;br /&gt;
* Having a summon present when exiting the floor can cause the Pacifist quest to fail.&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon_Challenge&amp;diff=22709</id>
		<title>Infinite Dungeon Challenge</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon_Challenge&amp;diff=22709"/>
				<updated>2024-08-15T06:22:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: links to existing pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon Challenge''' are randomly generated [[quests]] that might occur on each floor of the [[Infinite Dungeon]] during the [[Infinite Dungeon: The Neverending Descent]] campaign. As you cannot go back up floors in the Infinite Dungeon, each quest ends when you leave the floor, completing quests that complete on level exit and failing otherwise.&lt;br /&gt;
&lt;br /&gt;
==Random Objectives==&lt;br /&gt;
* Exterminator: Kill all enemies in the floor. This includes enemies in vaults, and sometimes requires digging in order to find enemies like Xorn which spawned inside walls. Effects like {{t|Track}} can help a lot for finding enemies inside walls or teleporting around areas you have already explored.&lt;br /&gt;
* Pacifist: Find an exit and exit the floor without killing any enemies. This gives two random rewards (possibly the same option twice), as it is often the most risky of these quests.&lt;br /&gt;
* Nearsighted: If accepted, your base sight range will be reduced from 10 to 3 until you leave the floor, at which point the quest completes. Sight radius is separate from light radius, so having a higher light radius will not help with this, though increases to sight radius will.&lt;br /&gt;
* Multiplicity: if accepted, all monsters (including bosses) gain the ability to multiply themselves up to three times, and you must survive for at least X turns before exiting the floor, at which point the quest completes.&lt;br /&gt;
* Mirror Match: If accepted, you need to find and interact with mirror match challenge (an NPC copy of you who is invulnerable and sometimes invisible until interacted with).  Like the clone fight in the [[Shadow Crypt]], the clone has all of your abilities, and will equip what the AI thinks are the best items in your inventory.&lt;br /&gt;
* Rush Hour: An exit to the floor is revealed, and you must exit the level before a timer ticks down (duration based on distance). Any exit will work, not just the revealed one.&lt;br /&gt;
* Dream Hunter: Find and kill a random-unique Dreaming Horror.&lt;br /&gt;
* Headhunter: Find and kill X &amp;quot;Spawn of Urh'Rok&amp;quot; demons before killing any other elite or rarer enemy. The target enemies will be rare or unique and named &amp;quot;[Name] the Spawn of Urh'Rok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Random Rewards==&lt;br /&gt;
* Randomly generated artifact&lt;br /&gt;
* 3 Stat points&lt;br /&gt;
* 1 Class Point&lt;br /&gt;
* 1 Generic Point&lt;br /&gt;
* 1 Category point (rare)&lt;br /&gt;
* 1 Prodigy Point (extremely rare)&lt;br /&gt;
&lt;br /&gt;
==Current Bugs==&lt;br /&gt;
* Effects that create clones of the player character such as some [[Temporal Warden]] abilities can cause these quests to glitch out. Notably, &amp;quot;leave the level&amp;quot; quests like Pacifist complete early, and Exterminator stops tracking enemies and cannot be completed. &lt;br /&gt;
* Having a summon present when exiting the floor can cause the Pacifist quest to fail.&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Quests&amp;diff=22708</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Quests&amp;diff=22708"/>
				<updated>2024-08-15T06:07:11Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Infinite Dungeon: The Neverending Descent quests */ better link to challenges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quests in ToME 4 are in-game story arcs.  Most quests are short, optional side quests with rewards.  Some of them lead to an [[unlockables|unlock]].  A few quests are part of the overall plot line.&lt;br /&gt;
&lt;br /&gt;
''Note to Editors'': Please use the '''in game name''' of the quest when creating new quest pages.&lt;br /&gt;
&lt;br /&gt;
== Tutorial quest ==&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==[[Maj'Eyal: The Age of Ascendancy]] quests==&lt;br /&gt;
&lt;br /&gt;
=== Initial quests ===&lt;br /&gt;
These are the quests given to characters in the beginning of the game, and most characters need to complete them in order to get [[Into the darkness]] (although completing them or '''Into the darkness''' is not needed to complete the game).&lt;br /&gt;
&lt;br /&gt;
* [[Of trolls and damp caves]]&lt;br /&gt;
** [[Hidden Treasure]]&lt;br /&gt;
* [[Reknor is lost!]]&lt;br /&gt;
* [[From bellow, it devours]]&lt;br /&gt;
* [[Echoes of the Spellblaze]]&lt;br /&gt;
* [[Madness of the Ages]]&lt;br /&gt;
* [[The rotting stench of the dead]]&lt;br /&gt;
* [[Spellblaze Fallouts]]&lt;br /&gt;
* [[Serpentine Invaders]]&lt;br /&gt;
* [[Future Echoes]]&lt;br /&gt;
* [[Following The Way]]&lt;br /&gt;
** [[Light at the end of the tunnel]]&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 quest ===&lt;br /&gt;
&lt;br /&gt;
* [[Into the darkness]]&lt;br /&gt;
&lt;br /&gt;
=== Plot quests (in order): ===&lt;br /&gt;
* [[The Island of Dread]]&lt;br /&gt;
* [[A mysterious staff]]&lt;br /&gt;
* [[Let's hunt some Orc]]&lt;br /&gt;
* [[The wild wild east]]&lt;br /&gt;
* [[Strange New World]]&lt;br /&gt;
* [[There and back again]]&lt;br /&gt;
* [[Back and there again]]&lt;br /&gt;
* [[The many Prides of the Orcs]]&lt;br /&gt;
** [[Important news]]&lt;br /&gt;
** [[Charred Scar|The Doom of the world!]]&lt;br /&gt;
* [[The Orbs of Command]]&lt;br /&gt;
* [[Falling Toward Apotheosis]]&lt;br /&gt;
&lt;br /&gt;
=== Unlock quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[The fall of Zigur]]&lt;br /&gt;
* [[The agent of the arena]]&lt;br /&gt;
* [[Trapped!]]&lt;br /&gt;
* [[The Beast Within]]&lt;br /&gt;
* [[An apprentice task|An Apprentice Task]]&lt;br /&gt;
* [[And now for a grave]]&lt;br /&gt;
* [[Eight legs of wonder]]&lt;br /&gt;
* [[Back and Back and Back To The Future]]&lt;br /&gt;
* [[The Way We Weren't]]&lt;br /&gt;
&lt;br /&gt;
=== Optional quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[The Curse of Magic]] (Antimagic)&lt;br /&gt;
* [[Alchemist Quest|The Brotherhood of Alchemists]]&lt;br /&gt;
* [[From Death, Life]] ([[Lich]]form)&lt;br /&gt;
* [[Lost Knowledge]] (Limmir the Master Jeweler)&lt;br /&gt;
* [[The Sect of Kryl-Feijan]] ([[Melinda]])&lt;br /&gt;
** [[Melinda, lucky girl]]&lt;br /&gt;
* [[Storming the city]]&lt;br /&gt;
* [[Keepsake]] (for [[Cursed]] only)&lt;br /&gt;
* [[The Temple of Creation]]&lt;br /&gt;
* [[Till the Blood Runs Clear]]&lt;br /&gt;
* [[Storming the city]]&lt;br /&gt;
* [[Sher'Tul Fortress]]&lt;br /&gt;
&lt;br /&gt;
=== Escort quests ===&lt;br /&gt;
&lt;br /&gt;
* [[Escorts]]&lt;br /&gt;
&lt;br /&gt;
== [[The Arena: Challenge of the Master]] quests ==&lt;br /&gt;
&lt;br /&gt;
* [[The Arena (quest)]]&lt;br /&gt;
&lt;br /&gt;
== [[Infinite Dungeon: The Neverending Descent]] quests ==&lt;br /&gt;
&lt;br /&gt;
See [[Infinite Dungeon Challenge|Infinite Dungeon Challenges]]&lt;br /&gt;
&lt;br /&gt;
== [[Ashes of Urh'Rok]] quests ==&lt;br /&gt;
These quests are added to the campaign [[Maj'Eyal: The Age of Ascendancy]]. They are available to characters who start in the [[Searing Halls]].&lt;br /&gt;
&lt;br /&gt;
* [[Ashes in the Wind]] (initial quest)&lt;br /&gt;
* [[I've a feeling we're not on Eyal anymore]]&lt;br /&gt;
&lt;br /&gt;
== [[Orcs: Embers of Rage]] quests ==&lt;br /&gt;
&lt;br /&gt;
=== Main quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[Homeland]] ([[Orc]] only)&lt;br /&gt;
* [[Of Steamwork and Pain]]&lt;br /&gt;
* [[You Shall Pass!]]&lt;br /&gt;
* [[This is our land!]]&lt;br /&gt;
* [[A Ritch Party]]&lt;br /&gt;
* [[Stargazers]]&lt;br /&gt;
* [[Children of Garkul, Unite!]]&lt;br /&gt;
* [[The Deconstruction of Falling Stars]]&lt;br /&gt;
* [[Mole Down, Two To Go]]&lt;br /&gt;
* [[Hunter, Quarry]]&lt;br /&gt;
* [[No Fumes Without Fire]]&lt;br /&gt;
* [[Voyage to the Center of Eyal]]&lt;br /&gt;
* [[The Dead God Awaits]]&lt;br /&gt;
&lt;br /&gt;
=== Unlock quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[Clan of the Unicorn]]&lt;br /&gt;
* [[Mystery of the Yetis]]&lt;br /&gt;
* [[Research. Tinker. Annihilate.]]&lt;br /&gt;
* [[Yeti Reinforcements]]&lt;br /&gt;
&lt;br /&gt;
=== Optional quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[The Grumpy Shopowner]]&lt;br /&gt;
&lt;br /&gt;
== [[Forbidden Cults]] quests ==&lt;br /&gt;
&lt;br /&gt;
=== Quests added to the [[main campaign]]: ===&lt;br /&gt;
&lt;br /&gt;
* [[The Worm That Devours]] (starting quest for characters who start in [[Kroshkkur]])&lt;br /&gt;
* [[Cleaning the trash]]&lt;br /&gt;
&lt;br /&gt;
=== [[Forbidden Tome]] quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[A View From The Gallery]]&lt;br /&gt;
* [[The Impossible Castle]]&lt;br /&gt;
&lt;br /&gt;
== [[Online Event]] quests ==&lt;br /&gt;
These quests are only available if granted by an online event.&lt;br /&gt;
&lt;br /&gt;
* [[Hunt for the legendary Plumpkin!]]&lt;br /&gt;
* [[A Great Disturbance]]&lt;br /&gt;
* [[Aporia Fold Lys]]&lt;br /&gt;
&lt;br /&gt;
== Unused or removed quests ==&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial: combat stats]]&lt;br /&gt;
* [[Desperate Measures]]&lt;br /&gt;
* [[In the void, no one can hear you scream]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=22707</id>
		<title>Infinite Dungeon: The Neverending Descent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=22707"/>
				<updated>2024-08-15T06:03:10Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Challenges */ replaced section with a link to existing page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon: The Neverending Descent''' is a [[campaign]] included in the base game of Tales of Maj'Eyal. It must be unlocked by opening the sealed door in the [[Ruined Dungeon]] and reading the last note.&lt;br /&gt;
&lt;br /&gt;
==In-Game Locked Description==&lt;br /&gt;
''Ever deeper, never ending, no reprieve, keep descending. In ruins old, through barred gate, once riddle solved, find thy fate.''&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
Play as your favorite race and class and venture into the infinite dungeon.&amp;lt;br/&amp;gt;&lt;br /&gt;
The only limit to how far you can go is your own skill!&amp;lt;br/&amp;gt;&lt;br /&gt;
Inside the infinite dungeon you will yourself be limitless. You can level up beyond level 50 and continue to gain stat and talent points (at a reduced rate).&amp;lt;br/&amp;gt;&lt;br /&gt;
Every level after level 50 the maximum of stats will increase by one.&amp;lt;br/&amp;gt;&lt;br /&gt;
Every 10 levels after level 50 the maximum points of each talent will increase by one.&lt;br /&gt;
&lt;br /&gt;
==Playable Characters==&lt;br /&gt;
All [[race]]s and [[class]]es are playable in this campaign.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This campaign starts the player in the [[Infinite Dungeon]] at level 1, and it is the only zone available in this campaign, apart from [[Online Event]] zones and the [[Ancient Cave]] (accessed via a [[Teleporter to the Tinker's Cave]], given via a Tinker escort).{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As described in the in-game description, this is the only campaign in which the player can level up beyond level 50. When leveling up beyond level 50, the player gains 1 stat point every level, 1 class talent point every second level, and 1 generic talent point every third level (starting at level 51). Additionally, the maximum of the player's base stats will increase by 1 for every level above 50, allowing base stats to be increased beyond 60, and the max number of talent points that can be put into a talent will increase by 1 for every 10 levels above 50 (apart from talents that can only take 1 point), allowing raw talent levels to be increased beyond 5.&lt;br /&gt;
&lt;br /&gt;
Unmentioned in the in-game description, in this campaign the player receives 1 category point at level 46, in addition to the ones normally received at levels 10, 20, and 34.&lt;br /&gt;
&lt;br /&gt;
In previous versions there were [[escort]] quests in this campaign, but that does not seem to be the case any more.{{Verify}} Now floors have a chance at containing [[Infinite Dungeon Challenge]]s which can provide rewards including random artifacts, class/generic points, and more rarely category or prodigy points.&lt;br /&gt;
&lt;br /&gt;
For more information about the floor layouts of the dungeons, see the page for [[Infinite Dungeon]]. Note that since there are no stairs back to previous levels, you will not be able to hoard [[stat]] gear beyond what you can carry with you - making [[Encumbrance|encumbrance]] much more relevant than in story driven [[Campaigns|campaigns]].&lt;br /&gt;
&lt;br /&gt;
The player character starts with an Iron Pickaxe equipped.&lt;br /&gt;
&lt;br /&gt;
=== Challenges ===&lt;br /&gt;
See [[Infinite Dungeon Challenge|Infinite Dungeon Challenges]]&lt;br /&gt;
&lt;br /&gt;
=== Vault access ===&lt;br /&gt;
Floors might contain a ''Vault Control Orb'' that let's you access the cross character [[Items vault]]. &lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Quests&amp;diff=22706</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Quests&amp;diff=22706"/>
				<updated>2024-08-15T05:55:50Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Infinite Dungeon: The Neverending Descent quests */ link to Challenges on the ID page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quests in ToME 4 are in-game story arcs.  Most quests are short, optional side quests with rewards.  Some of them lead to an [[unlockables|unlock]].  A few quests are part of the overall plot line.&lt;br /&gt;
&lt;br /&gt;
''Note to Editors'': Please use the '''in game name''' of the quest when creating new quest pages.&lt;br /&gt;
&lt;br /&gt;
== Tutorial quest ==&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==[[Maj'Eyal: The Age of Ascendancy]] quests==&lt;br /&gt;
&lt;br /&gt;
=== Initial quests ===&lt;br /&gt;
These are the quests given to characters in the beginning of the game, and most characters need to complete them in order to get [[Into the darkness]] (although completing them or '''Into the darkness''' is not needed to complete the game).&lt;br /&gt;
&lt;br /&gt;
* [[Of trolls and damp caves]]&lt;br /&gt;
** [[Hidden Treasure]]&lt;br /&gt;
* [[Reknor is lost!]]&lt;br /&gt;
* [[From bellow, it devours]]&lt;br /&gt;
* [[Echoes of the Spellblaze]]&lt;br /&gt;
* [[Madness of the Ages]]&lt;br /&gt;
* [[The rotting stench of the dead]]&lt;br /&gt;
* [[Spellblaze Fallouts]]&lt;br /&gt;
* [[Serpentine Invaders]]&lt;br /&gt;
* [[Future Echoes]]&lt;br /&gt;
* [[Following The Way]]&lt;br /&gt;
** [[Light at the end of the tunnel]]&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 quest ===&lt;br /&gt;
&lt;br /&gt;
* [[Into the darkness]]&lt;br /&gt;
&lt;br /&gt;
=== Plot quests (in order): ===&lt;br /&gt;
* [[The Island of Dread]]&lt;br /&gt;
* [[A mysterious staff]]&lt;br /&gt;
* [[Let's hunt some Orc]]&lt;br /&gt;
* [[The wild wild east]]&lt;br /&gt;
* [[Strange New World]]&lt;br /&gt;
* [[There and back again]]&lt;br /&gt;
* [[Back and there again]]&lt;br /&gt;
* [[The many Prides of the Orcs]]&lt;br /&gt;
** [[Important news]]&lt;br /&gt;
** [[Charred Scar|The Doom of the world!]]&lt;br /&gt;
* [[The Orbs of Command]]&lt;br /&gt;
* [[Falling Toward Apotheosis]]&lt;br /&gt;
&lt;br /&gt;
=== Unlock quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[The fall of Zigur]]&lt;br /&gt;
* [[The agent of the arena]]&lt;br /&gt;
* [[Trapped!]]&lt;br /&gt;
* [[The Beast Within]]&lt;br /&gt;
* [[An apprentice task|An Apprentice Task]]&lt;br /&gt;
* [[And now for a grave]]&lt;br /&gt;
* [[Eight legs of wonder]]&lt;br /&gt;
* [[Back and Back and Back To The Future]]&lt;br /&gt;
* [[The Way We Weren't]]&lt;br /&gt;
&lt;br /&gt;
=== Optional quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[The Curse of Magic]] (Antimagic)&lt;br /&gt;
* [[Alchemist Quest|The Brotherhood of Alchemists]]&lt;br /&gt;
* [[From Death, Life]] ([[Lich]]form)&lt;br /&gt;
* [[Lost Knowledge]] (Limmir the Master Jeweler)&lt;br /&gt;
* [[The Sect of Kryl-Feijan]] ([[Melinda]])&lt;br /&gt;
** [[Melinda, lucky girl]]&lt;br /&gt;
* [[Storming the city]]&lt;br /&gt;
* [[Keepsake]] (for [[Cursed]] only)&lt;br /&gt;
* [[The Temple of Creation]]&lt;br /&gt;
* [[Till the Blood Runs Clear]]&lt;br /&gt;
* [[Storming the city]]&lt;br /&gt;
* [[Sher'Tul Fortress]]&lt;br /&gt;
&lt;br /&gt;
=== Escort quests ===&lt;br /&gt;
&lt;br /&gt;
* [[Escorts]]&lt;br /&gt;
&lt;br /&gt;
== [[The Arena: Challenge of the Master]] quests ==&lt;br /&gt;
&lt;br /&gt;
* [[The Arena (quest)]]&lt;br /&gt;
&lt;br /&gt;
== [[Infinite Dungeon: The Neverending Descent]] quests ==&lt;br /&gt;
&lt;br /&gt;
See [[Infinite Dungeon: The Neverending Descent#Challenges|Challenges]]&lt;br /&gt;
&lt;br /&gt;
== [[Ashes of Urh'Rok]] quests ==&lt;br /&gt;
These quests are added to the campaign [[Maj'Eyal: The Age of Ascendancy]]. They are available to characters who start in the [[Searing Halls]].&lt;br /&gt;
&lt;br /&gt;
* [[Ashes in the Wind]] (initial quest)&lt;br /&gt;
* [[I've a feeling we're not on Eyal anymore]]&lt;br /&gt;
&lt;br /&gt;
== [[Orcs: Embers of Rage]] quests ==&lt;br /&gt;
&lt;br /&gt;
=== Main quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[Homeland]] ([[Orc]] only)&lt;br /&gt;
* [[Of Steamwork and Pain]]&lt;br /&gt;
* [[You Shall Pass!]]&lt;br /&gt;
* [[This is our land!]]&lt;br /&gt;
* [[A Ritch Party]]&lt;br /&gt;
* [[Stargazers]]&lt;br /&gt;
* [[Children of Garkul, Unite!]]&lt;br /&gt;
* [[The Deconstruction of Falling Stars]]&lt;br /&gt;
* [[Mole Down, Two To Go]]&lt;br /&gt;
* [[Hunter, Quarry]]&lt;br /&gt;
* [[No Fumes Without Fire]]&lt;br /&gt;
* [[Voyage to the Center of Eyal]]&lt;br /&gt;
* [[The Dead God Awaits]]&lt;br /&gt;
&lt;br /&gt;
=== Unlock quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[Clan of the Unicorn]]&lt;br /&gt;
* [[Mystery of the Yetis]]&lt;br /&gt;
* [[Research. Tinker. Annihilate.]]&lt;br /&gt;
* [[Yeti Reinforcements]]&lt;br /&gt;
&lt;br /&gt;
=== Optional quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[The Grumpy Shopowner]]&lt;br /&gt;
&lt;br /&gt;
== [[Forbidden Cults]] quests ==&lt;br /&gt;
&lt;br /&gt;
=== Quests added to the [[main campaign]]: ===&lt;br /&gt;
&lt;br /&gt;
* [[The Worm That Devours]] (starting quest for characters who start in [[Kroshkkur]])&lt;br /&gt;
* [[Cleaning the trash]]&lt;br /&gt;
&lt;br /&gt;
=== [[Forbidden Tome]] quests: ===&lt;br /&gt;
&lt;br /&gt;
* [[A View From The Gallery]]&lt;br /&gt;
* [[The Impossible Castle]]&lt;br /&gt;
&lt;br /&gt;
== [[Online Event]] quests ==&lt;br /&gt;
These quests are only available if granted by an online event.&lt;br /&gt;
&lt;br /&gt;
* [[Hunt for the legendary Plumpkin!]]&lt;br /&gt;
* [[A Great Disturbance]]&lt;br /&gt;
* [[Aporia Fold Lys]]&lt;br /&gt;
&lt;br /&gt;
== Unused or removed quests ==&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial: combat stats]]&lt;br /&gt;
* [[Desperate Measures]]&lt;br /&gt;
* [[In the void, no one can hear you scream]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=22705</id>
		<title>Infinite Dungeon: The Neverending Descent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=22705"/>
				<updated>2024-08-15T05:53:47Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Challenges */ created section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon: The Neverending Descent''' is a [[campaign]] included in the base game of Tales of Maj'Eyal. It must be unlocked by opening the sealed door in the [[Ruined Dungeon]] and reading the last note.&lt;br /&gt;
&lt;br /&gt;
==In-Game Locked Description==&lt;br /&gt;
''Ever deeper, never ending, no reprieve, keep descending. In ruins old, through barred gate, once riddle solved, find thy fate.''&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
Play as your favorite race and class and venture into the infinite dungeon.&amp;lt;br/&amp;gt;&lt;br /&gt;
The only limit to how far you can go is your own skill!&amp;lt;br/&amp;gt;&lt;br /&gt;
Inside the infinite dungeon you will yourself be limitless. You can level up beyond level 50 and continue to gain stat and talent points (at a reduced rate).&amp;lt;br/&amp;gt;&lt;br /&gt;
Every level after level 50 the maximum of stats will increase by one.&amp;lt;br/&amp;gt;&lt;br /&gt;
Every 10 levels after level 50 the maximum points of each talent will increase by one.&lt;br /&gt;
&lt;br /&gt;
==Playable Characters==&lt;br /&gt;
All [[race]]s and [[class]]es are playable in this campaign.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This campaign starts the player in the [[Infinite Dungeon]] at level 1, and it is the only zone available in this campaign, apart from [[Online Event]] zones and the [[Ancient Cave]] (accessed via a [[Teleporter to the Tinker's Cave]], given via a Tinker escort).{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As described in the in-game description, this is the only campaign in which the player can level up beyond level 50. When leveling up beyond level 50, the player gains 1 stat point every level, 1 class talent point every second level, and 1 generic talent point every third level (starting at level 51). Additionally, the maximum of the player's base stats will increase by 1 for every level above 50, allowing base stats to be increased beyond 60, and the max number of talent points that can be put into a talent will increase by 1 for every 10 levels above 50 (apart from talents that can only take 1 point), allowing raw talent levels to be increased beyond 5.&lt;br /&gt;
&lt;br /&gt;
Unmentioned in the in-game description, in this campaign the player receives 1 category point at level 46, in addition to the ones normally received at levels 10, 20, and 34.&lt;br /&gt;
&lt;br /&gt;
In previous versions there were [[escort]] quests in this campaign, but that does not seem to be the case any more.{{Verify}} Now floors have a chance at containing [[Infinite Dungeon Challenge]]s which can provide rewards including random artifacts, class/generic points, and more rarely category or prodigy points.&lt;br /&gt;
&lt;br /&gt;
For more information about the floor layouts of the dungeons, see the page for [[Infinite Dungeon]]. Note that since there are no stairs back to previous levels, you will not be able to hoard [[stat]] gear beyond what you can carry with you - making [[Encumbrance|encumbrance]] much more relevant than in story driven [[Campaigns|campaigns]].&lt;br /&gt;
&lt;br /&gt;
The player character starts with an Iron Pickaxe equipped.&lt;br /&gt;
&lt;br /&gt;
=== Challenges ===&lt;br /&gt;
Certain levels contain challenges, a quest that will show up in your quest log. They must be always{{verify}} be completed on the level where they are received. &lt;br /&gt;
Among the quests are&lt;br /&gt;
&lt;br /&gt;
* Pacifist: Leave the level (to the next level) without killing a single creature. You will get ''two'' rewards. &lt;br /&gt;
&lt;br /&gt;
=== Vault access ===&lt;br /&gt;
Floors might contain a ''Vault Control Orb'' that let's you access the cross character [[Items vault]]. &lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=22704</id>
		<title>Infinite Dungeon: The Neverending Descent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=22704"/>
				<updated>2024-08-15T05:44:00Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Vault access */ shorter text, ref to existing items vault page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon: The Neverending Descent''' is a [[campaign]] included in the base game of Tales of Maj'Eyal. It must be unlocked by opening the sealed door in the [[Ruined Dungeon]] and reading the last note.&lt;br /&gt;
&lt;br /&gt;
==In-Game Locked Description==&lt;br /&gt;
''Ever deeper, never ending, no reprieve, keep descending. In ruins old, through barred gate, once riddle solved, find thy fate.''&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
Play as your favorite race and class and venture into the infinite dungeon.&amp;lt;br/&amp;gt;&lt;br /&gt;
The only limit to how far you can go is your own skill!&amp;lt;br/&amp;gt;&lt;br /&gt;
Inside the infinite dungeon you will yourself be limitless. You can level up beyond level 50 and continue to gain stat and talent points (at a reduced rate).&amp;lt;br/&amp;gt;&lt;br /&gt;
Every level after level 50 the maximum of stats will increase by one.&amp;lt;br/&amp;gt;&lt;br /&gt;
Every 10 levels after level 50 the maximum points of each talent will increase by one.&lt;br /&gt;
&lt;br /&gt;
==Playable Characters==&lt;br /&gt;
All [[race]]s and [[class]]es are playable in this campaign.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This campaign starts the player in the [[Infinite Dungeon]] at level 1, and it is the only zone available in this campaign, apart from [[Online Event]] zones and the [[Ancient Cave]] (accessed via a [[Teleporter to the Tinker's Cave]], given via a Tinker escort).{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As described in the in-game description, this is the only campaign in which the player can level up beyond level 50. When leveling up beyond level 50, the player gains 1 stat point every level, 1 class talent point every second level, and 1 generic talent point every third level (starting at level 51). Additionally, the maximum of the player's base stats will increase by 1 for every level above 50, allowing base stats to be increased beyond 60, and the max number of talent points that can be put into a talent will increase by 1 for every 10 levels above 50 (apart from talents that can only take 1 point), allowing raw talent levels to be increased beyond 5.&lt;br /&gt;
&lt;br /&gt;
Unmentioned in the in-game description, in this campaign the player receives 1 category point at level 46, in addition to the ones normally received at levels 10, 20, and 34.&lt;br /&gt;
&lt;br /&gt;
In previous versions there were [[escort]] quests in this campaign, but that does not seem to be the case any more.{{Verify}} Now floors have a chance at containing [[Infinite Dungeon Challenge]]s which can provide rewards including random artifacts, class/generic points, and more rarely category or prodigy points.&lt;br /&gt;
&lt;br /&gt;
For more information about the floor layouts of the dungeons, see the page for [[Infinite Dungeon]]. Note that since there are no stairs back to previous levels, you will not be able to hoard [[stat]] gear beyond what you can carry with you - making [[Encumbrance|encumbrance]] much more relevant than in story driven [[Campaigns|campaigns]].&lt;br /&gt;
&lt;br /&gt;
The player character starts with an Iron Pickaxe equipped.&lt;br /&gt;
&lt;br /&gt;
=== Vault access ===&lt;br /&gt;
Floors might contain a ''Vault Control Orb'' that let's you access the cross character [[Items vault]]. &lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=22703</id>
		<title>Infinite Dungeon: The Neverending Descent</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Infinite_Dungeon:_The_Neverending_Descent&amp;diff=22703"/>
				<updated>2024-08-14T21:56:43Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Features */ sher'tul vault&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infinite Dungeon: The Neverending Descent''' is a [[campaign]] included in the base game of Tales of Maj'Eyal. It must be unlocked by opening the sealed door in the [[Ruined Dungeon]] and reading the last note.&lt;br /&gt;
&lt;br /&gt;
==In-Game Locked Description==&lt;br /&gt;
''Ever deeper, never ending, no reprieve, keep descending. In ruins old, through barred gate, once riddle solved, find thy fate.''&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
Play as your favorite race and class and venture into the infinite dungeon.&amp;lt;br/&amp;gt;&lt;br /&gt;
The only limit to how far you can go is your own skill!&amp;lt;br/&amp;gt;&lt;br /&gt;
Inside the infinite dungeon you will yourself be limitless. You can level up beyond level 50 and continue to gain stat and talent points (at a reduced rate).&amp;lt;br/&amp;gt;&lt;br /&gt;
Every level after level 50 the maximum of stats will increase by one.&amp;lt;br/&amp;gt;&lt;br /&gt;
Every 10 levels after level 50 the maximum points of each talent will increase by one.&lt;br /&gt;
&lt;br /&gt;
==Playable Characters==&lt;br /&gt;
All [[race]]s and [[class]]es are playable in this campaign.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This campaign starts the player in the [[Infinite Dungeon]] at level 1, and it is the only zone available in this campaign, apart from [[Online Event]] zones and the [[Ancient Cave]] (accessed via a [[Teleporter to the Tinker's Cave]], given via a Tinker escort).{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As described in the in-game description, this is the only campaign in which the player can level up beyond level 50. When leveling up beyond level 50, the player gains 1 stat point every level, 1 class talent point every second level, and 1 generic talent point every third level (starting at level 51). Additionally, the maximum of the player's base stats will increase by 1 for every level above 50, allowing base stats to be increased beyond 60, and the max number of talent points that can be put into a talent will increase by 1 for every 10 levels above 50 (apart from talents that can only take 1 point), allowing raw talent levels to be increased beyond 5.&lt;br /&gt;
&lt;br /&gt;
Unmentioned in the in-game description, in this campaign the player receives 1 category point at level 46, in addition to the ones normally received at levels 10, 20, and 34.&lt;br /&gt;
&lt;br /&gt;
In previous versions there were [[escort]] quests in this campaign, but that does not seem to be the case any more.{{Verify}} Now floors have a chance at containing [[Infinite Dungeon Challenge]]s which can provide rewards including random artifacts, class/generic points, and more rarely category or prodigy points.&lt;br /&gt;
&lt;br /&gt;
For more information about the floor layouts of the dungeons, see the page for [[Infinite Dungeon]]. Note that since there are no stairs back to previous levels, you will not be able to hoard [[stat]] gear beyond what you can carry with you - making [[Encumbrance|encumbrance]] much more relevant than in story driven [[Campaigns|campaigns]].&lt;br /&gt;
&lt;br /&gt;
The player character starts with an Iron Pickaxe equipped.&lt;br /&gt;
&lt;br /&gt;
=== Vault access ===&lt;br /&gt;
Floors might contain a ''Vault Control Orb'' that let's you access the same vault that characters can find in the [[Sher'Tul Fortress]] from [[Age of Ascendancy]] have access to. &lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wheel_of_Fate&amp;diff=22702</id>
		<title>Wheel of Fate</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wheel_of_Fate&amp;diff=22702"/>
				<updated>2024-08-14T09:13:23Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: item level 1-5. clarifications on how levels are counted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{artifact&lt;br /&gt;
|name=Wheel of Fate&lt;br /&gt;
|image=Wheel_of_fate.png&lt;br /&gt;
|unid=strange black ring&lt;br /&gt;
|type=jewelry / ring&lt;br /&gt;
|source={{Arc}}&lt;br /&gt;
|rarity=250&lt;br /&gt;
|level=1-30&lt;br /&gt;
|cost=500&lt;br /&gt;
|tier=1-5&lt;br /&gt;
|abilities=Can be used to re-generate the item with random stats. &lt;br /&gt;
&lt;br /&gt;
Can only be done three levels after the last reroll (levels are applied retroactively). &lt;br /&gt;
&lt;br /&gt;
Cannot be unequipped unless a reroll is available, or you are level 50.&lt;br /&gt;
|description=''&amp;quot;This isn't what I wished for!&amp;quot; - Howar Muransk, Cornac demonologist.''&lt;br /&gt;
''This band of gothic obsidian menaces with an embossed image of a grinning skull.''&lt;br /&gt;
&lt;br /&gt;
''It beckons you to tempt fate and put it on. Do you?''&lt;br /&gt;
}}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Clarification on 'retroactive levels': First time you use the ring/generate stats, you can reroll immediately if you are at least level 4, next time 7 etc. etc.  If not currently high enough level to reroll, the ring can not be unequipped.&lt;br /&gt;
* When re-generating the stats, the ring's item level is based on your character level, and the material level is based on the material level range of the zone you are currently in.&lt;br /&gt;
&lt;br /&gt;
[[Category: Ashes of Urh'Rok]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Terrible_sight_(talent)&amp;diff=22701</id>
		<title>Terrible sight (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Terrible_sight_(talent)&amp;diff=22701"/>
				<updated>2024-08-13T19:42:47Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: clarified the active vs the passive component&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.7.6&lt;br /&gt;
|image=Terrible_Sight.png&lt;br /&gt;
|name=Terrible Sight&lt;br /&gt;
|category_type={{ct|Demented}}&lt;br /&gt;
|category={{c|Friend of the Worm}}&lt;br /&gt;
|require={{TalentReq/SpellsReqHigh4}}&lt;br /&gt;
|use_mode= Active &amp;amp; Passive&lt;br /&gt;
|cost= -10 insanity&lt;br /&gt;
|cooldown=20&lt;br /&gt;
|range=floor({{cts|3|6}})&lt;br /&gt;
|desc= &amp;lt;br&amp;gt;&lt;br /&gt;
* Active: While within range 3 of your worm that walk you can project an aura of terror. At the sight of two maddening horrors fighting together, all your foes in radius floor({{cts|3|6}}) must make a physical save against your spellpower or be stunned for floor({{ctl|10|2|8}}) turns&lt;br /&gt;
* Passive: Additionally your Shared Insanity effect will cause enemies in radius 3 to lose floor({{ctspd|15|55}}) spell save and floor({{ctspd|15|55}}) defense for 3 turns.]])&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zone&amp;diff=22700</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zone&amp;diff=22700"/>
				<updated>2024-08-13T16:04:05Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Forbidden Cults Expansion Zones */ corrected message-hint given when scourged pits spawns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
'''Zones''' are places you can go, containing NPCs (monsters and/or friendlies) 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 currently three known exceptions: anything in a [[vault]]; the storage chamber of the [[Sher'Tul Fortress]]; and the special vault zone in the [[Embers of Rage campaign]]. &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) defined for each zone. &lt;br /&gt;
The level of enemies also increases by 1 for every level/depth (so Dreadfell 5 is 4 levels higher than Dreadfell 1). &lt;br /&gt;
&lt;br /&gt;
A common trick for some of the tougher zones was 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). Starting in version 1.5.0, this now only sets the level scaling for the floor you entered, and does not affect any other floors of the zone, limiting its effectiveness.&lt;br /&gt;
&lt;br /&gt;
Some zones are towns, which may have buildings ([[stores]]) as well as (primarily) non-hostile NPCs.&lt;br /&gt;
&lt;br /&gt;
If you are a newer player, you may wish to read this general guide to the [[zone order]].&lt;br /&gt;
&lt;br /&gt;
==Continents==&lt;br /&gt;
The world of Eyal has three (known) continents (aka [[worldmap|worldmaps]]): '''[[Maj'Eyal]]''' (West), '''[[Var'Eyal]]''' (the Far East) and '''[[Tar'Eyal]]''' (South).&lt;br /&gt;
&lt;br /&gt;
Players in the [[Maj'Eyal: The Age of Ascendancy|main campaign]] begin on the continent of Maj'Eyal.  Var'Eyal (the Far East) becomes accessible from the end of [[Reknor]].&lt;br /&gt;
&lt;br /&gt;
Players in [[Orcs: Embers of Rage|Embers of Rage]] start on an island off of the main continent of Var'Eyal. Access to the main continent of Var'Eyal becomes possible mid-way through the [[Orcs: Embers of Rage|Embers of Rage]] campaign.&lt;br /&gt;
&lt;br /&gt;
The continent of Tar'Eyal cannot be explored at the moment, but may become its own [[Campaigns#The Lost Land|campaign]] at a later date. &lt;br /&gt;
&lt;br /&gt;
This is an old, out of date map, but interesting still: http://te4.org/w/images/6/6b/Eyal2.png.&lt;br /&gt;
&lt;br /&gt;
==[[Maj'Eyal: The Age of Ascendancy|Main Campaign]] Zones==&lt;br /&gt;
Some zones in the Age of Ascendancy campaign have a &amp;quot;normal&amp;quot; and &amp;quot;alternate&amp;quot; zone layout, one of which is chosen at random each game, which affects which terrain and NPCs appear in the zone. These zones are:&lt;br /&gt;
*The Tier 1 zones (the [[Heart of the Gloom]], the [[Murgol Lair]], [[Norgos' Lair]], the [[Rhaloren Camp]], the [[Ruins of Kor'Pul]], the [[Scintillating Caves]], and the [[Trollmire]]).&lt;br /&gt;
**The class/race-specific zones don't have alternate layouts, except for the Murgol Lair.&lt;br /&gt;
*The Tier 2 zones (the [[Daikara]], [[The Maze]], the [[Old Forest]], and the [[Sandworm Lair]]).&lt;br /&gt;
**Reached from the Old Forest, the [[Lake of Nur]].&lt;br /&gt;
Alternate zones can only appear if either you have seen the normal zone before, or you have defeated [[The Master]] and earned the '''Vampire Crusher''' [[achievement]] before. For some alternate Tier 1 zones, there is an additional requirement, that you have killed at least one Tier 1 [[Guardians|Guardian]] on your current character. The Tier 1 zones with this requirement are Norgos' Lair, Rhaloren Camp, and the Trollmire. The Tier 1 zones without this requirement are the Heart of the Gloom, the Murgol Lair, the Ruins of Kor'Pul, and the Scintillating Caves. Both of these requirements are waived if you are using [[Developer Mode]].{{source|tome/mod/class/GameState.lua}}The [[Ruined Dungeon]] also uses the alternate zone code (including the Tier 1 Guardian requirement) to decide which puzzle to use. If a zone is eligible to be its alternate layout, then the alternate layout has a 50% chance to be used if the zone has the Tier 1 Guardian requirement, or a 33% chance if it does not.&lt;br /&gt;
&lt;br /&gt;
In the Age of Ascendancy campaign, when the player first enters a Tier 1 zone after having killed a certain number of Tier 1 bosses, they will be given the option to stroll to the last level of the zone, which if accepted, transports them there immediately. The required number of Tier 1 boss kills is normally 3, but [[Yeek]] characters require 4 boss kills before this option shows up. (This feature is technically applied to all campaigns, but only the Age of Ascendancy campaign contains both zones and bosses flagged as Tier 1.)&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]] || [[Dwarf|Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Point Zero]] || Human/elven/halfling [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Shatur]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 14 || [[Small 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 || 7 || [[Abashed Expanse]] || Human/elven/halfling [[Archmage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[The Deep Bellow]] || [[Dwarf|Dwarves]] only, in [[Iron Council]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Escape from Reknor]] || [[Dwarf|Dwarves]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Heart of the Gloom]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Ruins of Kor'Pul]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Murgol Lair]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Norgos Lair]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Rhaloren Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Ritches Tunnels]] || [[Yeek]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Scintillating Caves]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Slazish Fens]] || Human/elven [[Anorithil]]/[[Sun Paladin]] only, in [[Gates of Morning]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Trollmire]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Unhallowed Morass]] || [[Temporal Warden]]/[[Paradox Mage]] only&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[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]] || &amp;quot;A mysterious hole in the beach&amp;quot;&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;
| 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;
| 14 || 28 || [[Unknown Tunnels]] || Triggered by encounter; must be level 18 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Mark of the Spellblaze]] || Randomly placed in a small range.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 40 || [[Ancient Cave]] || Added by [[Embers of Rage]] expansion. Appears at start of game if player character already knows [[Tinkers]], else it will appear if player chooses to learn tinkers from a tinker [[escort]]. Marked as &amp;quot;Entrance the tinker's master cave&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 35 || [[Dark Crypt]] || Triggered by encounter; must be level 25+.  &amp;quot;You find an entrance to an old crypt ...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 43 || 52 || [[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 || [[Derth (Southeast)]] || Triggered by shady cornac ([[Derth]])&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || [[Paradox Plane]] || Triggered in [[Daikara]] when reducing your future self to below half life, [[Temporal Warden]]s only&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]] level 4.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Tranquil Meadow]] || [[Cursed]] class only&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 26 || [[Dreadfell]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Last Hope Graveyard]] || Triggered by Ungrol ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 30 || [[Temporal Rift]] || In [[Daikara]] level 3&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[Sher'Tul Fortress]] || At the end of [[Lake of Nur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 35 || [[Reknor]] || Triggered by Elder ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 30 || [[Old Conclave Vault]] || Triggered by [[Director Hompalan]] ([[Ruined Halfling Complex]]), who appears in some games only. Always triggers for [[Shalore]] if player has not unlocked [[Ogre]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 35 || [[Southern Beach]] || Triggered by [[Melinda]] (Speak to her in her father's house in [[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Dogroth Caldera]] || Triggered at level 20+ in some games only. (&amp;quot;You feel a tremor in the ground for a few seconds and it disappears...&amp;quot;)  Always triggers for [[Yeek]] if player has not unlocked [[Solipsist]].&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[Ambush]] || Triggered by defeating The Master ([[Dreadfell]])&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Ruins of Telmur]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Fearscape (Tannen)]] || Triggered by item from Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Tannen's Tower]] || Triggered by Tannen ([[Last Hope]])&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 45 || [[Sludgenest]] (lush forest) || Trigger at level 30+ some games only. Always triggers for [[Thalore]] if player has not unlocked [[Oozemancer]]. (&amp;quot;...You remember long ago somebody told you about a strange lush forest...&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Maj'Eyal: Randomly placed inside other zones as an event'''''&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Damp Cave]] || Dangerous stair trap&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Forsaken Crypt]] || Home of the Rat Lich. Marked as ''stairway leading downwards'' and ''stairs seem to lead into some kind of crypt''.&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Intimidating Cave]] || Den of storm drakes.&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Old Battlefield]] || Survive against undead assault for 50 turns&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: 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;|'''''Var'Eyal: 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;|'''''Var'Eyal: Randomly placed zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Flooded Cave]] || In water. Shows on map as &amp;quot;entrance to an underwater cave&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 45 || [[Shadow Crypt]] || Shows on map as &amp;quot;entrance to a dark crypt&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal: 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 || [[Vor Armoury]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Briagh's Lair]] || Triggered by Zemekkys ([[Gates of Morning]])&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Temple of Creation]] || At end of [[Flooded Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Caverns to the hidden valley]] || Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning). Shown on map as &amp;quot;Cavern leading to the valley of the moon&amp;quot;.&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 || [[Ithilthum, Valley of the Moon]] || At end of [[Caverns to the hidden valley]], shown as &amp;quot;exit to the lost valley&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Var'Eyal 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;|'''''Var'Eyal: Randomly placed inside other zones as an event'''''&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Water cavern]] || Accessed via portal that naga are invading through&lt;br /&gt;
|-&lt;br /&gt;
| +5% || +15% || [[Orbital Fearscape Platform]] || Accessed via portal that demons are invading through&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 || ∞ || [[Infinite Dungeon]] || Can also be entered after finishing the main campaign, via the [[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 || [[Dreams]] || Used for the dreams in [[Dogroth Caldera]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Eidolon Plane]] || Teleport to upon death (Adventure &amp;amp; Exploration difficulties), or visit randomly when using Exploratory Farportal (Roguelike)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Fearscape]] || Teleport to upon use of talent [[Fearscape (talent)|Fearscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Dreamscape]] || Teleport to upon use of talent [[Dreamscape (talent)|Dreamscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || [[Temporal Reprieve]] || Teleport to upon use of talent [[Dreamscape (talent)|Dreamscape]]&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 100 || [[Unknown Sher'Tul Fortress]] || Accessed randomly when using Exploratory Farportal. Can only be visited once.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Not real zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Wilderness]] (World of Eyal) || The [[worldmap]]. Shown in-game as the name of the current continent.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || [[TestZone!]] ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Not used currently'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Tutorial (Combat Stats)]] || Was previously enabled, but was removed pending update&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Fortress Gladium]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Stellar System: Shandral]] || Can only be accessed in [[Developer Mode]], while flying the [[Sher'Tul Fortress]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 30 || [[Illusory Castle (Unused)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 60 || [[Orc Breeding Pits]] || Removed in version 1.1.5&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 100 || [[Void between worlds]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Ashes of Urh'Rok]] Expansion Zones==&lt;br /&gt;
&lt;br /&gt;
These zones are added to the main campaign.&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;
| 1 || 5 || [[Searing Halls]] || Starting zone for [[Doombringer]]s, [[Demonologist]]s, and [[Doomelf|Doomelves]] in main campaign&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 25 || [[Anteroom of Agony]] || If player started in Searing Halls, when using [[Rod of Recall]] at level 18 or higher, there's a chance to be abducted to this zone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Orcs: Embers of Rage|Embers of Rage]] Campaign Zones==&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;
| 1 || 15 || [[Kruk Pride]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Vaporous Emporium]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || [[Yetis Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 12 || [[Sunwall Outpost]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 30 || [[Ruined Dungeon]] || Same as the one in main campaign&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18 || [[Dominion Port]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18 || [[Ritch Hive]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 25 || [[Kaltor's Shop]] || Not hostile. Sells high quality items.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 25 || [[Ruined Cave]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22 || [[Krimbul Territory]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 25 || [[Ruins of a lost city]] || &amp;quot;Way into old ruins in the Erúan desert&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 22 || [[Sunwall Observatory]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 25 || [[Internment Camp]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Gates of Morning (Embers of Rage)]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 35 || [[Primal Forest]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Cave of Hatred]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30  || 40 || [[G.E.M.]] || &amp;quot;Strange mechanical mole&amp;quot; &amp;lt;br/&amp;gt; Spawns after clearing the Gates of Morning&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Steam Quarry]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[Ureslak's Host]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 45 || [[Palace of Fumes]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 50 || [[Pocket of Distorted Time]] || &amp;quot;Strange temporal disruption&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 88 || [[The Slumbering Caves]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Apart from the zones in the Embers of Rage campaign, the [[Embers of Rage]] expansion also adds the [[Ancient Cave]] zone, which can be visited in the [[main campaign]] or the [[Infinite Dungeon campaign]].&lt;br /&gt;
&lt;br /&gt;
==[[Forbidden Cults]] Expansion Zones==&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;
| . || . || [[Eerie Cave]] || Entrance randomly placed inside another zone. No hostiles.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || [[Kroshkkur, the Hidden Sanctuary]] || Starter zone for [[Demented (Metaclass)|Demented]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || [[The Maggot]] || Starter dungeon for [[Demented (Metaclass)|Demented]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Occult Egress]] || Randomly placed on Maj'Eyal continent for the main campaign. Also placed randomly in the Embers of Rage campaign. Entrance marked as &amp;quot;Way to a strange portal&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 30 || [[Dremshor Tunnels]] || Enter through [[Occult Egress]] portal after using glyph sequence from [[Kroshkkur]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 30 || [[Necromancers' Ruins]] || Site for the [[antimagic]] quest [[Cleaning the trash]]&lt;br /&gt;
|-&lt;br /&gt;
|  ? ||  ? || [[Tentacle Tree]] || Might spawn when touching a Tentacle Tree&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 40 || [[Scourged Pits]] || Triggered at level 20+ in some games only. (&amp;quot;You smell a blighted perfume for a moment&amp;quot;)  Always triggers for [[Drem]] if player has not unlocked {{c|Scourge Drake}} talents for [[Wyrmic]].&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 40 || [[The Godfeaster]] || Triggered by encounter; must be level 30 or higher. (&amp;quot;The ground suddenly shakes under your feet and a giant worm appears to gobble you up!&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 100 || [[Entropic Void]] || Enter through [[Occult Egress]] portal after using glyph sequence from [[High Peak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Forbidden Tome zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[The Teacher's Abode]] || Visited by reading [[Forbidden Tome: &amp;quot;The Day It Came&amp;quot;]], playing as Hithre. Can be visited repeatedly until the story is completed.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[A cave from ages old]] || Visited by reading [[Forbidden Tome: &amp;quot;A View From The Gallery&amp;quot;]], playing as Grung. Can be visited repeatedly until the story is completed.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 25 || [[The Home Which Is Not]] || Visited by reading [[Forbidden Tome: &amp;quot;Home, Horrific Home&amp;quot;]]. Can be visited repeatedly. No hostiles.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || [[The Place Which Does Not Exist]] || Visited by reading [[Forbidden Tome: &amp;quot;Of Knowledge And Horrors&amp;quot;]]. Can only be visited once.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 40 || [[Illusory Castle]] || Visited by reading [[Forbidden Tome: &amp;quot;The Illusory Castle&amp;quot;]]. Can be visited repeatedly.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;A4A4A4&amp;quot;|'''''Unused zones'''''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || [[Safe Multiverse Arena for Commotion and Killing]] ||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || test ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50 || --not done-- || Would be visited by reading [[Forbidden Tome: &amp;quot;A Yaech's Dive&amp;quot;]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Online Event]] Zones==&lt;br /&gt;
&lt;br /&gt;
Only some campaigns support event zones, and the possible locations of the zone entrances differ between campaigns.&lt;br /&gt;
*In [[Maj'Eyal: The Age of Ascendancy]], online event zones will spawn in random locations on the [[Maj'Eyal]] world map.&lt;br /&gt;
*In [[Orcs: Embers of Rage]], online event zones will spawn in random locations on the [[Var'Eyal]] world map.&lt;br /&gt;
*In [[Infinite Dungeon: The Neverending Descent]], online event zones will spawn in the [[Infinite Dungeon]] randomly 1-4 levels deeper than the level the player was on when the event was received, and at a random location on that level.&lt;br /&gt;
*[[The Arena: Challenge of the Master]] does not support online event zones.&lt;br /&gt;
&lt;br /&gt;
After visiting an online event zone, its entrance portal will remain on the map but become inactive, therefore online event zones can only be visited once.&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;
| 12 || 35 || [[Bearscape]] || looks like a small portal&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 35 || [[Pikataclysm]] || looks like a red tree&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 35 || [[Santascape]] || looks like a snowman&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 35 || [[Hallowed Fields]] || looks like a carved pumpkin&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 35 || [[Lost land of Poosh]] || looks like a swirling portal&lt;br /&gt;
|-&lt;br /&gt;
| 15 || ?? || [[Lust Forest]] || looks like a jungle tree. May no longer exist?{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[Category:Zones]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Worm_that_walks_(talent)&amp;diff=22699</id>
		<title>Worm that walks (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Worm_that_walks_(talent)&amp;diff=22699"/>
				<updated>2024-08-13T11:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: mention on how to increase inscriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.7.6&lt;br /&gt;
|image=Worm_that_Walks.png&lt;br /&gt;
|name=Worm that Walks&lt;br /&gt;
|category_type={{ct|Demented}}&lt;br /&gt;
|category={{c|Friend of the Worm}}&lt;br /&gt;
|require={{TalentReq/SpellsReqHigh1}}&lt;br /&gt;
|use_mode=Active&lt;br /&gt;
|cost= -40 insanity&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|desc=&lt;br /&gt;
You invoke a long standing pact with a fellow horror, a Worm That Walks, to help you in your travels.&lt;br /&gt;
		You can fully control, level, and equip it.&lt;br /&gt;
		Using this spell will ressurect your friendly horror if it died, giving it back (60+({{ctspd|15|450}}))/7;7;{{ctl|100%|27|55%}} life.&lt;br /&gt;
		Higher raw talent levels will give your horror more equipment slots:&lt;br /&gt;
&lt;br /&gt;
* Level 1:  Mainhand, Offhand&lt;br /&gt;
* Level 2:  Body&lt;br /&gt;
* Level 3:  Belt&lt;br /&gt;
* Level 4:  Ring, Ring&lt;br /&gt;
* Level 5:  Ring, Ring, Trinket&lt;br /&gt;
&lt;br /&gt;
		To change your horror's equipment and talents first transfer the equipment from your inventory then take control of it.&lt;br /&gt;
}}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* After dying, the Worm will resurrect after a while, so there is usually no need to actively cast this spell out of combat&lt;br /&gt;
* The Worm starts out with one regeneration infusion that you can change as fit. The easiest way of giving the Worm extra inscriptions, are through [[Shared insanity (talent)|Shared insanity]]&lt;br /&gt;
* The Worm can wield one-handed weapons in both weapon slots&lt;br /&gt;
* Damage from weapons is reduced, so weapons that apply debuffs extra valuable.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Worm_that_walks_(talent)&amp;diff=22698</id>
		<title>Worm that walks (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Worm_that_walks_(talent)&amp;diff=22698"/>
				<updated>2024-08-13T10:23:39Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: Notes and reformating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.7.6&lt;br /&gt;
|image=Worm_that_Walks.png&lt;br /&gt;
|name=Worm that Walks&lt;br /&gt;
|category_type={{ct|Demented}}&lt;br /&gt;
|category={{c|Friend of the Worm}}&lt;br /&gt;
|require={{TalentReq/SpellsReqHigh1}}&lt;br /&gt;
|use_mode=Active&lt;br /&gt;
|cost= -40 insanity&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|desc=&lt;br /&gt;
You invoke a long standing pact with a fellow horror, a Worm That Walks, to help you in your travels.&lt;br /&gt;
		You can fully control, level, and equip it.&lt;br /&gt;
		Using this spell will ressurect your friendly horror if it died, giving it back (60+({{ctspd|15|450}}))/7;7;{{ctl|100%|27|55%}} life.&lt;br /&gt;
		Higher raw talent levels will give your horror more equipment slots:&lt;br /&gt;
&lt;br /&gt;
* Level 1:  Mainhand, Offhand&lt;br /&gt;
* Level 2:  Body&lt;br /&gt;
* Level 3:  Belt&lt;br /&gt;
* Level 4:  Ring, Ring&lt;br /&gt;
* Level 5:  Ring, Ring, Trinket&lt;br /&gt;
&lt;br /&gt;
		To change your horror's equipment and talents first transfer the equipment from your inventory then take control of it.&lt;br /&gt;
}}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* After dying, the Worm will resurrect after a while, so there is usually no need to actively cast this spell out of combat&lt;br /&gt;
* The Worm starts out with one regeneration infusion that you can change if you want&lt;br /&gt;
* The Worm can wield one-handed weapons in both weapon slots&lt;br /&gt;
* Damage from weapons is reduced, so weapons that apply debuffs extra valuable.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Spellhunt_Remnants&amp;diff=22697</id>
		<title>Spellhunt Remnants</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Spellhunt_Remnants&amp;diff=22697"/>
				<updated>2024-08-12T17:51:46Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: can skip levels. restrictions on who can use these&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{artifact&lt;br /&gt;
|name=Spellhunt Remnants&lt;br /&gt;
|image=Spellhunt_remnants.png&lt;br /&gt;
|unid=heavily corroded voratun gauntlets (tier 1)&lt;br /&gt;
corroded voratun gauntlets (tier 2)&lt;br /&gt;
&lt;br /&gt;
tarnished voratun gauntlets (tier 3)&lt;br /&gt;
&lt;br /&gt;
slightly tarnished voratun gauntlets (tier 4)&lt;br /&gt;
&lt;br /&gt;
gleaming voratun gauntlets (tier 5)&lt;br /&gt;
|type=Gloves&lt;br /&gt;
|source={{mas}}, {{am}}&lt;br /&gt;
|require=Armour Training&lt;br /&gt;
|rarity=550&lt;br /&gt;
|level=1-100&lt;br /&gt;
|tier=1-5&lt;br /&gt;
|basepower=(12.0-33.0) - (16.8-46.2)&lt;br /&gt;
|usestat=40% Cun, 40% Dex, 40% Str&lt;br /&gt;
|damtype={{Physical}}&lt;br /&gt;
|apr=+(4-18) (unarmed)&lt;br /&gt;
|critical=(3-12)% (unarmed)&lt;br /&gt;
|armor=+(2-8)&lt;br /&gt;
|defense=+(1-6)&lt;br /&gt;
|fatigue=&lt;br /&gt;
|on_hit=(unarmed)&amp;lt;br/&amp;gt;10-20 Silence, (from tier 3) 20-50 Manaburn &lt;br /&gt;
|change_dam=+(5-25)% {{Nature}}&lt;br /&gt;
|dam_conv=&lt;br /&gt;
|when_hit=&lt;br /&gt;
|movspeed=&lt;br /&gt;
|enc=&lt;br /&gt;
|maxlife=+(20-100)&lt;br /&gt;
|healmod=&lt;br /&gt;
|resistances=&lt;br /&gt;
|penetration=+(5-25)% {{Nature}}&lt;br /&gt;
|immunity=&lt;br /&gt;
|stats=+(2-10) Cun, +(2-10) Will&lt;br /&gt;
|abilities=Mindpower: +(4-12)&lt;br /&gt;
Mental crit. chance: +(3-15%)&lt;br /&gt;
&lt;br /&gt;
Spell save: +(4-15)&lt;br /&gt;
&lt;br /&gt;
Beginning from tier 3: Talent on hit {{t|Mana Clash}} (level 1-3, chance 5-15%)&lt;br /&gt;
&lt;br /&gt;
Beginning from tier 5: +1 Light radius, Talent on hit {{t|Aura of Silence}} (level 3, chance 15%)&lt;br /&gt;
&lt;br /&gt;
Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 100+Mindpower arcane damage and stunned)&lt;br /&gt;
&lt;br /&gt;
'''''This item can be upgraded by destroying unique items with the 'arcane' property, increasing its stats incrementally. The items must be at least 1 item level above it, (minimum 2 when first found) each time increasing spellhunt's item level to the destructed item's level. '''''&lt;br /&gt;
|description=''These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.'' (tier 1) &amp;lt;br/&amp;gt;&lt;br /&gt;
''These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.'' (tier 2) &amp;lt;br/&amp;gt;&lt;br /&gt;
''These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.'' (tier 3) &amp;lt;br/&amp;gt;&lt;br /&gt;
''These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.'' (tier 4) &amp;lt;br/&amp;gt;&lt;br /&gt;
''These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.''&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* These can not be worn/used if you have 'arcane' talents aka 'Is: a spell'&lt;br /&gt;
* You do not need to have taken the [[Anti-magic]] wow to use these gauntlets&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Eruan&amp;diff=22696</id>
		<title>Eruan</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Eruan&amp;diff=22696"/>
				<updated>2024-08-12T12:24:59Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: better/correct name for the 'alchemist quest'. removed {{verify}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Zone&lt;br /&gt;
| name = Erúan&lt;br /&gt;
| floors = 3&lt;br /&gt;
| min_level = 30&lt;br /&gt;
| max_level = 45&lt;br /&gt;
| min_ilevel = 4&lt;br /&gt;
| max_ilevel = 5&lt;br /&gt;
| width = 30&lt;br /&gt;
| height = 35&lt;br /&gt;
}}&lt;br /&gt;
This [[Age of Ascendancy]] zone will be discovered as a part of the [[Important news]] quest.&lt;br /&gt;
&lt;br /&gt;
A desert area populated by orcs and various critters. Sand worms in this zone can home in on the player from beyond sight range, so be prepared to engage them after each level transition. The last level links to [[Charred Scar]].&lt;br /&gt;
&lt;br /&gt;
It is the only zone in Age of Ascendancy that guarantees drop of the ritch stinger sometimes needed for the &lt;br /&gt;
quest [[Brotherhood of Alchemists]].&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Elven_Ruins&amp;diff=22695</id>
		<title>Elven Ruins</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Elven_Ruins&amp;diff=22695"/>
				<updated>2024-08-12T12:22:42Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: mention of mummified bone for the alchemist quest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
| name = Elven Ruins&lt;br /&gt;
| floors = 3&lt;br /&gt;
| guardian = [[Greater Mummy Lord]]&lt;br /&gt;
| min_level = 43&lt;br /&gt;
| max_level = 52&lt;br /&gt;
| min_ilevel = 4&lt;br /&gt;
| max_ilevel = 5&lt;br /&gt;
| width = 30&lt;br /&gt;
| height = 30 (level 1 or 2), 100x100 (level 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
&lt;br /&gt;
The Elven Ruins is a three-level dungeon with an undead theme. This is the only place in the game to acquire mummy wrap class armor (Excellent defense for light armor users at the cost of increased damage from fire.). It is also the only zone in [[Age of Ascendancy]] that guarantees drop of the mummified bone sometimes needed for the quest [[Brotherhood of Alchemists]].&lt;br /&gt;
&lt;br /&gt;
Elven Ruins level 3 is much larger than the first two levels (100x100). It has a teleporting circle to the surface, which provides a quick exit.&lt;br /&gt;
&lt;br /&gt;
The boss of the Elven Ruins is the [[Greater Mummy Lord]], an undead with melee attacks and cold themed spells.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Bindings of Eternal Night]]&lt;br /&gt;
*[[Crown of Eternal Night]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Eruan&amp;diff=22694</id>
		<title>Eruan</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Eruan&amp;diff=22694"/>
				<updated>2024-08-12T12:14:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: how to discover. mention of ritch stinger making it easier to search for.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Zone&lt;br /&gt;
| name = Erúan&lt;br /&gt;
| floors = 3&lt;br /&gt;
| min_level = 30&lt;br /&gt;
| max_level = 45&lt;br /&gt;
| min_ilevel = 4&lt;br /&gt;
| max_ilevel = 5&lt;br /&gt;
| width = 30&lt;br /&gt;
| height = 35&lt;br /&gt;
}}&lt;br /&gt;
This [[Age of Ascendancy]] zone will be discovered as a part of the [[Important news]] quest.&lt;br /&gt;
&lt;br /&gt;
A desert area populated by orcs and various critters. Sand worms in this zone can home in on the player from beyond sight range, so be prepared to engage them after each level transition. The last level links to [[Charred Scar]].&lt;br /&gt;
&lt;br /&gt;
It is the only {{verify}} zone in Age of Ascendancy that guarantees drop of the ritch stinger sometime needed for the [[Alchemist Quest]].&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Carrion_feet_(talent)&amp;diff=22693</id>
		<title>Carrion feet (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Carrion_feet_(talent)&amp;diff=22693"/>
				<updated>2024-08-11T17:39:19Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: not a telport&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability box&lt;br /&gt;
|game_version=1.5.10&lt;br /&gt;
|image=Carrion_Feet.png&lt;br /&gt;
|name=Carrion Feet&lt;br /&gt;
|category_type={{ct|Demented}}&lt;br /&gt;
|category={{c|Path of Horror}}&lt;br /&gt;
|require={{TalentReq/SpellsReq1}}&lt;br /&gt;
|use_mode=Active &amp;amp; Passive&lt;br /&gt;
|cost= +10 insanity&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|range= floor({{CTS|5|10|0.5|0A|1S}})&lt;br /&gt;
|desc=&lt;br /&gt;
Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by {{CTS|8|40%|0.7}}.&lt;br /&gt;
		You can also activate this talent to instantly destroy more worms, letting you jump in range floor({{CTS|5|10|0.5|0A|1S}}) to visible terrain.&lt;br /&gt;
		Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn.&lt;br /&gt;
		If at least 1 enemy is effected by the cone you gain an additional 20 insanity.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* This is not a 'teleport'-effect; It will not trigger out of phase effects and can be used to target tiles you cannot teleport to.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vor_Pride&amp;diff=22692</id>
		<title>Vor Pride</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vor_Pride&amp;diff=22692"/>
				<updated>2024-08-10T20:34:54Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Zone Information */ *mancers will teleport&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Zone| name = Vor Pride| floors = 3| guardian = [[Vor, the Grand Geomancer]]| min_level = 35| max_level = 60| min_ilevel = 4| max_ilevel = 5| width = 48| height = 48| effect = +20 [[magic]], +2 [[mana]] regen, -20 [[accuracy]], -20 [[stealth]] power}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Has tons of orc cryomancers and orc pyromancers. You will need high fire/ice resists, or at least some way to handle several magic users at once. The orcs will teleport/blink themselves and tryi to displace you as well.&lt;br /&gt;
&lt;br /&gt;
The zone consists of an open field scattered with huts that sometimes house strong enemies.&lt;br /&gt;
&lt;br /&gt;
Each floor has an entry gate guarded by a boss on the entrance of each floor (on the east).&lt;br /&gt;
You then need to pull a pair of levers, one to the north and one to the south, before the door to the west opens, allowing you to proceed. You will find [[Vor, the Grand Geomancer]] on the third floor, who drops the [[Elemental Orb (Orb of Command)|Elemental Orb]], which grants +6 [[magic]] when you carry it.&lt;br /&gt;
&lt;br /&gt;
There is a set of collapsing stairs on each floor, leading to a vault. Each set of stairs has an 85% chance of leading to a random [[Greater vaults|greater vault]]. With 15% chance, if it hasn't appeared already, it leads to a unique [[Renegade_orc_vaults#Renegade Pyromancers|Renegade Pyromancers vault]]. These stairs allow 2-4 level changes before they fully collapse; before that happens, the name of the level will change to &amp;quot;nearly collapsed hidden vault&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
&lt;br /&gt;
[[Elemental Orb (Orb of Command)]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Command_staff_(talent)&amp;diff=22691</id>
		<title>Command staff (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Command_staff_(talent)&amp;diff=22691"/>
				<updated>2024-08-10T20:31:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|category_type=[[Spell (category type)|Spell]]&lt;br /&gt;
|category=other&lt;br /&gt;
|name=Command Staff&lt;br /&gt;
|require=Must be wielding a staff&lt;br /&gt;
|cooldown=5&lt;br /&gt;
|use_mode=activated&lt;br /&gt;
|range=personal&lt;br /&gt;
|image=Command staff.png&lt;br /&gt;
|use_speed=1 turn&lt;br /&gt;
|desc=''Alter the flow of energies through a staff.''&lt;br /&gt;
:Allows you to change the damage type and damage bonus of your staff.&lt;br /&gt;
:Note: Some special staffs can also be communicated with through using command staff and can change other aspects of the staff.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=22690</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=22690"/>
				<updated>2024-08-10T16:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Out of Phase */ non-friendly teleport for  OoP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&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;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed 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;
====Out of Phase====&lt;br /&gt;
The target is out of phase (OoP) with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%. &lt;br /&gt;
One common way of getting this effect is various teleport effects coupled with OoP gear. OoP will kick in even if a monster is the one to teleport the player. &lt;br /&gt;
The [[Inscription#Common_Runes|Blink Rune]] has a (stacking) OoP built in.&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;
====Sanguine Infusion====&lt;br /&gt;
Temporarily increases maximum life. Given by the {{t|Blood Grasp}} talent.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Deadly Strikes====&lt;br /&gt;
The target's armour penetration is increased.&lt;br /&gt;
&lt;br /&gt;
====Frenzy====&lt;br /&gt;
Increases global action speed and physical crit. Additionally the target will continue to fight until its Life reaches a negative offset.&lt;br /&gt;
&lt;br /&gt;
====Quick====&lt;br /&gt;
Increases global speed.&lt;br /&gt;
&lt;br /&gt;
====Perfect Accuracy====&lt;br /&gt;
The target's accuracy is improved.&lt;br /&gt;
&lt;br /&gt;
====Perfect Control====&lt;br /&gt;
The target's combat attack and crit chance are improved.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
For some set of damage types, reduces all damage taken by a certain amount, which can differ per damage type.&amp;lt;br/&amp;gt;&lt;br /&gt;
This effect can be acquired in multiple ways, such as by the {{t|Block}} talent (from shields) or the {{t|Dagger Block}} talent. Block value, duration, damage types blocked, and any additional effects depend on the source of the Blocking effect.&amp;lt;br/&amp;gt;&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;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Essence of Bearness====&lt;br /&gt;
The bear in you is awaken, you take 25% less damage.&lt;br /&gt;
Given by the item [[Essence of Bearness]]&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 [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&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 three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&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;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistances. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is 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 talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. 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 (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 [[Effect#Free Action|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 increasing resistance to all damage. [[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;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
[[Character sheet#Powers and Saves|Powers and saves]] are separated into 20 points tiers. When an attacker passes the [[Saves and To-Hit|power vs. save check]] and successfully inflicts a detrimental status effect, it will be able to inflict an additional cross-tier effect if its power was in a higher tier than the defender's save. The type of cross-tier effect inflicted in this manner depends on the type of status effect that was applied.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' can occur when a physical status effect is applied&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' can occur with a magical status effect is applied&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' can occur with a mental status effect is applied&lt;br /&gt;
&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. For example, if a physical Wild Infusion is used to remove Stunned, and the target is also Off-balance, Off-balance will also be removed. Shatter Inflictions runes will also remove all cross-tier effects when they are used.&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 acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
====Wet====&lt;br /&gt;
Target is drenched with magical power, halving its stun resistance.&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. Talent cooldown is halved 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;
====Silenced====&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents.&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 have 2/3rds of a chance to miss a weapon attack, 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;
Reduced healing modifier. Multiple applications stack.&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;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type 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 damage 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;
Lose 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 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* talent cooldown is halved for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are 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;
====Seared====&lt;br /&gt;
Fire resistance decreased by x% and mind save by x.&lt;br /&gt;
&lt;br /&gt;
===Other===&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. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&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 Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&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;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&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;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the [[Doombringer]] talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=22689</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=22689"/>
				<updated>2024-08-10T15:18:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Out of Phase */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&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;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed 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;
====Out of Phase====&lt;br /&gt;
The target is out of phase (OoP) with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%. &lt;br /&gt;
One common way of getting this effect is various teleport effects coupled with OoP gear. The [[Inscription#Common_Runes|Blink Rune]] has a (stacking) OoP built in.&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;
====Sanguine Infusion====&lt;br /&gt;
Temporarily increases maximum life. Given by the {{t|Blood Grasp}} talent.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Deadly Strikes====&lt;br /&gt;
The target's armour penetration is increased.&lt;br /&gt;
&lt;br /&gt;
====Frenzy====&lt;br /&gt;
Increases global action speed and physical crit. Additionally the target will continue to fight until its Life reaches a negative offset.&lt;br /&gt;
&lt;br /&gt;
====Quick====&lt;br /&gt;
Increases global speed.&lt;br /&gt;
&lt;br /&gt;
====Perfect Accuracy====&lt;br /&gt;
The target's accuracy is improved.&lt;br /&gt;
&lt;br /&gt;
====Perfect Control====&lt;br /&gt;
The target's combat attack and crit chance are improved.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
For some set of damage types, reduces all damage taken by a certain amount, which can differ per damage type.&amp;lt;br/&amp;gt;&lt;br /&gt;
This effect can be acquired in multiple ways, such as by the {{t|Block}} talent (from shields) or the {{t|Dagger Block}} talent. Block value, duration, damage types blocked, and any additional effects depend on the source of the Blocking effect.&amp;lt;br/&amp;gt;&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;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Essence of Bearness====&lt;br /&gt;
The bear in you is awaken, you take 25% less damage.&lt;br /&gt;
Given by the item [[Essence of Bearness]]&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 [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&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 three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&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;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistances. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is 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 talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. 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 (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 [[Effect#Free Action|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 increasing resistance to all damage. [[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;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
[[Character sheet#Powers and Saves|Powers and saves]] are separated into 20 points tiers. When an attacker passes the [[Saves and To-Hit|power vs. save check]] and successfully inflicts a detrimental status effect, it will be able to inflict an additional cross-tier effect if its power was in a higher tier than the defender's save. The type of cross-tier effect inflicted in this manner depends on the type of status effect that was applied.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' can occur when a physical status effect is applied&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' can occur with a magical status effect is applied&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' can occur with a mental status effect is applied&lt;br /&gt;
&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. For example, if a physical Wild Infusion is used to remove Stunned, and the target is also Off-balance, Off-balance will also be removed. Shatter Inflictions runes will also remove all cross-tier effects when they are used.&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 acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
====Wet====&lt;br /&gt;
Target is drenched with magical power, halving its stun resistance.&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. Talent cooldown is halved 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;
====Silenced====&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents.&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 have 2/3rds of a chance to miss a weapon attack, 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;
Reduced healing modifier. Multiple applications stack.&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;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type 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 damage 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;
Lose 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 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* talent cooldown is halved for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are 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;
====Seared====&lt;br /&gt;
Fire resistance decreased by x% and mind save by x.&lt;br /&gt;
&lt;br /&gt;
===Other===&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. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&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 Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&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;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&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;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the [[Doombringer]] talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=22688</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=22688"/>
				<updated>2024-08-10T12:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Out of Phase */ how to get, blink rune as example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
Most effects fall under one of three types: '''physical''', '''mental''' or '''magical'''. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and [[inscriptions]] are needed to resist or remove the effect.&lt;br /&gt;
&lt;br /&gt;
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.&lt;br /&gt;
&lt;br /&gt;
Effects of the type &amp;quot;Other&amp;quot; are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as {{t|Timeless}}.&lt;br /&gt;
&lt;br /&gt;
For the math behind whether a detrimental effect affects the target in the first place, see [[Saves and To-Hit]].&lt;br /&gt;
&lt;br /&gt;
{{toclimit|3}}&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;
====Elemental Surge: Lightning====&lt;br /&gt;
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a [[inscriptions#lightning|lightning rune]] grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge [[prodigy]].&lt;br /&gt;
&lt;br /&gt;
====Haste====&lt;br /&gt;
Increases global action speed 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;
====Out of Phase====&lt;br /&gt;
The target is out of phase (OoP) with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%. &lt;br /&gt;
One common way of getting this effect is various teleport effects coupled with OoP gear. The [[Inscription#Common_Runes|Blink Rune]] has a (sacking) OoP built in.&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;
====Sanguine Infusion====&lt;br /&gt;
Temporarily increases maximum life. Given by the {{t|Blood Grasp}} talent.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
====Deadly Strikes====&lt;br /&gt;
The target's armour penetration is increased.&lt;br /&gt;
&lt;br /&gt;
====Frenzy====&lt;br /&gt;
Increases global action speed and physical crit. Additionally the target will continue to fight until its Life reaches a negative offset.&lt;br /&gt;
&lt;br /&gt;
====Quick====&lt;br /&gt;
Increases global speed.&lt;br /&gt;
&lt;br /&gt;
====Perfect Accuracy====&lt;br /&gt;
The target's accuracy is improved.&lt;br /&gt;
&lt;br /&gt;
====Perfect Control====&lt;br /&gt;
The target's combat attack and crit chance are improved.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
====Blocking====&lt;br /&gt;
For some set of damage types, reduces all damage taken by a certain amount, which can differ per damage type.&amp;lt;br/&amp;gt;&lt;br /&gt;
This effect can be acquired in multiple ways, such as by the {{t|Block}} talent (from shields) or the {{t|Dagger Block}} talent. Block value, duration, damage types blocked, and any additional effects depend on the source of the Blocking effect.&amp;lt;br/&amp;gt;&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;
Increases [[armour]], physical and spell [[Saves#Power_and_Saves|saves]]. Usually granted by the [[dwarf|Dwarven]] talent [[resilience of the dwarves (talent)|Resilience of the Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
====Essence of Bearness====&lt;br /&gt;
The bear in you is awaken, you take 25% less damage.&lt;br /&gt;
Given by the item [[Essence of Bearness]]&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 [[effect#stunned|Stun]], [[effect#dazed|Daze]] and [[effect#pinned|Pinning]] (this includes variants such as being [[effect#frozen|frozen]] or [[effect#immobilized|immobilized]]). It does not, however, help with removing existing effects.&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 three highest [[Stat]]s.&lt;br /&gt;
&lt;br /&gt;
====Recovery====&lt;br /&gt;
Regain a small amount of [[Life]], dependent on your maximum health each turn.&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;
Increases your [[resistance]] to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistances. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is 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 talents [[Track (talent)|Track]], [[Vimsense_(talent)|Vimsense]] or [[Foresight_(talent)|Foresight]]. 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 (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 [[Effect#Free Action|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 increasing resistance to all damage. [[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;
====Unstoppable====&lt;br /&gt;
Granted by the talent {{t|Unstoppable}}, this does not let your health drop below 0.&lt;br /&gt;
&lt;br /&gt;
====Draconic Will====&lt;br /&gt;
Granted by the prodigy, {{t|Draconic Will}}. The target is immune to all detrimental effects.&lt;br /&gt;
&lt;br /&gt;
==Detrimental Effects== &lt;br /&gt;
&lt;br /&gt;
===Cross-tier Effects===&lt;br /&gt;
[[Character sheet#Powers and Saves|Powers and saves]] are separated into 20 points tiers. When an attacker passes the [[Saves and To-Hit|power vs. save check]] and successfully inflicts a detrimental status effect, it will be able to inflict an additional cross-tier effect if its power was in a higher tier than the defender's save. The type of cross-tier effect inflicted in this manner depends on the type of status effect that was applied.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Off-balance|Off-balance]]''' can occur when a physical status effect is applied&lt;br /&gt;
* '''[[#Spellshocked|Spellshocked]]''' can occur with a magical status effect is applied&lt;br /&gt;
* '''[[#Brainlocked|Brainlocked]]''' can occur with a mental status effect is applied&lt;br /&gt;
&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. For example, if a physical Wild Infusion is used to remove Stunned, and the target is also Off-balance, Off-balance will also be removed. Shatter Inflictions runes will also remove all cross-tier effects when they are used.&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 acid(+50%) resistances.&lt;br /&gt;
&lt;br /&gt;
====Wet====&lt;br /&gt;
Target is drenched with magical power, halving its stun resistance.&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. Talent cooldown is halved 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;
====Silenced====&lt;br /&gt;
The target is silenced, preventing it from casting spells and using some vocal talents.&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 have 2/3rds of a chance to miss a weapon attack, 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;
Reduced healing modifier. Multiple applications stack.&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;
====Knockback====&lt;br /&gt;
Pushes you a number of squares in a particular direction.&lt;br /&gt;
&lt;br /&gt;
====Lowered Resistance====&lt;br /&gt;
Resistance against a particular damage type 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 damage 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;
Lose 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 60%&lt;br /&gt;
* movement speed is reduced by 50%&lt;br /&gt;
* up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)&lt;br /&gt;
* talent cooldown is halved for the duration&lt;br /&gt;
&lt;br /&gt;
====Sunder Armour====&lt;br /&gt;
Armour value and saves are 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;
====Seared====&lt;br /&gt;
Fire resistance decreased by x% and mind save by x.&lt;br /&gt;
&lt;br /&gt;
===Other===&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. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected by {{t|Writ Large}} and {{t|One with Nature}}.&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 Runes while it is active. &lt;br /&gt;
Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by {{t|Writ Large}}.&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;
====Summoning Destabilization====&lt;br /&gt;
Increases the cooldown for summoning talents. &lt;br /&gt;
&lt;br /&gt;
====Temporal Restoration Field====&lt;br /&gt;
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.&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;br /&gt;
&lt;br /&gt;
====Blazing Rebirth====&lt;br /&gt;
Caused by the [[Doombringer]] talent, {{t|Blazing Rebirth}}.&lt;br /&gt;
&lt;br /&gt;
====Cauterize====&lt;br /&gt;
Caused by the prodigy, {{t|Cauterize}} activating.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Gem_portal_(talent)&amp;diff=22687</id>
		<title>Gem portal (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Gem_portal_(talent)&amp;diff=22687"/>
				<updated>2024-08-10T12:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: 'teleport' reworded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|image=Gem portal.png&lt;br /&gt;
|name=Gem portal&lt;br /&gt;
|category_type=[[Spell (category type)|Spell]]&lt;br /&gt;
|category=[[Stone alchemy (category)|Stone Alchemy]]&lt;br /&gt;
|require={{TalentReq/SpellsReq3}}&lt;br /&gt;
|use_mode=Activated&lt;br /&gt;
|cost=20 Mana&lt;br /&gt;
|cooldown=20 - 2 * Raw Talent Level&lt;br /&gt;
|use_speed=1&lt;br /&gt;
|range=1&lt;br /&gt;
|desc=&lt;br /&gt;
Crush 5 alchemists gems into dust to mark impassable terrain next to you. You immediately enter it and appear on the other side of the obstacle, up to 4–20&amp;lt;sup&amp;gt;[[Scaling#cS|cS]]&amp;lt;/sup&amp;gt; grids away as (0.06 * Spell Power * Talent Level) varies from 0–16.&lt;br /&gt;
''Notes:''&lt;br /&gt;
* Gem portal will not trigger the [[Effects#Out_of_Phase|Out of Phase Effect]] that teleport usually triggers. It cannot be used on 'Cannot teleport to this space'-tiles.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Alchemist&amp;diff=22686</id>
		<title>Alchemist</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Alchemist&amp;diff=22686"/>
				<updated>2024-08-10T10:38:10Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Golem Birth Options */ verified info, described how to activate drolem/glass golem. added sections and extra links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{class&lt;br /&gt;
|name=Alchemist&lt;br /&gt;
|metaclass=[[Mage]]&lt;br /&gt;
|starting_life=100&lt;br /&gt;
|locked=No&lt;br /&gt;
|life_per_level= -1&lt;br /&gt;
|constitution = +3&lt;br /&gt;
|magic= +5&lt;br /&gt;
|willpower= +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{redirect2|the Alchemist class|Brotherhood of Alchemists quest|[[Alchemist Quest]]}}&lt;br /&gt;
&lt;br /&gt;
Alchemist is a class introduced in the base game. It is available immediately.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
An Alchemist is a manipulator of materials using magic.&lt;br /&gt;
&lt;br /&gt;
They do not use the forbidden arcane arts practised by the mages of old - such perverters of nature have been shunned or actively hunted down since the Spellblaze.&lt;br /&gt;
&lt;br /&gt;
Alchemists can transmute gems to bring forth elemental effects, turning them into balls of fire, torrents of acid, and other effects.&lt;br /&gt;
&lt;br /&gt;
They can also reinforce armour with magical effects using gems, and channel arcane staffs to produce bolts of energy.&lt;br /&gt;
&lt;br /&gt;
Though normally physically weak, most alchemists are accompanied by magical golems which they construct and use as bodyguards.&lt;br /&gt;
&lt;br /&gt;
These golems are enslaved to their master's will, and can grow in power as their master advances through the arts. Their paper doll shows two 'gemslots', these can be equipped with gems provided the talent [[Gem golem (talent)|Gem golem]] is known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Magic]] and [[Constitution]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Elm Staff&lt;br /&gt;
*Linen Robe&lt;br /&gt;
*[[Inscriptions|Manasurge Rune]] (Increases mana regeneration by 820% for 10 turns and instantly restores 41 mana, 15 turn cooldown)&lt;br /&gt;
*3 Gems&lt;br /&gt;
*(40-80) Alchemist Agate&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Create alchemist gems (talent)|Create Alchemist Gems]] (1)&lt;br /&gt;
*[[Refit golem (talent)|Refit Golem]] (1)&lt;br /&gt;
*{{T|Interact with the Golem}} (1)&lt;br /&gt;
*[[Throw bomb (talent)|Throw Bomb]] (1)&lt;br /&gt;
*[[Fire infusion (talent)|Fire Infusion]] (1)&lt;br /&gt;
*[[Channel staff (talent)|Channel Staff]] (1)&lt;br /&gt;
&lt;br /&gt;
==Alchemist Talents==&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Explosive admixtures (category)|Explosive Admixtures]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Throw bomb (talent)|Throw Bomb]]&lt;br /&gt;
| talent2 = [[Alchemist protection (talent)|Alchemist Protection]]&lt;br /&gt;
| talent3 = [[Explosion expert (talent)|Explosion Expert]]&lt;br /&gt;
| talent4 = [[Shockwave bomb (talent)|Shockwave Bomb]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Golemancy (category)|Golemancy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Golem power (talent)|Golem Power]]&lt;br /&gt;
| talent2 = [[Golem resilience (talent)|Golem Resilience]]&lt;br /&gt;
| talent3 = [[Invoke golem (talent)|Invoke Golem]]&lt;br /&gt;
| talent4 = [[Golem portal (talent)|Golem Portal]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Fire alchemy (category)|Fire Alchemy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Flame infusion (talent)|Flame Infusion]]&lt;br /&gt;
| talent2 = [[Smoke bomb (talent)|Smoke Bomb]]&lt;br /&gt;
| talent3 = [[Fire storm (talent)|Fire Storm]]&lt;br /&gt;
| talent4 = [[Body of fire (talent)|Body of Fire]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Acid alchemy (category)|Acid Alchemy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Acid infusion (talent)|Acid Infusion]]&lt;br /&gt;
| talent2 = [[Caustic golem (talent)|Caustic Golem]]&lt;br /&gt;
| talent3 = [[Caustic mire (talent)|Caustic Mire]]&lt;br /&gt;
| talent4 = [[Dissolving acid (talent)|Dissolving Acid]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Frost alchemy (category)|Frost Alchemy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Frost infusion (talent)|Frost Infusion]]&lt;br /&gt;
| talent2 = {{t|Ice Armour}}&lt;br /&gt;
| talent3 = [[Flash freeze (talent)|Flash Freeze]]&lt;br /&gt;
| talent4 = [[Ice core (talent)|Ice Core]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Advanced golemancy (category)|Advanced Golemancy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Life tap golem (talent)|Life Tap]]&lt;br /&gt;
| talent2 = [[Gem golem (talent)|Gem Golem]]&lt;br /&gt;
| talent3 = [[Supercharge golem (talent)|Supercharge Golem]]&lt;br /&gt;
| talent4 = [[Runic golem (talent)|Runic Golem]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Energy alchemy (category)|Energy Alchemy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Lightning infusion (talent)|Lightning Infusion]]&lt;br /&gt;
| talent2 = [[Dynamic recharge (talent)|Dynamic Recharge]]&lt;br /&gt;
| talent3 = [[Thunderclap (talent)|Thunderclap]]&lt;br /&gt;
| talent4 = [[Living lightning (talent)|Living Lightning]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Stone alchemy (category)|Stone Alchemy]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Extract gems (talent)|Extract Gems]]&lt;br /&gt;
| talent2 = [[Imbue item (talent)|Imbue Item]]&lt;br /&gt;
| talent3 = [[Gem portal (talent)|Gem Portal]]&lt;br /&gt;
| talent4 = [[Stone touch (talent)|Stone Touch]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Spell (category type)|Spell]]&lt;br /&gt;
| Name = [[Staff combat (category)|Staff Combat]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Channel staff (talent)|Channel Staff]]&lt;br /&gt;
| talent2 = [[Staff mastery (talent)|Staff Mastery]]&lt;br /&gt;
| talent3 = [[Defensive posture (talent)|Defensive Posture]]&lt;br /&gt;
| talent4 = [[Blunt thrust (talent)|Blunt Thrust]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Device mastery (talent)|Device Mastery]]&lt;br /&gt;
| talent3 = [[Track (talent)|Track]]&lt;br /&gt;
| talent4 = [[Danger sense (talent)|Danger Sense]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| other_rows=&lt;br /&gt;
{{Other_row&lt;br /&gt;
| Type = {{ct|Spell}}&lt;br /&gt;
| Name = {{c|Golemancy}}&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| talent1 = {{t|Interact with the Golem}}&lt;br /&gt;
| talent2 = {{t|Refit Golem}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Golem Birth Options==&lt;br /&gt;
There are a couple of ([[Unlocks|unlockable]]) options for your golem when you start the game. If available, they are found by pressing the ''Customize'' button during character creation and then opening the ''Golem'' section. &lt;br /&gt;
&lt;br /&gt;
=== Drolem ===&lt;br /&gt;
If you (contributors only) defeat [[Tannen]] and his [[Drolem]] as an Alchemist, you unlock the option to make your golem a Drolem in future games.&lt;br /&gt;
&lt;br /&gt;
In addition to the talents of a standard Golem, a Drolem has access to [[Drolem poison breath (talent)|Drolem poison breath]]&lt;br /&gt;
=== Glass Golem ===&lt;br /&gt;
If you have the [[Forbidden Cults]] expansion enabled, and you defeat the [[Glass Golem]] from the [[Forbidden Tome: &amp;quot;The Illusory Castle&amp;quot;]] as an Alchemist, you unlock the option to make your golem a Glass Golem in future games.&lt;br /&gt;
&lt;br /&gt;
In addition to the talents of a standard Golem, a Glass Golem has access to [[Glass splinters (talent)|Glass splinters]]&lt;br /&gt;
&lt;br /&gt;
==Golem Talents==&lt;br /&gt;
&lt;br /&gt;
Golems start with level 3 {{t|Heavy Armour Training}} and level 1 {{t|Combat Accuracy}} in the {{c|Combat Training}} tree with mastery level 1.3. They will also have level 1 {{t|Armour Configuration}}, {{t|Golem Knockback|Knockback}}, {{t|Golem Self-Destruction|Self-Destruction}} and Rune: Shielding.&lt;br /&gt;
&lt;br /&gt;
Golems start with 3 inscription slots; one of which containing a [[Inscription#Common_Runes|shielding rune]]. You can change runes by controlling the golem. &lt;br /&gt;
&lt;br /&gt;
Golems gain 2 stat points per level up, and 1 class talent point each time they reach a level that is a multiple of 3.&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Golem}}&lt;br /&gt;
| Name = {{c|Golem Fighting|Fighting}}&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = {{t|Golem Knockback|Knockback}}&lt;br /&gt;
| talent2 = {{t|Golem Taunt|Taunt}}&lt;br /&gt;
| talent3 = {{t|Golem Crush|Crush}}&lt;br /&gt;
| talent4 = {{t|Golem Pound|Pound}}&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Golem}}&lt;br /&gt;
| Name = {{c|Golem Arcane|Arcane}}&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = {{t|Golem Eye Beam|Eye Beam}}&lt;br /&gt;
| talent2 = {{t|Golem Reflective Skin|Reflective Skin}}&lt;br /&gt;
| talent3 = {{t|Golem Arcane Pull|Arcane Pull}}&lt;br /&gt;
| talent4 = {{t|Golem Molten Skin|Molten Skin}}&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Golem}}&lt;br /&gt;
| Name = {{c|Golem}}&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = {{t|Golem Self-Destruction|Self-Destruction}}&lt;br /&gt;
| talent2 = {{t|Armour Configuration}}&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Golem}}&lt;br /&gt;
| Name = {{c|Drolem}} *&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = {{t|Drolem Poison Breath|Poison Breath}}&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = {{ct|Golem}}&lt;br /&gt;
| Name = {{c|Glass}} ^&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = {{t|Glass Splinters}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(*): Must be a Drolem&amp;lt;br/&amp;gt;&lt;br /&gt;
(^): Must be a Glass Golem&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Golem_(category_type)&amp;diff=22685</id>
		<title>Golem (category type)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Golem_(category_type)&amp;diff=22685"/>
				<updated>2024-08-10T10:33:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: Section Glass added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Arcane==&lt;br /&gt;
{{:Golem arcane (category)}}&lt;br /&gt;
==Drolem==&lt;br /&gt;
{{:Drolem (category)}}&lt;br /&gt;
==Fighting==&lt;br /&gt;
{{:Golem fighting (category)}}&lt;br /&gt;
==Glass==&lt;br /&gt;
{{:Glass (category)}}&lt;br /&gt;
==Golem==&lt;br /&gt;
{{:Golem (category)}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Category Type]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Back_and_there_again&amp;diff=22684</id>
		<title>Back and there again</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Back_and_there_again&amp;diff=22684"/>
				<updated>2024-08-10T08:46:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: link to Zemekkys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
This quest starts after you've returned to [[Maj'Eyal]] from the [[Far East]] in the [[There and back again]] quest.&lt;br /&gt;
&lt;br /&gt;
In order to make travel to and from the [[Far East]] more convenient, you need yet another farportal. (You don't absolutely need another portal for 2-way travel, because the farportal in [[Reknor]] still works. So even if you complete the previous quest and travel back to Maj'Eyal, this quest is optional.)&lt;br /&gt;
&lt;br /&gt;
First speak with the Elder in [[Last Hope]], who will direct you to speak with [[Tannen]], an elf who lives in the north-west section of town. Tannen will ask you for the [[Orb of Many Ways]] for study. You can give him it (in which case it is removed from your inventory), or refuse. Either way, Tannen directs you to obtain (yet again) a [[Blood-Runed Athame]] and [[Resonating Diamond]]. You will go look in Reknor, as the orcs had a working portal. At the location of the portal you will fight a [[Lithfengel]] and he will drop the necessary items. It is also possible to have already killed Lithfengel and acquired the necessary items (Lithfengel appears as soon as you return to Maj'Eyal), in which case you can simply talk to Tannen again.&lt;br /&gt;
&lt;br /&gt;
Upon returning to Tannen, if you did not give him the Orb of Many Ways previously, he will ask you for it again. You can give him it (in which case it is not removed from your inventory?), or you can refuse again.&lt;br /&gt;
&lt;br /&gt;
If you gave Tannen the Orb (at either point), he will ask you to check the [[Ruins of Telmur]] for a text on portals, while he works on building your new portal. In the Ruins of Telmur you will find the [[Shade of Telos]], who will drop the [[Telos's Staff (Bottom Half)]] but no book. The condition for progressing the quest is to wait for 3 in-game days and return to Tannen, so it is not required to visit the Ruins of Telmur. Note that the turn counter (and therefore the date) increments much faster on the world map.&lt;br /&gt;
&lt;br /&gt;
If you did not give Tannen the Orb, he will tell you to return to [[Zemekkys]] and ask him a question about the creation of the farportal. But when you try to use it to activate the farportal in Reknor and return to the East, you will be transported to the [[Fearscape (Tannen)|Fearscape]] instead, and realize that Tannen tricked you and replaced your Orb with a fake. You need to defeat [[Draebor, the Imp]], which will open a portal that you can take to escape, returning you back to Maj'Eyal, near the [[Daikara]].&lt;br /&gt;
&lt;br /&gt;
Upon returning to Tannen, he will reveal himself as a traitor and transport you to [[Tannen's Tower]], where you will be forced to fight both him and his [[Drolem]]. He will drop the Orb of Many Ways and Blood-Runed Athame, and the Drolem will drop the Resonating Diamond. After picking them all up, an exit portal will appear. Upon exiting the tower, you will return to Last Hope, where Meranas the Herald of Anglowen will greet you and tell you they suspected Tannen (thanks, guys, next time stop him sooner?). He will then take the Blood-Runed Athame and Resonating Diamond from you and build the farportal for you, which transports you next to the Gates of Morning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: This quest is a reference to &amp;quot;There and Back Again&amp;quot; AKA &amp;quot;The Hobbit&amp;quot;, a book by famous author J. R. R. Tolkien.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=There_and_back_again&amp;diff=22683</id>
		<title>There and back again</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=There_and_back_again&amp;diff=22683"/>
				<updated>2024-08-10T08:44:31Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: zemekkys link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
In order to get back to [[Maj'Eyal]] from the [[Far East]], you will need to find the [[Blood-Runed Athame]] and a [[Resonating Diamond]], then return them to [[Zemekkys]] in [[Gates of Morning]]. Zemekkys also wants to be paid 100 gold.&lt;br /&gt;
&lt;br /&gt;
The [[Blood-Runed Athame]] can be found in [[Vor Armoury]], and the [[Resonating Diamond]] is found in [[Briagh's Lair]]. Vor Armoury only appears on the world map once you talk to Zemekkys and accept the quest. Briagh's Lair only appears on the world map once you return to Zemekkys with the Blood-Runed Athame.&lt;br /&gt;
&lt;br /&gt;
Upon returning these items to Zemekkys, he will create a farportal which will give you a one-way trip back to [[Maj'Eyal]], leaving you next to [[Last Hope]].&lt;br /&gt;
&lt;br /&gt;
This will lead into the next quest to make another farportal back to the Far East, [[Back and there again]]. Note that two-way travel is possible even without completing the next quest, because the farportal in [[Reknor]] is still usable.&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Zemekkys&amp;diff=22682</id>
		<title>Zemekkys</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Zemekkys&amp;diff=22682"/>
				<updated>2024-08-10T08:42:31Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A inhabitant of [[Gates of Morning]]. In [[Age of Ascendancy]] he has knowledge on how to build a [[Farportal]] to [[Gates of Morning]]. He will help you as part of the quest [[There and back again]].&lt;br /&gt;
&lt;br /&gt;
[[Category:NPC]]&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=22681</id>
		<title>Ruined Dungeon</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruined_Dungeon&amp;diff=22681"/>
				<updated>2024-08-10T08:30:01Z</updated>
		
		<summary type="html">&lt;p&gt;Hugsinn: /* Puzzle Solution */ Fire is actually flames...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Ruined Dungeon&lt;br /&gt;
|guardian=Multiple Random&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=10&lt;br /&gt;
|max_level=30&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Ruined Dungeon is a zone placed randomly in the west ([[Maj'Eyal]]) in the [[Maj'Eyal: The Age of Ascendancy]] campaign, and in the east ([[Var'Eyal]]) in the [[Orcs: Embers of Rage]] campaign. It is a single dungeon level with a static layout.&lt;br /&gt;
&lt;br /&gt;
The zone has a locked chamber in the north; opening the door to this chamber requires solving a puzzle. Just south of the locked chamber, there is a control chamber with 6 orbs. The orbs are deactivated until you defeat each one's guardian -- a randomly generated rare monster somewhere on the level. Defeat all 6 guardians to activate the orbs, then touch them in the proper sequence (see below). Inside the locked chamber are a random artifact, 16 other items (vault quality), and the unlock for the [[Infinite Dungeon: The Neverending Descent|Infinite Dungeon campaign]]. There is also an entrance to the [[Infinite Dungeon]] inside the locked chamber, but it can only be used by a character who has won the game, and you cannot return once you enter. This entrance will take the player character to the floor of the Infinite Dungeon equal to their level multiplied by 1.5 (rounded up). e.g. Floor 75 for a level 50 character.&lt;br /&gt;
&lt;br /&gt;
The zone is inhabited by random monsters (drakes, vampires, and horrors are typical), and is a not-terribly-unlikely place to find some of the obscure [[Alchemist Quest]] ingredients.&lt;br /&gt;
&lt;br /&gt;
While the zone is not exceptionally dangerous, you should be careful around the monsters here. They are generated randomly, but they can deal noticeable damage in one way or another. Inspect the enemies if you're cautious about them. Occasionally, a powerful monster gets spawned in this place - for instance, high-level orcs, elven mages and drakes can appear. Be prepared to escape if you encounter something you're not yet ready to take on.&lt;br /&gt;
&lt;br /&gt;
You probably should do this dungeon eventually, especially if you still don't have the Infinite Dungeon campaign unlocked - it's not particularly deadly, and there is a lot of loot. Just be careful and keep in mind that something powerful may show up.&lt;br /&gt;
&lt;br /&gt;
==Puzzle Solution==&lt;br /&gt;
&lt;br /&gt;
Once all orb guardians have been defeated, the orbs must be touched in the correct order to open the locked chamber. The correct order can be obtained from the three lore pieces which are spread throughout the dungeon as signposts. There are two versions of the puzzle, each with a unique solution. &lt;br /&gt;
&lt;br /&gt;
To interpret this, look for the ellipse (an ellipse is a 'triple period,' or '...') in each sign post to determine it's location in the three-part poem.&lt;br /&gt;
For example, this is the middle part of the poem.&lt;br /&gt;
&lt;br /&gt;
... The feather flies gently in the wind,&lt;br /&gt;
The tree's roots run deep...&lt;br /&gt;
&lt;br /&gt;
The solutions are below, for those who want the simple answers.  &lt;br /&gt;
&lt;br /&gt;
Each orb, when you interact with it, will give you a description of the orb itself, indicating which orb it is.  Again, for example: &amp;quot;Flames burst out of the orb&amp;quot; relates to the fire orb.  You will know that it's the correct orb when it says &amp;quot;The orb glows brightly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here are the solutions:&lt;br /&gt;
&lt;br /&gt;
Solution 1: Water -&amp;gt; Dust -&amp;gt; Floating -&amp;gt; Seeds -&amp;gt; Magic -&amp;gt; Flames&lt;br /&gt;
&lt;br /&gt;
Solution 2: Darkness (absorbs all light)-&amp;gt; Blood -&amp;gt; Time -&amp;gt; Ice -&amp;gt; Thoughts -&amp;gt; Corrupt&lt;/div&gt;</summary>
		<author><name>Hugsinn</name></author>	</entry>

	</feed>