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		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-04-06T22:02:45Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Mindstar&amp;diff=22591</id>
		<title>Mindstar</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Mindstar&amp;diff=22591"/>
				<updated>2024-06-06T06:40:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pateryiyi: Add how accuracy work with items and talents.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
Mindstars are one-handed weapons with many unusual properties.  Any character can wield a mindstar (or two), but making the most of them requires knowledge of the [[Mindstar_mastery_(category)|Mindstar Mastery]] talents.  [[Summoner]]s and [[Oozemancer]]s begin with knowledge of this tree.  Other classes may get it by purchasing the tree at the gem store in [[Zigur]]. It costs 100 gold to buy it locked, 500 gold to buy it unlocked at mastery 1.0, and an additional 750 gold to increase the mastery by 0.2. (You don't need to buy it locked before you buy it unlocked.) Characters may also learn this tree by betraying an [[escorts|Alchemist escortee]] to the Ziguranth.&lt;br /&gt;
&lt;br /&gt;
Unlike daggers, mindstars wielded in the &amp;quot;off&amp;quot; hand do not incur a damage penalty. Mindstars have a base 50% Willpower + 30% Cunning damage modifier. Mindstars use [[Willpower]] instead of [[Dexterity]] for calculating [[Accuracy]], item egos on Accuracy and talent like [[Combat Accuracy]] will work as usual. Mindstars use physical power and physical crit chance.&lt;br /&gt;
&lt;br /&gt;
The [[Psiblades (talent)|Psiblades]] talent will multiply the mindstar's base damage modifier by a factor of 1.4 to 1.9 or so (depending on talent level and mastery).  With 5 points in Psiblades at 1.2 mastery, a mindstar will have damage multipliers of 93.5% Willpower + 56.1% Cunning. (Compare to 100% Strength for most one-handed weapons, and remember that mindstars can be dual-wielded with no penalty.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of Artifact Mindstars ==&lt;br /&gt;
&lt;br /&gt;
* [[Serpent's Glare]]&lt;br /&gt;
&lt;br /&gt;
* [[Bloomsoul]]&lt;br /&gt;
&lt;br /&gt;
* [[Great Caller]]&lt;br /&gt;
&lt;br /&gt;
* [[Oozing Heart]]&lt;br /&gt;
&lt;br /&gt;
* [[Amethyst of Sanctuary]]&lt;br /&gt;
&lt;br /&gt;
* [[Eye_of_the_Wyrm|Eye Of The Wyrm]]&lt;br /&gt;
&lt;br /&gt;
* [[Nexus of the Way]]&lt;br /&gt;
&lt;br /&gt;
* [[Core_of_the_Forge|Core Of The Forge]]&lt;br /&gt;
&lt;br /&gt;
* [[Eyal's Will]]&lt;br /&gt;
&lt;br /&gt;
* [[Psionic Fury]]&lt;br /&gt;
&lt;br /&gt;
* [[Writhing_Essence_of_Nightmares|Writhing Essence Of Nightmares]]&lt;br /&gt;
&lt;br /&gt;
* [[Eye of the Lost]]&lt;br /&gt;
&lt;br /&gt;
* [[Overseer]]&lt;br /&gt;
&lt;br /&gt;
* [[The Forgotten]]&lt;br /&gt;
&lt;br /&gt;
* [[Seeds of the Black Tree]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prior to a change Mindstars could also be combined into [[item sets]], based on their [[egos]]:&lt;br /&gt;
&lt;br /&gt;
== List of Sets ==&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;
! colspan=3|Mindstar Sets&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
!Name !! Form set with !! Set bonus &lt;br /&gt;
|-&lt;br /&gt;
|'''Harmonious'''&lt;br /&gt;
|Can be used to form a set with '''Caller's''', '''Summoner's''' or '''Wyrm's'''&lt;br /&gt;
|Will harmonize with the other mindstar, sharing its set bonus (but at its own tier).&lt;br /&gt;
|-&lt;br /&gt;
|'''Resonating'''&lt;br /&gt;
|Can be used to form a set with '''Dreamer's''', '''Epiphanous''', '''Hateful''', or '''Wrathful'''&lt;br /&gt;
|Will resonate with the other mindstar, sharing its set bonus (but at its own tier).&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrm's'''&lt;br /&gt;
|Can be used to form a set with '''Flames''', '''Sand''', '''Storm''', or '''Frost'''&lt;br /&gt;
|Set bonus: +[[materials|tier]]*10% blindness and stun/freeze immunity&lt;br /&gt;
|-&lt;br /&gt;
|'''Flames'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier% global speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Frost'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier*3 armor&lt;br /&gt;
|-&lt;br /&gt;
|'''Sand'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier*2% to all saves&lt;br /&gt;
|-&lt;br /&gt;
|'''Storm'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier to all stats&lt;br /&gt;
|-&lt;br /&gt;
|'''Venom'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier*0.5 life regeneration&lt;br /&gt;
|-&lt;br /&gt;
|'''Caller's'''&lt;br /&gt;
|Set with '''Summoner's'''&lt;br /&gt;
|Set bonus: +tier health regeneration to nature summons (needs confirmation)&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoner's'''&lt;br /&gt;
|Set with '''Caller's'''&lt;br /&gt;
|Set bonus: +1 simultaneous nature summon&lt;br /&gt;
|-&lt;br /&gt;
|'''Dreamer's'''&lt;br /&gt;
|Set with '''Epiphanous'''&lt;br /&gt;
|Set bonus: +tier*10% psi regeneration&lt;br /&gt;
|-&lt;br /&gt;
|'''Epiphanous'''&lt;br /&gt;
|Set with '''Dreamer's'''&lt;br /&gt;
|Set bonus: +tier psi on critical mind attack&lt;br /&gt;
|-&lt;br /&gt;
|'''Mitotic'''&lt;br /&gt;
|Use it to split one '''Mitotic''' mindstar into a matched set.&lt;br /&gt;
|Set bonus (A): tier*10 acid blind burst on critical, Set bonus (B): tier*10 slime burst on critical&lt;br /&gt;
|-&lt;br /&gt;
|'''Hateful'''&lt;br /&gt;
|Set with '''Wrathful'''&lt;br /&gt;
|Set bonus: +tier*2 mindpower&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrathful'''&lt;br /&gt;
|Set with '''Hateful'''&lt;br /&gt;
|Set bonus: +tier*2 max Hate to '''Wrathful'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Resonating, Harmonious, and Wyrm's mindstars are a little odd in that they don't form a set automatically.  Wield the set-forming mindstar in one hand, a mindstar it can form a set with in the other, and use the set-forming mindstar.  The two mindstars will become a matching set.  They can be reactivated later to form a different set.  (In some cases, like a Wyrm's paired by Harmonious and then paired to Flames, both sets will remain valid.)&lt;br /&gt;
&lt;br /&gt;
Example set: http://i.imgur.com/qr3MV.png  (Note that while the curses and set-forming ability have disappeared from this view, they are still present on the items.)&lt;br /&gt;
&lt;br /&gt;
If you're not interested in dual-wielding mindstars, the set-forming ability of mindstars can be safely ignored.&lt;/div&gt;</summary>
		<author><name>Pateryiyi</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Mindstar&amp;diff=22590</id>
		<title>Mindstar</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Mindstar&amp;diff=22590"/>
				<updated>2024-06-06T05:56:58Z</updated>
		
		<summary type="html">&lt;p&gt;Pateryiyi: Add mindstar dependency on Phys power and phys cirt.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
Mindstars are one-handed weapons with many unusual properties.  Any character can wield a mindstar (or two), but making the most of them requires knowledge of the [[Mindstar_mastery_(category)|Mindstar Mastery]] talents.  [[Summoner]]s and [[Oozemancer]]s begin with knowledge of this tree.  Other classes may get it by purchasing the tree at the gem store in [[Zigur]]. It costs 100 gold to buy it locked, 500 gold to buy it unlocked at mastery 1.0, and an additional 750 gold to increase the mastery by 0.2. (You don't need to buy it locked before you buy it unlocked.) Characters may also learn this tree by betraying an [[escorts|Alchemist escortee]] to the Ziguranth.&lt;br /&gt;
&lt;br /&gt;
Unlike daggers, mindstars wielded in the &amp;quot;off&amp;quot; hand do not incur a damage penalty. Mindstars have a base 50% Willpower + 30% Cunning damage modifier. Mindstars use [[Willpower]] instead of [[Dexterity]] for calculating [[Accuracy]]. Mindstars use physical power and physical crit chance.&lt;br /&gt;
&lt;br /&gt;
The [[Psiblades (talent)|Psiblades]] talent will multiply the mindstar's base damage modifier by a factor of 1.4 to 1.9 or so (depending on talent level and mastery).  With 5 points in Psiblades at 1.2 mastery, a mindstar will have damage multipliers of 93.5% Willpower + 56.1% Cunning. (Compare to 100% Strength for most one-handed weapons, and remember that mindstars can be dual-wielded with no penalty.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of Artifact Mindstars ==&lt;br /&gt;
&lt;br /&gt;
* [[Serpent's Glare]]&lt;br /&gt;
&lt;br /&gt;
* [[Bloomsoul]]&lt;br /&gt;
&lt;br /&gt;
* [[Great Caller]]&lt;br /&gt;
&lt;br /&gt;
* [[Oozing Heart]]&lt;br /&gt;
&lt;br /&gt;
* [[Amethyst of Sanctuary]]&lt;br /&gt;
&lt;br /&gt;
* [[Eye_of_the_Wyrm|Eye Of The Wyrm]]&lt;br /&gt;
&lt;br /&gt;
* [[Nexus of the Way]]&lt;br /&gt;
&lt;br /&gt;
* [[Core_of_the_Forge|Core Of The Forge]]&lt;br /&gt;
&lt;br /&gt;
* [[Eyal's Will]]&lt;br /&gt;
&lt;br /&gt;
* [[Psionic Fury]]&lt;br /&gt;
&lt;br /&gt;
* [[Writhing_Essence_of_Nightmares|Writhing Essence Of Nightmares]]&lt;br /&gt;
&lt;br /&gt;
* [[Eye of the Lost]]&lt;br /&gt;
&lt;br /&gt;
* [[Overseer]]&lt;br /&gt;
&lt;br /&gt;
* [[The Forgotten]]&lt;br /&gt;
&lt;br /&gt;
* [[Seeds of the Black Tree]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prior to a change Mindstars could also be combined into [[item sets]], based on their [[egos]]:&lt;br /&gt;
&lt;br /&gt;
== List of Sets ==&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;
! colspan=3|Mindstar Sets&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
!Name !! Form set with !! Set bonus &lt;br /&gt;
|-&lt;br /&gt;
|'''Harmonious'''&lt;br /&gt;
|Can be used to form a set with '''Caller's''', '''Summoner's''' or '''Wyrm's'''&lt;br /&gt;
|Will harmonize with the other mindstar, sharing its set bonus (but at its own tier).&lt;br /&gt;
|-&lt;br /&gt;
|'''Resonating'''&lt;br /&gt;
|Can be used to form a set with '''Dreamer's''', '''Epiphanous''', '''Hateful''', or '''Wrathful'''&lt;br /&gt;
|Will resonate with the other mindstar, sharing its set bonus (but at its own tier).&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrm's'''&lt;br /&gt;
|Can be used to form a set with '''Flames''', '''Sand''', '''Storm''', or '''Frost'''&lt;br /&gt;
|Set bonus: +[[materials|tier]]*10% blindness and stun/freeze immunity&lt;br /&gt;
|-&lt;br /&gt;
|'''Flames'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier% global speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Frost'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier*3 armor&lt;br /&gt;
|-&lt;br /&gt;
|'''Sand'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier*2% to all saves&lt;br /&gt;
|-&lt;br /&gt;
|'''Storm'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier to all stats&lt;br /&gt;
|-&lt;br /&gt;
|'''Venom'''&lt;br /&gt;
|Not initially part of a set&lt;br /&gt;
|Set bonus: +tier*0.5 life regeneration&lt;br /&gt;
|-&lt;br /&gt;
|'''Caller's'''&lt;br /&gt;
|Set with '''Summoner's'''&lt;br /&gt;
|Set bonus: +tier health regeneration to nature summons (needs confirmation)&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoner's'''&lt;br /&gt;
|Set with '''Caller's'''&lt;br /&gt;
|Set bonus: +1 simultaneous nature summon&lt;br /&gt;
|-&lt;br /&gt;
|'''Dreamer's'''&lt;br /&gt;
|Set with '''Epiphanous'''&lt;br /&gt;
|Set bonus: +tier*10% psi regeneration&lt;br /&gt;
|-&lt;br /&gt;
|'''Epiphanous'''&lt;br /&gt;
|Set with '''Dreamer's'''&lt;br /&gt;
|Set bonus: +tier psi on critical mind attack&lt;br /&gt;
|-&lt;br /&gt;
|'''Mitotic'''&lt;br /&gt;
|Use it to split one '''Mitotic''' mindstar into a matched set.&lt;br /&gt;
|Set bonus (A): tier*10 acid blind burst on critical, Set bonus (B): tier*10 slime burst on critical&lt;br /&gt;
|-&lt;br /&gt;
|'''Hateful'''&lt;br /&gt;
|Set with '''Wrathful'''&lt;br /&gt;
|Set bonus: +tier*2 mindpower&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrathful'''&lt;br /&gt;
|Set with '''Hateful'''&lt;br /&gt;
|Set bonus: +tier*2 max Hate to '''Wrathful'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Resonating, Harmonious, and Wyrm's mindstars are a little odd in that they don't form a set automatically.  Wield the set-forming mindstar in one hand, a mindstar it can form a set with in the other, and use the set-forming mindstar.  The two mindstars will become a matching set.  They can be reactivated later to form a different set.  (In some cases, like a Wyrm's paired by Harmonious and then paired to Flames, both sets will remain valid.)&lt;br /&gt;
&lt;br /&gt;
Example set: http://i.imgur.com/qr3MV.png  (Note that while the curses and set-forming ability have disappeared from this view, they are still present on the items.)&lt;br /&gt;
&lt;br /&gt;
If you're not interested in dual-wielding mindstars, the set-forming ability of mindstars can be safely ignored.&lt;/div&gt;</summary>
		<author><name>Pateryiyi</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vision&amp;diff=22583</id>
		<title>Vision</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vision&amp;diff=22583"/>
				<updated>2024-05-19T06:06:04Z</updated>
		
		<summary type="html">&lt;p&gt;Pateryiyi: Added the outcome if enemy fail to see through stealth\invisible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction==&lt;br /&gt;
In the [[character sheet]] for an entity, there are several stats related to vision that determine whether or no that entity can see certain tiles or other characters.&lt;br /&gt;
&lt;br /&gt;
* Light radius&lt;br /&gt;
* Vision range&lt;br /&gt;
* Heightened Senses / Infravision&lt;br /&gt;
* Stealth&lt;br /&gt;
* See stealth&lt;br /&gt;
* Invisibility&lt;br /&gt;
* See invisibility&lt;br /&gt;
* Telepathy Range&lt;br /&gt;
* [[#Telepathy|Telepathy]]&lt;br /&gt;
&lt;br /&gt;
Also, terrain may have 3 different states that will affect what you may or may not see.&lt;br /&gt;
&lt;br /&gt;
A tile may be:&lt;br /&gt;
&lt;br /&gt;
* Lit: These tiles are lit by the sun, or through magically field, and do not hinder your sight.&lt;br /&gt;
* Unlit: You may not see these tiles unless your [[items#lite|lite]] reaches to it (determined by your [[#Light radius|light radius]]).&lt;br /&gt;
* Covered in magical darkness: Blocks all vision and light, can be only lit up with certain talents or artifacts.&lt;br /&gt;
&lt;br /&gt;
Similarly, there are several stats that help you hide from your enemies:&lt;br /&gt;
&lt;br /&gt;
* Stealth&lt;br /&gt;
* Invisibility&lt;br /&gt;
* Blindness&lt;br /&gt;
&lt;br /&gt;
== Light Radius ==&lt;br /&gt;
How far your light reaches. Tiles within this range and line of sight will receive the lit status.&lt;br /&gt;
&lt;br /&gt;
== Vision Range ==&lt;br /&gt;
This is how far your normal vision for lit tiles can reach. You cannot see entities farther than this distance even if they are reached by your lite. Most actors will have a vision range of 10.&lt;br /&gt;
&lt;br /&gt;
Entities that fall under your normal vision will be marked as &amp;quot;in sight&amp;quot;, and this condition is check by many talents.&lt;br /&gt;
&lt;br /&gt;
In order for unknown terrain to be permanently revealed, the tile must be lit and fall under your normal vision once.&lt;br /&gt;
&lt;br /&gt;
== Heightened Senses / Infravision ==&lt;br /&gt;
Allows you to see creatures standing in unlit tiles within a certain radius and in your line of sight. Effectively lights up the tile that the creature is standing on, showing items on the ground and any effects in the tile too. Even though a tile may be temporarily lit in such a manner, this does not permanently reveal the terrain there. You must see a tile with normal vision in order for the terrain to be permanently revealed.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks may not take the correct path to a distant enemy that is only lit up by heightened senses or infravision if the intervening terrain has not been fully revealed. For example, if an enemy is poking their head out from behind a corner that you are not aware of, and you can only see the enemy with heightened senses or infravision, then your ranged attack could end up hitting that corner. &lt;br /&gt;
&lt;br /&gt;
Heightened Senses is normally acquired from the {{t|Heightened Senses|eponymous talent}}, whereas infravision is typically acquired from items. These two separate ratings do not stack: whichever is higher will take effect.&lt;br /&gt;
&lt;br /&gt;
== Seeing Stealth or Invisible Entities ==&lt;br /&gt;
''The following information is an interpretation of the game code from ..\tome.team\mod\class\Actor.lua and ..\tome.team\mod\class\interface\Combat.lua, based on how stealth and invisibility checks appear to use the checkHitOld function''&lt;br /&gt;
&lt;br /&gt;
The chance for a character to see another one hiding under stealth or invisibility is determined by the following variables and formula:&lt;br /&gt;
&lt;br /&gt;
''Note: see stealth appears to be a rescaled stat, whereas see invisibility is not.''&lt;br /&gt;
&lt;br /&gt;
'''S''': seeing power, the number given for &amp;quot;see stealth&amp;quot; or &amp;quot;see invisibility&amp;quot; in the [[character sheet]] of the observer&lt;br /&gt;
&lt;br /&gt;
'''H''': hiding power, the number given for &amp;quot;stealth&amp;quot; or &amp;quot;invisibility&amp;quot; in the [[character sheet]] of the hider&lt;br /&gt;
&lt;br /&gt;
'''See Chance''' = ('''A''' + '''B''') * 50%&lt;br /&gt;
&lt;br /&gt;
'''A''' = 1 / ( 1 + exp( ('''H''' - '''S''') / 7 ) )&lt;br /&gt;
&lt;br /&gt;
'''B''' = '''S''' / ( '''S''' + '''H''' )&lt;br /&gt;
&lt;br /&gt;
''Trivia: the A term above is a [https://en.wikipedia.org/wiki/Fermi%E2%80%93Dirac_statistics Fermi-Dirac distribution]''&lt;br /&gt;
&lt;br /&gt;
The table in the image below shows the percentage see chance, given the seeing power in the first column, and the hiding power in the first row:&lt;br /&gt;
&lt;br /&gt;
[[File:See hide table.png|border]]&lt;br /&gt;
&lt;br /&gt;
Observers with zero &amp;quot;see invisible&amp;quot; power will not be able to see invisible entities at all, and will not even get a chance to participate in the invisibility check. &lt;br /&gt;
&lt;br /&gt;
Observers with zero &amp;quot;see stealth&amp;quot; power can still participate in stealth checks, and will see stealthed entities with the chance shown in the table above. This situation can occur if the observer is significantly debuffed.&lt;br /&gt;
&lt;br /&gt;
If the hiding entity is both stealthed and invisible, then the observer will have to pass both a stealth and invisibility check in order to see the hider.&lt;br /&gt;
&lt;br /&gt;
'''If an enemy didn't see through stealth\invisible, the enemy will have a 2/3 chance to automatically miss with their weapon attack.'''&lt;br /&gt;
&lt;br /&gt;
== Telepathy ==&lt;br /&gt;
Allows you to perceive certain kinds of creatures with your mind, and light them up like infravision.&lt;br /&gt;
&lt;br /&gt;
Diggable walls, doors, blindness, invisibility or magical darkness do not affect telepathy. Undiggable walls, such as those surrounding vaults, may block telepathy.&lt;br /&gt;
&lt;br /&gt;
== Talents related to vision ==&lt;br /&gt;
* {{t|Stealth}}: grants stealth power&lt;br /&gt;
* {{t|Invisibility}}: grants invisibility power&lt;br /&gt;
* [[Inscriptions#ethereal|Ethereal Rune]]: grants invisibility power&lt;br /&gt;
* {{t|Heightened Senses}}: increase see stealth and see invisibility&lt;br /&gt;
* {{t|Overseer of Nations}}: increase vision range&lt;br /&gt;
* {{t|Shadow Shot}}: decrease vision range&lt;br /&gt;
* {{t|Chant Adept}}: increase light radius&lt;br /&gt;
* {{t|Hymn Adept}}: increase infravision&lt;br /&gt;
* {{t|Armour of Shadows}}: make tiles unlit&lt;br /&gt;
* {{t|Vision}}: reveals terrain&lt;br /&gt;
* {{t|Smoke Bomb}}: blocks line of sight&lt;br /&gt;
* {{t|Creeping Darkness}}: blocks line of sight&lt;br /&gt;
* {{t|Dark Vision}}: see through magical darkness&lt;br /&gt;
&lt;br /&gt;
== Artifacts related to vision ==&lt;br /&gt;
* [[Umbraphage]]: makes tiles lit&lt;br /&gt;
* [[Burning Star]]: reveals terrain&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Pateryiyi</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vision&amp;diff=22582</id>
		<title>Vision</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vision&amp;diff=22582"/>
				<updated>2024-05-19T06:03:58Z</updated>
		
		<summary type="html">&lt;p&gt;Pateryiyi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction==&lt;br /&gt;
In the [[character sheet]] for an entity, there are several stats related to vision that determine whether or no that entity can see certain tiles or other characters.&lt;br /&gt;
&lt;br /&gt;
* Light radius&lt;br /&gt;
* Vision range&lt;br /&gt;
* Heightened Senses / Infravision&lt;br /&gt;
* Stealth&lt;br /&gt;
* See stealth&lt;br /&gt;
* Invisibility&lt;br /&gt;
* See invisibility&lt;br /&gt;
* Telepathy Range&lt;br /&gt;
* [[#Telepathy|Telepathy]]&lt;br /&gt;
&lt;br /&gt;
Also, terrain may have 3 different states that will affect what you may or may not see.&lt;br /&gt;
&lt;br /&gt;
A tile may be:&lt;br /&gt;
&lt;br /&gt;
* Lit: These tiles are lit by the sun, or through magically field, and do not hinder your sight.&lt;br /&gt;
* Unlit: You may not see these tiles unless your [[items#lite|lite]] reaches to it (determined by your [[#Light radius|light radius]]).&lt;br /&gt;
* Covered in magical darkness: Blocks all vision and light, can be only lit up with certain talents or artifacts.&lt;br /&gt;
&lt;br /&gt;
Similarly, there are several stats that help you hide from your enemies:&lt;br /&gt;
&lt;br /&gt;
* Stealth&lt;br /&gt;
* Invisibility&lt;br /&gt;
* Blindness&lt;br /&gt;
&lt;br /&gt;
== Light Radius ==&lt;br /&gt;
How far your light reaches. Tiles within this range and line of sight will receive the lit status.&lt;br /&gt;
&lt;br /&gt;
== Vision Range ==&lt;br /&gt;
This is how far your normal vision for lit tiles can reach. You cannot see entities farther than this distance even if they are reached by your lite. Most actors will have a vision range of 10.&lt;br /&gt;
&lt;br /&gt;
Entities that fall under your normal vision will be marked as &amp;quot;in sight&amp;quot;, and this condition is check by many talents.&lt;br /&gt;
&lt;br /&gt;
In order for unknown terrain to be permanently revealed, the tile must be lit and fall under your normal vision once.&lt;br /&gt;
&lt;br /&gt;
== Heightened Senses / Infravision ==&lt;br /&gt;
Allows you to see creatures standing in unlit tiles within a certain radius and in your line of sight. Effectively lights up the tile that the creature is standing on, showing items on the ground and any effects in the tile too. Even though a tile may be temporarily lit in such a manner, this does not permanently reveal the terrain there. You must see a tile with normal vision in order for the terrain to be permanently revealed.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks may not take the correct path to a distant enemy that is only lit up by heightened senses or infravision if the intervening terrain has not been fully revealed. For example, if an enemy is poking their head out from behind a corner that you are not aware of, and you can only see the enemy with heightened senses or infravision, then your ranged attack could end up hitting that corner. &lt;br /&gt;
&lt;br /&gt;
Heightened Senses is normally acquired from the {{t|Heightened Senses|eponymous talent}}, whereas infravision is typically acquired from items. These two separate ratings do not stack: whichever is higher will take effect.&lt;br /&gt;
&lt;br /&gt;
== Seeing Stealth or Invisible Entities ==&lt;br /&gt;
''The following information is an interpretation of the game code from ..\tome.team\mod\class\Actor.lua and ..\tome.team\mod\class\interface\Combat.lua, based on how stealth and invisibility checks appear to use the checkHitOld function''&lt;br /&gt;
&lt;br /&gt;
The chance for a character to see another one hiding under stealth or invisibility is determined by the following variables and formula:&lt;br /&gt;
&lt;br /&gt;
''Note: see stealth appears to be a rescaled stat, whereas see invisibility is not.''&lt;br /&gt;
&lt;br /&gt;
'''S''': seeing power, the number given for &amp;quot;see stealth&amp;quot; or &amp;quot;see invisibility&amp;quot; in the [[character sheet]] of the observer&lt;br /&gt;
&lt;br /&gt;
'''H''': hiding power, the number given for &amp;quot;stealth&amp;quot; or &amp;quot;invisibility&amp;quot; in the [[character sheet]] of the hider&lt;br /&gt;
&lt;br /&gt;
'''See Chance''' = ('''A''' + '''B''') * 50%&lt;br /&gt;
&lt;br /&gt;
'''A''' = 1 / ( 1 + exp( ('''H''' - '''S''') / 7 ) )&lt;br /&gt;
&lt;br /&gt;
'''B''' = '''S''' / ( '''S''' + '''H''' )&lt;br /&gt;
&lt;br /&gt;
''Trivia: the A term above is a [https://en.wikipedia.org/wiki/Fermi%E2%80%93Dirac_statistics Fermi-Dirac distribution]''&lt;br /&gt;
&lt;br /&gt;
The table in the image below shows the percentage see chance, given the seeing power in the first column, and the hiding power in the first row:&lt;br /&gt;
&lt;br /&gt;
[[File:See hide table.png|border]]&lt;br /&gt;
&lt;br /&gt;
Observers with zero &amp;quot;see invisible&amp;quot; power will not be able to see invisible entities at all, and will not even get a chance to participate in the invisibility check. &lt;br /&gt;
&lt;br /&gt;
Observers with zero &amp;quot;see stealth&amp;quot; power can still participate in stealth checks, and will see stealthed entities with the chance shown in the table above. This situation can occur if the observer is significantly debuffed.&lt;br /&gt;
&lt;br /&gt;
If the hiding entity is both stealthed and invisible, then the observer will have to pass both a stealth and invisibility check in order to see the hider.&lt;br /&gt;
&lt;br /&gt;
If an enemy didn't see through stealth\invisible, the enemy will have a 2/3 chance to automatically miss with their weapon attack.&lt;br /&gt;
&lt;br /&gt;
== Telepathy ==&lt;br /&gt;
Allows you to perceive certain kinds of creatures with your mind, and light them up like infravision.&lt;br /&gt;
&lt;br /&gt;
Diggable walls, doors, blindness, invisibility or magical darkness do not affect telepathy. Undiggable walls, such as those surrounding vaults, may block telepathy.&lt;br /&gt;
&lt;br /&gt;
== Talents related to vision ==&lt;br /&gt;
* {{t|Stealth}}: grants stealth power&lt;br /&gt;
* {{t|Invisibility}}: grants invisibility power&lt;br /&gt;
* [[Inscriptions#ethereal|Ethereal Rune]]: grants invisibility power&lt;br /&gt;
* {{t|Heightened Senses}}: increase see stealth and see invisibility&lt;br /&gt;
* {{t|Overseer of Nations}}: increase vision range&lt;br /&gt;
* {{t|Shadow Shot}}: decrease vision range&lt;br /&gt;
* {{t|Chant Adept}}: increase light radius&lt;br /&gt;
* {{t|Hymn Adept}}: increase infravision&lt;br /&gt;
* {{t|Armour of Shadows}}: make tiles unlit&lt;br /&gt;
* {{t|Vision}}: reveals terrain&lt;br /&gt;
* {{t|Smoke Bomb}}: blocks line of sight&lt;br /&gt;
* {{t|Creeping Darkness}}: blocks line of sight&lt;br /&gt;
* {{t|Dark Vision}}: see through magical darkness&lt;br /&gt;
&lt;br /&gt;
== Artifacts related to vision ==&lt;br /&gt;
* [[Umbraphage]]: makes tiles lit&lt;br /&gt;
* [[Burning Star]]: reveals terrain&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Pateryiyi</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Damage_Types&amp;diff=19833</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Damage_Types&amp;diff=19833"/>
				<updated>2022-05-16T19:14:29Z</updated>
		
		<summary type="html">&lt;p&gt;Pateryiyi: /* Mind &amp;amp; Temporal */  mind dmg mindpower vs mindsave update&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|#728C00|Draining Blight}}''': inflicts Blight damage on the target, and restores half of the damage dealt.&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>Pateryiyi</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Character_sheet&amp;diff=19832</id>
		<title>Character sheet</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Character_sheet&amp;diff=19832"/>
				<updated>2022-05-16T18:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Pateryiyi: /* Power and Saves */  Update mindpower vs mindsave for mind damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The character sheet can be found by pressing 'c' in-game.&lt;br /&gt;
It has 4 tabs:&lt;br /&gt;
* General&lt;br /&gt;
* Attack&lt;br /&gt;
* Defence&lt;br /&gt;
* Talents&lt;br /&gt;
* Equipment&lt;br /&gt;
&lt;br /&gt;
These provide an overview of your character and its abilities. You can also hover your mouse over your own character, or use the 'L'ook command on yourself to see some of these stats.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Experience ===&lt;br /&gt;
See page on [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
{{:Size}}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
See page on [[resource]]s.&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
Encumbrance is the amount of weight your character can hold without becoming burdened. All items have a certain weight, usually standard by item type. For example, jewelry has encumbrance of 0.1; heavy armor has 14. Your character has a '''maximum encumbrance''' which is increased by increasing your [[Strength]] or by certain items. '''Current encumbrance''' is the amount being carried right now, and can be reduced by certain spells or abilities. &lt;br /&gt;
&lt;br /&gt;
If your current encumbrance rises above your maximum encumbrance, you will be unable to move. You will need to drop items, or wait for the effect reducing your maximum encumbrance to wear off.&lt;br /&gt;
&lt;br /&gt;
=== Speeds ===&lt;br /&gt;
'''[[Speed]]''' determine how quickly you can perform actions relative to the other actors in the game. Speed is always relative to YOU. Other actors (NPCs, monsters) will either act less quickly or more quickly, depending on your speeds. In practice it means you may be able to move, cast or attack several times before they do; or they may move, cast, or attack several times before you do.&lt;br /&gt;
&lt;br /&gt;
There are several measures of speed. &lt;br /&gt;
&lt;br /&gt;
* Global Speed: Affects all actions. At 100% speed you have the energy to perform one 'action' per turn. At 200% speed you can perform two 'actions' per turn. Other actors will appear to be acting less quickly in comparison to you.&lt;br /&gt;
&lt;br /&gt;
* Movement Speed: This is the ''increase'' or ''decrease'' from your normal movement speed. For example, 20.00% means you will move 20% farther in the same length of time as you would normally move. 100% would allow you to move twice as far. -100% would only let you move half as far.&lt;br /&gt;
&lt;br /&gt;
* Spell Speed: This is the ''increase'' or ''decrease'' from your normal movement speed. For example, 20.00% means you will be able to cast 20% more spells (or a spell takes 20% less time to cast) as you would be able to cast. 100% would allow you to cast spells twice as fast; -100% means spells would be cast twice as slowly. &lt;br /&gt;
&lt;br /&gt;
* Attack Speed: This is the ''increase'' or ''decrease'' from your attack movement speed. For example, 20.00% means you will be able to attack 20% faster as you would be able to normally. 100% would allow you to make twice as many attacks; -100% means you would make half the amount of attacks in the same amount of time - monsters would get more than one attack to your single.&lt;br /&gt;
&lt;br /&gt;
* Mental Speed:  This is the ''increase'' or ''decrease'' from your mental ability speed (any ability with &amp;quot;Is: a mind power&amp;quot;). For example, 20.00% means you will be able to use this ability 20% faster than usual. 100% would allow you to use the ability twice as often; -100% means you would use abilities at half the effective rate - monsters would get more than one action to your single.&lt;br /&gt;
&lt;br /&gt;
Global Speed and other speeds stack. If you have 200% speed and -100% movement speed, you have the energy to perform actions twice a round, but you  only move half the distance. You would end up moving the same distance each round.&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
See page on [[vision]].&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
See page on [[stat]]s.&lt;br /&gt;
&lt;br /&gt;
=== Inscriptions ===&lt;br /&gt;
See page on [[inscription]]s.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
This will indicate what sustained and [[effect|temporary effects]] are applied to the character.&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
=== Accuracy and Defense ===&lt;br /&gt;
{{:Accuracy}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{:Defense}}&lt;br /&gt;
&lt;br /&gt;
=== Power and Saves ===&lt;br /&gt;
Physical power, spellpower, and mindpower represent your character's physical, magical, and mental abilities. They determine how much damage your talents in each category will deal, and whether those talents can successfully inflict [[effect|status effects]] on the target. Physical, spell, and mind saves represent your character's ability to resist status effects from those categories.&lt;br /&gt;
&lt;br /&gt;
Raw power can be obtained from [[stats]], talents, or equipment. The total accumulated power is then [[rescaled combat stats|rescaled]] into an &amp;quot;effective power&amp;quot;, which is the number shown on your character sheet. The tooltip for equipment that boost power will also show how much raw power and effective power they will contribute.&lt;br /&gt;
&lt;br /&gt;
Effective power levels are divided into tiers every 20 points. Each point of effective power will cost incrementally more raw power to increase as the tier increases. The relationship between the two is as follows:&lt;br /&gt;
&lt;br /&gt;
*Tier 1: from 0 to 20 effective power, each point costs 1 raw power&lt;br /&gt;
*Tier 2: from 20 to 40 effective power, each point costs 2 raw power&lt;br /&gt;
*Tier 3: from 40 to 60 effective power, each point costs 3 raw power&lt;br /&gt;
*Tier 4: from 60 to 80 effective power, each point costs 4 raw power&lt;br /&gt;
*Tier 5: from 80 to 100 effective power, each point costs 5 raw power&lt;br /&gt;
*Tier 6: from 100 to 120 effective power, each point costs 6 raw power&lt;br /&gt;
...and so on.&lt;br /&gt;
&lt;br /&gt;
The conversion from raw saves to effective saves follows the same relationship above.&lt;br /&gt;
&lt;br /&gt;
The chance that a talent can successfully apply a status effect is determined by comparing the attacker's effective power vs. the defender's effective save. The type of talent involved will determine what type of power the attacker will use, and the type of [[effect|status effect]] will determine what type of save the defender will use.&lt;br /&gt;
&lt;br /&gt;
If the attacker's power is in a higher tier than the defender's save, then an additional [[Effect#Cross-tier Effects|cross-tier effect]] will be applied. The type of cross-tier effect applied depends on the type of status effect being inflicted.&lt;br /&gt;
&lt;br /&gt;
For example, consider an [[Archmage]] casting {{t|Flameshock}} on a target and trying to inflict the Burning Shock effect. {{t|Flameshock}} is a spell, and Burning Shock is a physical effect, so the chance of this debuff being inflicted will be determined by the spellpower of the Archmage and the physical save of the target. If the spellpower is in a higher tier than the physical save, than the [[Effect#off-balance|off-balance]] physical cross-tier effect will also be applied.&lt;br /&gt;
&lt;br /&gt;
The power vs. save comparison follows the [[Saves and To-Hit|same logic]] as that for accuracy and defense:&lt;br /&gt;
* If power and saves are equal, the success chance is 50%&lt;br /&gt;
* For each additional point that the attacker/defender has, the success chance will increase/decrease by 2.5%&lt;br /&gt;
* The chance to land a debuff is normally capped at 95% for most talents&lt;br /&gt;
&lt;br /&gt;
In other words, attackers can maximize their chance to land a debuff if their power exceeds the defender's save by 18 points. Defenders can immunize themselves to status effects if their save exceeds the attacker's power by 20 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from avoiding debuffs, there are several exceptions:&lt;br /&gt;
* Saves can also reduce the duration of debuffs that have been inflicted. If the defender's save exceeds the attacker's power, then each point of advantage will reduce the debuff duration by 5%. This prevents an attacker's lucky roll on debuffs from having an inordinately large effect in battle.&lt;br /&gt;
* Mindsave can reduce mind damage. There would be an mindpower vs mindsave check when mind damage type is dealt. If the save is successful, mind damage will be halved. This is only valid for mind damage type.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
See page on [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
=== Armour and Armour Hardiness ===&lt;br /&gt;
{{:Armour}}&lt;br /&gt;
&lt;br /&gt;
=== Resistance, Resistance Penetration, and Immunity ===&lt;br /&gt;
{{:Resistances}}&lt;br /&gt;
&lt;br /&gt;
'''Immunities''' give a flat chance to resist an effect.  They're a bit like saves, insofar as passing a check makes the effect not happen, but they operate completely independently of physical power, physical save, mindpower, etc.  25% stun immunity is always a flat 25% chance to resist a stun (or any talent that checks stun immunity, such as Freeze), ''before'' saves are checked.&lt;br /&gt;
&lt;br /&gt;
Effect Immunities:&lt;br /&gt;
*Confusion&lt;br /&gt;
*Stun/Freeze&lt;br /&gt;
*Fear&lt;br /&gt;
*Knockback&lt;br /&gt;
*Instadeath&lt;br /&gt;
*Disarm&lt;br /&gt;
*Poison&lt;br /&gt;
*Disease&lt;br /&gt;
*Blind&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
=== Affinity ===&lt;br /&gt;
See page on [[affinity]].&lt;/div&gt;</summary>
		<author><name>Pateryiyi</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=19763</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=19763"/>
				<updated>2022-05-04T09:36:00Z</updated>
		
		<summary type="html">&lt;p&gt;Pateryiyi: Add Seared as Physical effect&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 with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&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. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably.&lt;br /&gt;
&lt;br /&gt;
====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;
* no talents come off cooldown 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>Pateryiyi</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Effect&amp;diff=19762</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Effect&amp;diff=19762"/>
				<updated>2022-05-04T09:34:08Z</updated>
		
		<summary type="html">&lt;p&gt;Pateryiyi: Added Wet as Magical Effect&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 with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.&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. No talents will cool down until the effect has worn off. &lt;br /&gt;
&lt;br /&gt;
====Confused====&lt;br /&gt;
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with &amp;quot;instant&amp;quot; activation as well as items can still be used reliably.&lt;br /&gt;
&lt;br /&gt;
====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;
* no talents come off cooldown 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;
===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>Pateryiyi</name></author>	</entry>

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