mental.lua 130 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2019 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

local Stats = require "engine.interface.ActorStats"
local Particles = require "engine.Particles"
local Entity = require "engine.Entity"
local Chat = require "engine.Chat"
local Map = require "engine.Map"
local Level = require "engine.Level"
local Astar = require "engine.Astar"

-- Item specific
newEffect{
	name = "ITEM_EXPOSED", image = "talents/curse_of_the_meek.png",  -- Re-used icon
	desc = _t"Exposed",
	long_desc = function(self, eff) return ("Mind and body exposed to effects and attacks, reducing all saves and defense by %d."):tformat(eff.reduce) end,
	charges = function(self, eff) return (tostring(math.floor(eff.reduce))) end,
	type = "mental",
	subtype = { },
	status = "detrimental",
	parameters = {reduce=0},
	on_gain = function(self, err) return _t"#Target#'s is vulnerable to attacks and effects!" end,
	on_lose = function(self, err) return _t"#Target# is less vulnerable." end,
	activate = function(self, eff)
		self:effectTemporaryValue(eff, "combat_physresist", -eff.reduce)
		self:effectTemporaryValue(eff, "combat_spellresist", -eff.reduce)
		self:effectTemporaryValue(eff, "combat_mentalresist", -eff.reduce)
		self:effectTemporaryValue(eff, "combat_def", -eff.reduce)
	end,
	deactivate = function(self, eff)

	end,
}

newEffect{
	name = "ITEM_NUMBING_DARKNESS", image = "effects/bane_blinded.png",
	desc = _t"Numbing Darkness",
	long_desc = function(self, eff) return ("The target is losing hope, all damage it does is reduced by %d%%."):tformat(eff.reduce) end,
	charges = function(self, eff) return (tostring(math.floor(eff.reduce))) end,
	type = "mental",
	subtype = { darkness=true,}, no_ct_effect = true,
	status = "detrimental",
	parameters = {power=10, reduce=5},
	on_gain = function(self, err) return _t"#Target# is weakened by the darkness!", _t"+Numbing Darkness" end,
	on_lose = function(self, err) return _t"#Target# regains their energy.", _t"-Numbing Darkness" end,
	on_timeout = function(self, eff)

	end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("numbed", eff.reduce)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("numbed", eff.tmpid)
	end,
}

newEffect{
	name = "SILENCED", image = "effects/silenced.png",
	desc = _t"Silenced",
	long_desc = function(self, eff) return _t"The target is silenced, preventing it from casting spells and using some vocal talents." end,
	type = "mental",
	subtype = { silence=true },
	status = "detrimental",
	parameters = {},
	on_gain = function(self, err) return _t"#Target# is silenced!", _t"+Silenced" end,
	on_lose = function(self, err) return _t"#Target# is not silenced anymore.", _t"-Silenced" end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("silence", 1)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("silence", eff.tmpid)
	end,
}

newEffect{
	name = "SUMMON_CONTROL", image = "talents/summon_control.png", --Backwards compatibility
	desc = _t"Pheromones",
	long_desc = function(self, eff) return ("The target has been marked as the focus for all nature summons within %d radius, receiving %d%% increased damage from nature summons."):tformat(eff.range, eff.power) end,
	type = "mental",
	subtype = { focus=true },
	status = "detrimental",
	parameters = { power = 10 },
	on_gain = function(self, err) return _t"Summons flock towards #Target#.", true end,
	on_lose = function(self, err) return _t"#Target# is no longer being targeted by summons.", true end,
	on_timeout = function(self, eff)
		self:project({type="ball", range=0, friendlyfire=false, radius=eff.range}, self.x, self.y, function(px, py)
		local target = game.level.map(px, py, Map.ACTOR)
		if not target then return end
		if target.summoner == eff.src then
			target:setTarget(self)
		end
		end)
	end,
	activate = function(self, eff)
		self:effectTemporaryValue(eff, "inc_nature_summon", eff.power)

		self:project({type="ball", range=0, friendlyfire=false, radius=eff.range}, self.x, self.y, function(px, py)
		local target = game.level.map(px, py, Map.ACTOR)
		if not target then return end
		if target.summoner == eff.src then
			target:setTarget(self)
		end
		end)
	end,
	deactivate = function(self, eff)
	end,
}

newEffect{
	name = "CONFUSED", image = "effects/confused.png",
	desc = _t"Confused",
	long_desc = function(self, eff) return ("The target is confused, acting randomly (chance %d%%) and unable to perform complex actions."):tformat(eff.power) end,
	charges = function(self, eff) return (tostring(math.floor(eff.power)).."%") end,
	type = "mental",
	subtype = { confusion=true },
	status = "detrimental",
	parameters = { power=30 },
	on_gain = function(self, err) return _t"#Target# wanders around!", _t"+Confused" end,
	on_lose = function(self, err) return _t"#Target# seems more focused.", _t"-Confused" end,
	activate = function(self, eff)
		eff.power = math.floor(util.bound(eff.power, 0, 50))
		eff.tmpid = self:addTemporaryValue("confused", eff.power)
		if eff.power <= 0 then eff.dur = 0 end
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("confused", eff.tmpid)
		if self == game.player and self.updateMainShader then self:updateMainShader() end
	end,
}

newEffect{
	name = "DOMINANT_WILL", image = "talents/yeek_will.png",
	desc = _t"Mental Domination",
	long_desc = function(self, eff) return ("The target's mind has been shattered. Its body remains as a thrall to %s."):tformat(eff.src:getName():capitalize()) end,
	type = "mental",
	subtype = { dominate=true },
	status = "detrimental",
	parameters = { },
	on_gain = function(self, err) return _t"#Target#'s mind is shattered." end,
	activate = function(self, eff)
		eff.pid = self:addTemporaryValue("inc_damage", {all=-15})
		self.ai_state = self.ai_state or {}
		eff.oldstate = {
			faction = self.faction,
			ai_state = table.clone(self.ai_state, true),
			remove_from_party_on_death = self.remove_from_party_on_death,
			no_inventory_access = self.no_inventory_access,
			move_others = self.move_others,
			summoner = self.summoner,
			summoner_gain_exp = self.summoner_gain_exp,
			ai = self.ai,
		}
		self.faction = eff.src.faction

		self.ai_state.tactic_leash = 100
		self.remove_from_party_on_death = true
		self.no_inventory_access = true
		self.move_others = true
		self.summoner = eff.src
		self.summoner_gain_exp = true
		if self.dead then return end
		game:onTickEnd(function()
			game.party:addMember(self, {
				control="full",
				type="thrall",
				title=_t"Thrall",
				orders = {leash=true, follow=true},
				on_control = function(self)
					self:hotkeyAutoTalents()
				end,
				leave_level = function(self, party_def) -- Cancel control and restore previous actor status.
					local eff = self:hasEffect(self.EFF_DOMINANT_WILL)
					if not eff then return end
					local uid = self.uid
					eff.survive_domination = true
					self:removeTemporaryValue("inc_damage", eff.pid)
					game.party:removeMember(self)
					self:replaceWith(require("mod.class.NPC").new(self))
					self.uid = uid
					__uids[uid] = self
					self.faction = eff.oldstate.faction
					self.ai_state = eff.oldstate.ai_state
					self.ai = eff.oldstate.ai
					self.remove_from_party_on_death = eff.oldstate.remove_from_party_on_death
					self.no_inventory_access = eff.oldstate.no_inventory_access
					self.move_others = eff.oldstate.move_others
					self.summoner = eff.oldstate.summoner
					self.summoner_gain_exp = eff.oldstate.summoner_gain_exp
					self:removeEffect(self.EFF_DOMINANT_WILL)
				end,
			})
		end)
	end,
	deactivate = function(self, eff)
		if eff.survive_domination then
			game.logSeen(self, "%s's mind recovers from the domination.",self:getName():capitalize())
		else
			game.logSeen(self, "%s collapses.",self:getName():capitalize())
			self:die(eff.src)
		end
	end,
}

newEffect{
	name = "DOMINANT_WILL_BOSS", image = "talents/yeek_will.png",
	desc = _t"Mental Domination",
	long_desc = function(self, eff) return ("The target's mind has been shaken. It is temporarily aligned with %s and immune to all damage."):tformat(eff.src:getName():capitalize()) end,
	type = "mental",
	subtype = { dominate=true },
	status = "detrimental",
	parameters = { },
	on_gain = function(self, err) return _t"#Target#'s mind is dominated.", _t"+Dominant Will" end,
	on_lose = function(self, err) return _t"#Target# is free from the domination.",  "-Dominant Will"  end,
	activate = function(self, eff)
		self:setTarget() -- clear ai target
		eff.old_faction = self.faction
		self.faction = eff.src.faction
		self:effectTemporaryValue(eff, "never_anger", 1)
		self:effectTemporaryValue(eff, "invulnerable", 1)
		self:effectTemporaryValue(eff, "hostile_for_level_change", 1)
	end,
	deactivate = function(self, eff)
		if eff.particle then self:removeParticles(eff.particle) end
		self.faction = eff.old_faction
		self:setTarget(eff.src)
	end,
}

newEffect{
	name = "BATTLE_SHOUT", image = "talents/battle_shout.png",
	desc = _t"Battle Shout",
	long_desc = function(self, eff) return ("Increases maximum life and stamina by %d%%. When the effect ends, the extra life and stamina will be lost."):tformat(eff.power) end,
	type = "mental",
	subtype = { morale=true },
	status = "beneficial",
	parameters = { power=10 },
	activate = function(self, eff)
		local lifeb = self.max_life * eff.power/100
		local stamb = self.max_stamina * eff.power/100
		eff.max_lifeID = self:addTemporaryValue("max_life", lifeb) --Avoid healing effects
		eff.lifeID = self:addTemporaryValue("life",lifeb)
		eff.max_stamina = self:addTemporaryValue("max_stamina", stamb)
		self:incStamina(stamb)
		eff.stamina = stamb
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("life", eff.lifeID)
		self:removeTemporaryValue("max_life", eff.max_lifeID)
		self:removeTemporaryValue("max_stamina", eff.max_stamina)
		self:incStamina(-eff.stamina)
	end,
}

newEffect{
	name = "BATTLE_CRY", image = "talents/battle_cry.png",
	desc = _t"Battle Cry",
	long_desc = function(self, eff) return ("The target's will to defend itself is shattered by the powerful battle cry, reducing defense by %d."):tformat(eff.power) end,
	type = "mental",
	subtype = { morale=true },
	status = "detrimental",
	parameters = { power=10 },
	on_gain = function(self, err) return _t"#Target#'s will is shattered.", _t"+Battle Cry" end,
	on_lose = function(self, err) return _t"#Target# regains some of its will.", _t"-Battle Cry" end,
	activate = function(self, eff)
		self:effectTemporaryValue(eff, "combat_def", -eff.power)
		self:effectTemporaryValue(eff, "no_evasion", 1)
		self:effectTemporaryValue(eff, "blind_fighted", 1)
	end,
}

newEffect{
	name = "WILLFUL_COMBAT", image = "talents/willful_combat.png",
	desc = _t"Willful Combat",
	long_desc = function(self, eff) return ("The target puts all its willpower into its blows, improving physical power by %d."):tformat(eff.power) end,
	type = "mental",
	subtype = { focus=true },
	status = "beneficial",
	parameters = { power=10 },
	on_gain = function(self, err) return _t"#Target# lashes out with pure willpower." end,
	on_lose = function(self, err) return _t"#Target#'s willpower rush ends." end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("combat_dam", eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("combat_dam", eff.tmpid)
	end,
}

newEffect{
	name = "GLOOM_WEAKNESS", image = "effects/gloom_weakness.png",
	desc = _t"Gloom Weakness",
	long_desc = function(self, eff) return ("The gloom reduces damage the target inflicts by %d%%."):tformat(eff.incDamageChange) end,
	type = "mental",
	subtype = { gloom=true },
	status = "detrimental",
	parameters = { atk=10, dam=10 },
	on_gain = function(self, err) return _t"#F53CBE##Target# is weakened by the gloom." end,
	on_lose = function(self, err) return _t"#F53CBE##Target# is no longer weakened." end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("gloom_weakness", 1))
		eff.incDamageId = self:addTemporaryValue("inc_damage", {all = -eff.incDamageChange})
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)
		self:removeTemporaryValue("inc_damage", eff.incDamageId)
	end,
}

newEffect{
	name = "GLOOM_SLOW", image = "effects/gloom_slow.png",
	desc = _t"Slowed by the gloom",
	long_desc = function(self, eff) return ("The gloom reduces the target's global speed by %d%%."):tformat(eff.power * 100) end,
	type = "mental",
	subtype = { gloom=true, slow=true },
	status = "detrimental",
	parameters = { power=0.1 },
	on_gain = function(self, err) return _t"#F53CBE##Target# moves reluctantly!", _t"+Slow" end,
	on_lose = function(self, err) return _t"#Target# overcomes the gloom.", _t"-Slow" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("gloom_slow", 1))
		eff.tmpid = self:addTemporaryValue("global_speed_add", -eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("global_speed_add", eff.tmpid)
		self:removeParticles(eff.particle)
	end,
}

newEffect{
	name = "GLOOM_STUNNED", image = "effects/gloom_stunned.png",
	desc = _t"Stunned by the gloom",
	long_desc = function(self, eff) return ("The gloom has stunned the target, reducing damage by 50%%, putting 4 random talents on cooldown and reducing movement speed by 50%%.  While stunned talents cooldown twice as slow."):tformat() end,
	type = "mental",
	subtype = { gloom=true, stun=true },
	status = "detrimental",
	parameters = {},
	on_gain = function(self, err) return _t"#F53CBE##Target# is stunned with fear!", _t"+Stunned" end,
	on_lose = function(self, err) return _t"#Target# overcomes the gloom", _t"-Stunned" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("gloom_stunned", 1))
		eff.tmpid = self:addTemporaryValue("stunned", 1)
		eff.speedid = self:addTemporaryValue("movement_speed", -0.5)
		eff.lockid = self:addTemporaryValue("half_talents_cooldown", 1)
		local tids = {}
		for tid, lev in pairs(self.talents) do
			local t = self:getTalentFromId(tid)
			if t and not self.talents_cd[tid] and t.mode == "activated" and not t.innate and util.getval(t.no_energy, self, t) ~= true then tids[#tids+1] = t end
		end
		for i = 1, 4 do
			local t = rng.tableRemove(tids)
			if not t then break end
			self.talents_cd[t.id] = 1
		end
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)
		self:removeTemporaryValue("stunned", eff.tmpid)
		self:removeTemporaryValue("movement_speed", eff.speedid)
		self:removeTemporaryValue("half_talents_cooldown", eff.lockid)
	end,
}

newEffect{
	name = "GLOOM_CONFUSED", image = "effects/gloom_confused.png",
	desc = _t"Confused by the gloom",
	long_desc = function(self, eff) return ("The gloom has confused the target, making it act randomly (%d%% chance) and unable to perform complex actions."):tformat(eff.power) end,
	type = "mental",
	charges = function(self, eff) return (tostring(eff.power).."%") end,
	subtype = { gloom=true, confusion=true },
	status = "detrimental",
	parameters = { power = 10 },
	on_gain = function(self, err) return _t"#F53CBE##Target# is lost in despair!", _t"+Confused" end,
	on_lose = function(self, err) return _t"#Target# overcomes the gloom", _t"-Confused" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("gloom_confused", 1))
		eff.power = math.floor(util.bound(eff.power, 0, 50))
		eff.tmpid = self:addTemporaryValue("confused", eff.power)
		if eff.power <= 0 then eff.dur = 0 end
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)
		self:removeTemporaryValue("confused", eff.tmpid)
		if self == game.player then self:updateMainShader() end
	end,
}

newEffect{
	name = "DISMAYED", image = "talents/dismay.png",
	desc = _t"Dismayed",
	long_desc = function(self, eff) return (_t"The target is dismayed. The next melee attack against the target will be a guaranteed critical hit.") end,
	type = "mental",
	subtype = { gloom=true, confusion=true },
	status = "detrimental",
	parameters = {},
	on_gain = function(self, err) return _t"#F53CBE##Target# is dismayed!", _t"+Dismayed" end,
	on_lose = function(self, err) return _t"#Target# overcomes the dismay", _t"-Dismayed" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("dismayed", 1))
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)
	end,
}

newEffect{
	name = "STALKER", image = "talents/stalk.png",
	desc = _t"Stalking",
	display_desc = function(self, eff)
		return ([[Stalking %d/%d +%d ]]):tformat(eff.target.life, eff.target.max_life, eff.bonus)
	end,
	long_desc = function(self, eff)
		local t = self:getTalentFromId(self.T_STALK)
		local effStalked = eff.target:hasEffect(eff.target.EFF_STALKED)
		local desc = ([[Stalking %s. Bonus level %d: +%d accuracy, +%d%% melee damage, +%0.2f hate/turn prey was hit.]]):tformat(
			eff.target.name, eff.bonus, t.getAttackChange(self, t, eff.bonus), t.getStalkedDamageMultiplier(self, t, eff.bonus) * 100 - 100, t.getHitHateChange(self, t, eff.bonus))
		if effStalked and effStalked.damageChange and effStalked.damageChange > 0 then
			desc = desc..("Prey damage modifier: %d%%."):tformat(effStalked.damageChange)
		end
		return desc
	end,
	type = "mental",
	subtype = { veil=true },
	status = "beneficial",
	parameters = {},
	activate = function(self, eff)
		self:logCombat(eff.target, "#F53CBE##Target# is being stalked by #Source#!")
	end,
	deactivate = function(self, eff)
		self:logCombat(eff.target, "#F53CBE##Target# is no longer being stalked by #Source#.")
	end,
	on_timeout = function(self, eff)
		if not eff.target or eff.target.dead or not eff.target:hasEffect(eff.target.EFF_STALKED) then
			self:removeEffect(self.EFF_STALKER)
		end
	end,
}

newEffect{
	name = "STALKED", image = "effects/stalked.png",
	desc = _t"Stalked",
	long_desc = function(self, eff)
		local effStalker = eff.src:hasEffect(eff.src.EFF_STALKER)
		if not effStalker then return _t"Being stalked." end
		local t = self:getTalentFromId(eff.src.T_STALK)
		local desc = ([[Being stalked by %s. Stalker bonus level %d: +%d accuracy, +%d%% melee damage, +%0.2f hate/turn prey was hit.]]):tformat(
			eff.src:getName(), effStalker.bonus, t.getAttackChange(eff.src, t, effStalker.bonus), t.getStalkedDamageMultiplier(eff.src, t, effStalker.bonus) * 100 - 100, t.getHitHateChange(eff.src, t, effStalker.bonus))
		if eff.damageChange and eff.damageChange > 0 then
			desc = desc..(" Prey damage modifier: %d%%."):tformat(eff.damageChange)
		end
		return desc
	end,
	type = "mental",
	subtype = { veil=true },
	status = "detrimental",
	no_stop_enter_worlmap = true, cancel_on_level_change = true,
	parameters = {},
	activate = function(self, eff)
		local effStalker = eff.src:hasEffect(eff.src.EFF_STALKER)
		if not effStalker then game:onTickEnd(function() self:removeEffect(self.EFF_STALKED, true, true) end) return end
		eff.particleBonus = effStalker.bonus
		eff.particle = self:addParticles(Particles.new("stalked", 1, { bonus = eff.particleBonus }))
	end,
	deactivate = function(self, eff)
		if eff.particle then self:removeParticles(eff.particle) end
		if eff.damageChangeId then self:removeTemporaryValue("inc_damage", eff.damageChangeId) end
	end,
	on_timeout = function(self, eff)
		if not eff.src or eff.src.dead or not eff.src:hasEffect(eff.src.EFF_STALKER) then
			self:removeEffect(self.EFF_STALKED)
		else
			local effStalker = eff.src:hasEffect(eff.src.EFF_STALKER)
			if eff.particleBonus ~= effStalker.bonus then
				eff.particleBonus = effStalker.bonus
				self:removeParticles(eff.particle)
				eff.particle = self:addParticles(Particles.new("stalked", 1, { bonus = eff.particleBonus }))
			end
		end
	end,
	updateDamageChange = function(self, eff)
		if eff.damageChangeId then
			self:removeTemporaryValue("inc_damage", eff.damageChangeId)
			eff.damageChangeId = nil
		end
		if eff.damageChange and eff.damageChange > 0 then
			eff.damageChangeId = eff.target:addTemporaryValue("inc_damage", {all=eff.damageChange})
		end
	end,
}

newEffect{
	name = "BECKONED", image = "talents/beckon.png",
	desc = _t"Beckoned",
	long_desc = function(self, eff)
		local message = ("The target has been beckoned by %s and is heeding the call. There is a %d%% chance of moving towards the beckoner each turn."):tformat(eff.src:getName(), eff.chance)
		if eff.spellpowerChangeId and eff.mindpowerChangeId then
			message = message..(" (spellpower: %d, mindpower: %d"):tformat(eff.spellpowerChange, eff.mindpowerChange)
		end
		return message
	end,
	type = "mental",
	subtype = { dominate=true },
	status = "detrimental",
	parameters = { speedChange=0.5 },
	on_gain = function(self, err) return _t"#Target# has been beckoned.", _t"+Beckoned" end,
	on_lose = function(self, err) return _t"#Target# is no longer beckoned.", _t"-Beckoned" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("beckoned", 1))

		eff.spellpowerChangeId = self:addTemporaryValue("combat_spellpower", eff.spellpowerChange)
		eff.mindpowerChangeId = self:addTemporaryValue("combat_mindpower", eff.mindpowerChange)
	end,
	deactivate = function(self, eff)
		if eff.particle then self:removeParticles(eff.particle) end

		if eff.spellpowerChangeId then
			self:removeTemporaryValue("combat_spellpower", eff.spellpowerChangeId)
			eff.spellpowerChangeId = nil
		end
		if eff.mindpowerChangeId then
			self:removeTemporaryValue("combat_mindpower", eff.mindpowerChangeId)
			eff.mindpowerChangeId = nil
		end
	end,
	on_timeout = function(self, eff)
	end,
	do_act = function(self, eff)
		if eff.src.dead then
			self:removeEffect(self.EFF_BECKONED)
			return
		end
		if not self:enoughEnergy() then return nil end

		-- apply periodic timer instead of random chance
		if not eff.timer then
			eff.timer = rng.float(0, 100)
		end
		if not self:checkHit(eff.src:combatMindpower(), self:combatMentalResist(), 0, 95, 5) then
			eff.timer = eff.timer + eff.chance * 0.5
			game.logSeen(self, "#F53CBE#%s struggles against the beckoning.", self:getName():capitalize())
		else
			eff.timer = eff.timer + eff.chance
		end

		if eff.timer > 100 then
			eff.timer = eff.timer - 100

			local distance = self.x and eff.src.x and core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) or 1000
			if math.floor(distance) > 1 and distance <= eff.range then
				-- in range but not adjacent

				-- add debuffs
				if not eff.spellpowerChangeId then eff.spellpowerChangeId = self:addTemporaryValue("combat_spellpower", eff.spellpowerChange) end
				if not eff.mindpowerChangeId then eff.mindpowerChangeId = self:addTemporaryValue("combat_mindpower", eff.mindpowerChange) end

				-- custom pull logic (adapted from move_dmap; forces movement, pushes others aside, custom particles)

				if not self:attr("never_move") then
					local source = eff.src
					local moveX, moveY = source.x, source.y -- move in general direction by default
					if not self:hasLOS(source.x, source.y) then
						local a = Astar.new(game.level.map, self)
						local path = a:calc(self.x, self.y, source.x, source.y)
						if path then
							moveX, moveY = path[1].x, path[1].y
						end
					end

					if moveX and moveY then
						local old_move_others, old_x, old_y = self.move_others, self.x, self.y
						self.move_others = true
						local old = rawget(self, "aiCanPass")
						self.aiCanPass = mod.class.NPC.aiCanPass
						mod.class.NPC.moveDirection(self, moveX, moveY, false)
						self.aiCanPass = old
						self.move_others = old_move_others
						if old_x ~= self.x or old_y ~= self.y then
							game.level.map:particleEmitter(self.x, self.y, 1, "beckoned_move", {power=power, dx=self.x - source.x, dy=self.y - source.y})
						end
					end
				end
			else
				-- adjacent or out of range..remove debuffs
				if eff.spellpowerChangeId then
					self:removeTemporaryValue("combat_spellpower", eff.spellpowerChangeId)
					eff.spellpowerChangeId = nil
				end
				if eff.mindpowerChangeId then
					self:removeTemporaryValue("combat_mindpower", eff.mindpowerChangeId)
					eff.mindpowerChangeId = nil
				end
			end
		end
	end,
	do_onTakeHit = function(self, eff, dam)
		eff.resistChance = (eff.resistChance or 0) + math.min(100, math.max(0, dam / self.max_life * 100))
		if rng.percent(eff.resistChance) then
			game.logSeen(self, "#F53CBE#%s is jolted to attention by the damage and is no longer being beckoned.", self:getName():capitalize())
			self:removeEffect(self.EFF_BECKONED)
		end

		return dam
	end,
}

newEffect{
	name = "OVERWHELMED", image = "talents/frenzy.png",
	desc = _t"Overwhelmed",
	long_desc = function(self, eff) return ("The target has been overwhemed by a furious assault, reducing defence by %d."):tformat( -eff.defenseChange) end,
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = { damageChange=0.1 },
	on_gain = function(self, err) return _t"#Target# has been overwhelmed.", _t"+Overwhelmed" end,
	on_lose = function(self, err) return _t"#Target# is no longer overwhelmed.", _t"-Overwhelmed" end,
	parameters = { chance=5 },
	activate = function(self, eff)
		eff.defenseChangeId = self:addTemporaryValue("combat_def", -eff.defenseChange)
		eff.particle = self:addParticles(Particles.new("overwhelmed", 1))
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("combat_def", eff.defenseChangeId)
		self:removeParticles(eff.particle)
 end,
}


newEffect{
	name = "CURSED_MIASMA", image = "talents/savage_hunter.png",
	desc = _t"Cursed Miasma",
	long_desc = function(self, eff) return ("The target is enveloped in a cursed miasma."):tformat(eff.sight) end,
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = { chance=5 },
	on_gain = function(self, err) return _t"#Target# is surrounded by a cursed miasma.", _t"+Cursed Miasma" end,
	on_lose = function(self, err) return _t"The cursed miasma around #target# dissipates.", _t"-Cursed Miasma" end,
	activate = function(self, eff)
		local target = self.ai_target and self.ai_target.actor
		self:setTarget(nil) -- Reset target to grab a random new one
		self:effectTemporaryValue(eff, "hates_everybody", 1)
		if core.shader.active() then
			self:effectParticles(eff, {type="shader_shield", args={size_factor=1.5, img="shadow_shot_debuff_tentacles"}, shader={type="tentacles", wobblingType=0, appearTime=0.8, time_factor=2000, noup=0.0}})
		end
		if self.player then return end
		if target and not (target.dead or not game.level:hasEntity(target))  then
			eff.target = target
		end
	end,
	on_timeout = function(self, eff)
		if self.player then return end
		local target = eff.target
		if target and (target.dead or not game.level:hasEntity(target)) then
			eff.target = nil
		end
	end,
	deactivate = function(self, eff)
		if self.player then return end
		local target = self.ai_target and self.ai_target.actor
		if not target then
			self:setTarget(eff.target)
		end
	end,
}

newEffect{
	name = "HARASSED", image = "talents/harass_prey.png",
	desc = _t"Harassed",
	long_desc = function(self, eff) return ("The target has been harassed by its stalker, reducing damage by %d%%."):tformat( -eff.damageChange) end,
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = { damageChange=0.1 },
	on_gain = function(self, err) return _t"#Target# has been harassed.", _t"+Harassed" end,
	on_lose = function(self, err) return _t"#Target# is no longer harassed.", _t"-Harassed" end,
	activate = function(self, eff)
		eff.damageChangeId = self:addTemporaryValue("inc_damage", {all=eff.damageChange})
		eff.particle = self:addParticles(Particles.new("harassed", 1))
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("inc_damage", eff.damageChangeId)
		self:removeParticles(eff.particle)
	end,
}

newEffect{
	name = "DOMINATED", image = "talents/dominate.png",
	desc = _t"Dominated",
	long_desc = function(self, eff) return ("The target has been dominated.  It is unable to move and has lost %d armor and %d defense. Attacks from %s gain %d%% damage penetration."):tformat(-eff.armorChange, -eff.defenseChange, eff.src:getName():capitalize(), eff.resistPenetration) end,
	type = "mental",
	subtype = { dominate=true },
	status = "detrimental",
	on_gain = function(self, err) return _t"#F53CBE##Target# has been dominated!", _t"+Dominated" end,
	on_lose = function(self, err) return _t"#F53CBE##Target# is no longer dominated.", _t"-Dominated" end,
	parameters = { armorChange = -3, defenseChange = -3, physicalResistChange = -0.1 },
	activate = function(self, eff)
		eff.neverMoveId = self:addTemporaryValue("never_move", 1)
		eff.armorId = self:addTemporaryValue("combat_armor", eff.armorChange)
		eff.defenseId = self:addTemporaryValue("combat_def", eff.armorChange)

		eff.particle = self:addParticles(Particles.new("dominated", 1))
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("never_move", eff.neverMoveId)
		self:removeTemporaryValue("combat_armor", eff.armorId)
		self:removeTemporaryValue("combat_def", eff.defenseId)

		self:removeParticles(eff.particle)
	end,
}

newEffect{
	name = "AGONY", image = "talents/agony.png",
	desc = _t"Agony",
	long_desc = function(self, eff) return ("%s is writhing in agony, suffering from %d to %d damage over %d turns."):tformat(self:getName():capitalize(), eff.damage / eff.duration, eff.damage, eff.duration) end,
	type = "mental",
	subtype = { pain=true, psionic=true },
	status = "detrimental",
	parameters = { damage=10, mindpower=10, range=10, minPercent=10 },
	on_gain = function(self, err) return _t"#Target# is writhing in agony!", _t"+Agony" end,
	on_lose = function(self, err) return _t"#Target# is no longer writhing in agony.", _t"-Agony" end,
	activate = function(self, eff)
		eff.power = 0
	end,
	deactivate = function(self, eff)
		if eff.particle then self:removeParticles(eff.particle) end
	end,
	on_timeout = function(self, eff)
		eff.turn = (eff.turn or 0) + 1

		local damage = math.floor(eff.damage * (eff.turn / eff.duration))
		if damage > 0 then
			DamageType:get(DamageType.MIND).projector(eff.src, self.x, self.y, DamageType.MIND, { dam=damage, crossTierChance=25 })
			game:playSoundNear(self, "talents/fire")
		end

		if self.dead then
			if eff.particle then self:removeParticles(eff.particle) eff.particle = nil end
			return
		end

		if eff.particle then self:removeParticles(eff.particle) end
		eff.particle = nil
		eff.particle = self:addParticles(Particles.new("agony", 1, { power = 5 * eff.turn / eff.duration }))
	end,
}

newEffect{
	name = "HATEFUL_WHISPER", image = "talents/hateful_whisper.png",
	desc = _t"Hateful Whisper",
	long_desc = function(self, eff) return ("%s has heard the hateful whisper."):tformat(self:getName():capitalize()) end,
	type = "mental",
	subtype = { madness=true, psionic=true },
	status = "detrimental",
	parameters = { },
	on_gain = function(self, err) return _t"#Target# has heard the hateful whisper!", _t"+Hateful Whisper" end,
	on_lose = function(self, err) return _t"#Target# no longer hears the hateful whisper.", _t"-Hateful Whisper" end,
	activate = function(self, eff)
		if not eff.src.dead and eff.src:knowTalent(eff.src.T_HATE_POOL) then
			eff.src:incHate(eff.hateGain)
		end
		DamageType:get(DamageType.MIND).projector(eff.src, self.x, self.y, DamageType.MIND, { dam=eff.damage, crossTierChance=25 })

		if self.dead then
			-- only spread on activate if the target is dead
			if eff.jumpCount > 0 then
				eff.jumpCount = eff.jumpCount - 1
				self.tempeffect_def[self.EFF_HATEFUL_WHISPER].doSpread(self, eff)
			end
		else
			eff.particle = self:addParticles(Particles.new("hateful_whisper", 1, { }))
		end

		game:playSoundNear(self, "talents/fire")

		eff.firstTurn = true
	end,
	deactivate = function(self, eff)
		if eff.particle then self:removeParticles(eff.particle) end
	end,
	on_timeout = function(self, eff)
		if self.dead then return false end

		if eff.firstTurn then
			-- pause a turn before infecting others
			eff.firstTurn = false
		elseif eff.jumpDuration > 0 then
			-- limit the total duration of all spawned effects
			eff.jumpDuration = eff.jumpDuration - 1

			if eff.jumpCount > 0 then
				-- guaranteed jump
				eff.jumpCount = eff.jumpCount - 1
				self.tempeffect_def[self.EFF_HATEFUL_WHISPER].doSpread(self, eff)
			elseif rng.percent(eff.jumpChance) then
				-- per turn chance of a jump
				self.tempeffect_def[self.EFF_HATEFUL_WHISPER].doSpread(self, eff)
			end
		end
	end,
	doSpread = function(self, eff)
		local targets = {}
		local grids = core.fov.circle_grids(self.x, self.y, eff.jumpRange, true)
		for x, yy in pairs(grids) do
			for y, _ in pairs(grids[x]) do
				local a = game.level.map(x, y, game.level.map.ACTOR)
				if a and eff.src:reactionToward(a) < 0 and self:hasLOS(a.x, a.y) then
					if not a:hasEffect(a.EFF_HATEFUL_WHISPER) then
						targets[#targets+1] = a
					end
				end
			end
		end

		if #targets > 0 then
			local target = rng.table(targets)
			target:setEffect(target.EFF_HATEFUL_WHISPER, eff.duration, {
				src = eff.src,
				duration = eff.duration,
				damage = eff.damage,
				mindpower = eff.mindpower,
				jumpRange = eff.jumpRange,
				jumpCount = 0, -- secondary effects do not get automatic spreads
				jumpChance = eff.jumpChance,
				jumpDuration = eff.jumpDuration,
				hateGain = eff.hateGain
			})

			game.level.map:particleEmitter(target.x, target.y, 1, "reproach", { dx = self.x - target.x, dy = self.y - target.y })
		end
	end,
}

newEffect{
	name = "MADNESS_SLOW", image = "effects/madness_slowed.png",
	desc = _t"Slowed by madness",
	long_desc = function(self, eff) return ("Madness reduces the target's global speed by %d%% and lowers mind resistance by %d%%."):tformat(eff.power * 100, -eff.mindResistChange) end,
	type = "mental",
	subtype = { madness=true, slow=true },
	status = "detrimental",
	parameters = { power=0.1 },
	on_gain = function(self, err) return _t"#F53CBE##Target# slows in the grip of madness!", _t"+Slow" end,
	on_lose = function(self, err) return _t"#Target# overcomes the madness.", _t"-Slow" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("gloom_slow", 1))
		eff.mindResistChangeId = self:addTemporaryValue("resists", { [DamageType.MIND]=eff.mindResistChange })
		eff.tmpid = self:addTemporaryValue("global_speed_add", -eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("resists", eff.mindResistChangeId)
		self:removeTemporaryValue("global_speed_add", eff.tmpid)
		self:removeParticles(eff.particle)
	end,
}

newEffect{
	name = "MADNESS_STUNNED", image = "effects/madness_stunned.png",
	desc = _t"Stunned by madness",
	long_desc = function(self, eff) return ("Madness has stunned the target, reducing damage by 50%%, lowering mind resistance by %d%%, putting 4 random talents on cooldown and reducing movement speed by 50%%.  While stunned talents cooldown twice as slow."):tformat(eff.mindResistChange) end,
	type = "mental",
	subtype = { madness=true, stun=true },
	status = "detrimental",
	parameters = {mindResistChange = -10},
	on_gain = function(self, err) return _t"#F53CBE##Target# is stunned by madness!", _t"+Stunned" end,
	on_lose = function(self, err) return _t"#Target# overcomes the madness", _t"-Stunned" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("gloom_stunned", 1))

		eff.mindResistChangeId = self:addTemporaryValue("resists", { [DamageType.MIND]=eff.mindResistChange })
		eff.tmpid = self:addTemporaryValue("stunned", 1)
		eff.speedid = self:addTemporaryValue("movement_speed", -0.5)
		eff.lockid = self:addTemporaryValue("half_talents_cooldown", 1)

		local tids = {}
		for tid, lev in pairs(self.talents) do
			local t = self:getTalentFromId(tid)
			if t and not self.talents_cd[tid] and t.mode == "activated" and not t.innate then tids[#tids+1] = t end
		end
		for i = 1, 4 do
			local t = rng.tableRemove(tids)
			if not t then break end
			self.talents_cd[t.id] = 1
		end
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)

		self:removeTemporaryValue("resists", eff.mindResistChangeId)
		self:removeTemporaryValue("stunned", eff.tmpid)
		self:removeTemporaryValue("movement_speed", eff.speedid)
		self:removeTemporaryValue("half_talents_cooldown", eff.lockid)
	end,
}

newEffect{
	name = "MADNESS_CONFUSED", image = "effects/madness_confused.png",
	desc = _t"Confused by madness",
	long_desc = function(self, eff) return ("Madness has confused the target, lowering mind resistance by %d%% and making it act randomly (%d%% chance)"):tformat(eff.mindResistChange, eff.power) end,
	type = "mental",
	subtype = { madness=true, confusion=true, power=50 },
	status = "detrimental",
	charges = function(self, eff) return (tostring(eff.power).."%") end,
	parameters = { power=10 },
	on_gain = function(self, err) return _t"#F53CBE##Target# is lost in madness!", _t"+Confused" end,
	on_lose = function(self, err) return _t"#Target# overcomes the madness", _t"-Confused" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("gloom_confused", 1))
		eff.mindResistChangeId = self:addTemporaryValue("resists", { [DamageType.MIND]=eff.mindResistChange })
		eff.power = math.floor(util.bound(eff.power, 0, 50))
		eff.tmpid = self:addTemporaryValue("confused", eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("resists", eff.mindResistChangeId)
		self:removeParticles(eff.particle)
		self:removeTemporaryValue("confused", eff.tmpid)
		if self == game.player and self.updateMainShader then self:updateMainShader() end
	end,
}

newEffect{
	name = "MALIGNED", image = "talents/gesture_of_malice.png",
	desc = _t"Maligned",
	long_desc = function(self, eff) return ("The target is under a malign influence. All resists have been lowered by %d%%."):tformat(-eff.resistAllChange) end,
	type = "mental",
	subtype = { curse=true },
	status = "detrimental",
	parameters = {},
	on_gain = function(self, err) return _t"#F53CBE##Target# has been maligned!", _t"+Maligned" end,
	on_lose = function(self, err) return _t"#Target# is no longer maligned", _t"-Maligned" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("maligned", 1))
		eff.resistAllChangeId = self:addTemporaryValue("resists", { all=eff.resistAllChange })
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("resists", eff.resistAllChangeId)
		self:removeParticles(eff.particle)
	end,
	on_merge = function(self, old_eff, new_eff)
		old_eff.dur = new_eff.dur
		return old_eff
	end,
}

local function updateFearParticles(self)
	local hasParticles = false
	if self:hasEffect(self.EFF_PARANOID) then hasParticles = true end
	if self:hasEffect(self.EFF_DISPAIR) then hasParticles = true end
	if self:hasEffect(self.EFF_TERRIFIED) then hasParticles = true end
	if self:hasEffect(self.EFF_DISTRESSED) then hasParticles = true end
	if self:hasEffect(self.EFF_HAUNTED) then hasParticles = true end
	if self:hasEffect(self.EFF_TORMENTED) then hasParticles = true end

	if not self.fearParticlesId and hasParticles then
		self.fearParticlesId = self:addParticles(Particles.new("fear_blue", 1))
	elseif self.fearParticlesId and not hasParticles then
		self:removeParticles(self.fearParticlesId)
		self.fearParticlesId = nil
	end
end

newEffect{
	name = "HEIGHTEN_FEAR", image = "talents/heighten_fear.png",
	desc = _t"Heighten Fear",
	long_desc = function(self, eff) return ("The target is in a state of growing fear. If they spend %d more turns within range %d and in sight of the source of this fear (%s), they will take %d mind and darkness damage and be subjected to a new fear."):
		tformat(eff.turns_left, eff.range, eff.src:getName(), eff.damage) end,
	type = "other",
	charges = function(self, eff) return _t"#ORANGE#"..eff.turns_left.."#LAST#" end,
	subtype = { },
	status = "detrimental",
	cancel_on_level_change = true,
	parameters = { },
	on_timeout = function(self, eff)
		local tInstillFear = self:getTalentFromId(self.T_INSTILL_FEAR)
--		if tInstillFear.hasEffect(eff.src, tInstillFear, self) then
			if core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) <= eff.range and eff.src:hasLOS(self.x, self.y) then
				eff.turns_left = eff.turns_left - 1
			end
			if eff.turns_left <= 0 then
				eff.turns_left = eff.turns
				if rng.percent(eff.chance or 100) then
					game.logSeen(self, "%s succumbs to heightening fears!", self:getName():capitalize())
					DamageType:get(DamageType.MIND).projector(eff.src, self.x, self.y, DamageType.MIND, { dam=eff.damage, crossTierChance=25 })
					DamageType:get(DamageType.DARKNESS).projector(eff.src, self.x, self.y, DamageType.DARKNESS, eff.damage)
					tInstillFear.applyEffect(eff.src, tInstillFear, self, true)
				else
					game.logSeen(self, "%s feels a little less afraid!", self:getName():capitalize())
				end
			end
	end,
	activate = function(self, eff)
	end,
	deactivate = function(self, eff)
	end,
}

newEffect{
	name = "Tyrant", image = "talents/tyrant.png",
	desc = _t"Tyrant",
	long_desc = function(self, eff) return ("Your tyranny is increasing your Mindpower and Physicalpower by 2 for each fear applied, for a total of %d"):tformat(eff.tyrantPower * eff.stacks) end,
	type = "mental",
	subtype = {  },
	status = "beneficial",
	parameters = { stacks=1 },
	activate = function(self, eff)
		eff.mpower = self:addTemporaryValue("combat_mindpower", eff.tyrantPower * eff.stacks)
		eff.ppower = self:addTemporaryValue("combat_dam", eff.tyrantPower * eff.stacks)
	end,
	on_merge = function(self, old_eff, new_eff)
		old_eff.dur = new_eff.dur
		old_eff.stacks = util.bound(old_eff.stacks + 1, 1, new_eff.maxStacks)
		self:removeTemporaryValue("combat_mindpower", old_eff.mpower)
		self:removeTemporaryValue("combat_dam", old_eff.ppower)
		old_eff.mpower = self:addTemporaryValue("combat_mindpower", old_eff.tyrantPower * old_eff.stacks)
		old_eff.ppower = self:addTemporaryValue("combat_dam", old_eff.tyrantPower * old_eff.stacks)
		return old_eff
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("combat_mindpower", eff.mpower)
		self:removeTemporaryValue("combat_dam", eff.ppower)
	end,
}

newEffect{
	name = "PARANOID", image = "effects/paranoid.png",
	desc = _t"Paranoid",
	long_desc = function(self, eff) return ("Paranoia has gripped the target, causing a %d%% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves."):tformat(eff.attackChance) end,
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = { tyrantDur=5, tyrantPower=2, maxStacks=7 },
	on_gain = function(self, err) return _t"#F53CBE##Target# becomes paranoid!", _t"+Paranoid" end,
	on_lose = function(self, err) return _t"#Target# is no longer paranoid", _t"-Paranoid" end,
	activate = function(self, eff)
		--fear effect for each fear effect in mental.lua to give caster a buff
		if eff.src and eff.src.knowTalent and eff.src:knowTalent(eff.src.T_TYRANT) then
			eff.src:setEffect(eff.src.EFF_TYRANT, eff.tyrantDur, { tyrantPower = eff.tyrantPower, maxStacks = eff.maxStacks })
		end
		updateFearParticles(self)
	end,
	deactivate = function(self, eff)
		updateFearParticles(self)
	end,
	do_act = function(self, eff)
		if not self:enoughEnergy() then return nil end

		-- apply periodic timer instead of random chance
		if not eff.timer then
			eff.timer = rng.float(0, 100)
		end
		if not self:checkHit(eff.src:combatMindpower(), self:combatMentalResist(), 0, 95, 5) then
			eff.timer = eff.timer + eff.attackChance * 0.5
			game.logSeen(self, "#F53CBE#%s struggles against the paranoia.", self:getName():capitalize())
		else
			eff.timer = eff.timer + eff.attackChance
		end
		if eff.timer > 100 then
			eff.timer = eff.timer - 100

			local start = rng.range(0, 8)
			for i = start, start + 8 do
				local x = self.x + (i % 3) - 1
				local y = self.y + math.floor((i % 9) / 3) - 1
				if (self.x ~= x or self.y ~= y) then
					local target = game.level.map(x, y, Map.ACTOR)
					if target then
						self:logCombat(target, "#F53CBE##Source# attacks #Target# in a fit of paranoia.")
						if self:attackTarget(target, nil, 1, false) and target ~= eff.src then
							if not target:canBe("fear") then
								game.logSeen(target, "#F53CBE#%s ignores the fear!", target:getName():capitalize())
							elseif not target:checkHit(eff.mindpower, target:combatMentalResist()) then
								game.logSeen(target, "%s resists the fear!", target:getName():capitalize())
							else
								target:setEffect(target.EFF_PARANOID, eff.duration, {src=eff.src, attackChance=eff.attackChance, mindpower=eff.mindpower, duration=eff.duration, tyrantDur = eff.tyrantDur, tyrantPower = eff.tyrantPower, maxStacks = eff.maxStacks })
							end
						end
						return
					end
				end
			end
		end
	end,
}

newEffect{
	name = "DISPAIR", image = "effects/despair.png",
	desc = _t"Despair",
	long_desc = function(self, eff) return ("The target is in despair, reducing their armour, defence, mindsave and mind resist by %d."):tformat(-eff.statChange) end,
	charges = function(self, eff) return math.floor(-eff.statChange) end,	
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = {tyrantDur=5, tyrantPower=2},
	on_gain = function(self, err) return _t"#F53CBE##Target# is in despair!", _t"+Despair" end,
	on_lose = function(self, err) return _t"#Target# is no longer in despair", _t"-Despair" end,
	activate = function(self, eff)
		--fear effect for each fear effect in mental.lua to give caster a buff
		if eff.src and eff.src.knowTalent and eff.src:knowTalent(eff.src.T_TYRANT) then
			eff.src:setEffect(eff.src.EFF_TYRANT, eff.tyrantDur, { tyrantPower = eff.tyrantPower, maxStacks = eff.maxStacks })
		end
		eff.despairRes = self:addTemporaryValue("resists", { [DamageType.MIND]=eff.statChange })
		eff.despairSave = self:addTemporaryValue("combat_mentalresist", eff.statChange)
		eff.despairArmor = self:addTemporaryValue("combat_armor", eff.statChange)
		eff.despairDef = self:addTemporaryValue("combat_def", eff.statChange)
		updateFearParticles(self)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("resists", eff.despairRes)
		self:removeTemporaryValue("combat_mentalresist", eff.despairSave)
		self:removeTemporaryValue("combat_armor", eff.despairArmor)
		self:removeTemporaryValue("combat_def", eff.despairDef)
		updateFearParticles(self)
	end,
}

newEffect{
	name = "TERRIFIED", image = "effects/terrified.png",
	desc = _t"Terrified",
	long_desc = function(self, eff) return ("The target is terrified taking %d mind and darkness damage per turn and increasing all their cooldowns by %d%%."):tformat(eff.damage, eff.cooldownPower * 100) end,
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = {tyrantDur=5, tyrantPower=2},
	charges = function(self, eff) return (tostring(math.floor(eff.cooldownPower * 100)).."%") end,
	on_gain = function(self, err) return _t"#F53CBE##Target# becomes terrified!", _t"+Terrified" end,
	on_lose = function(self, err) return _t"#Target# is no longer terrified", _t"-Terrified" end,
	activate = function(self, eff) --cooldown increase handled in class.actor.lua
		--fear effect for each fear effect in mental.lua to give caster a buff
		if eff.src and eff.src.knowTalent and eff.src:knowTalent(eff.src.T_TYRANT) then
			eff.src:setEffect(eff.src.EFF_TYRANT, eff.tyrantDur, { tyrantPower = eff.tyrantPower, maxStacks = eff.maxStacks })
		end
		updateFearParticles(self)
	end,
	on_timeout = function(self, eff)
		eff.src:project({type="hit", x=self.x,y=self.y}, self.x, self.y, DamageType.MIND, eff.damage)
		eff.src:project({type="hit", x=self.x,y=self.y}, self.x, self.y, DamageType.DARKNESS, eff.damage)
	end,
	deactivate = function(self, eff)
		updateFearParticles(self)
	end,
}

-- distressed fear for prosperity
--[[
newEffect{
	name = "DISTRESSED", image = "effects/distressed.png",
	desc = _t"Distressed",
	long_desc = function(self, eff) return ("The target is distressed, reducing all saves by %d."):tformat(-eff.saveChange) end,
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = {},
	on_gain = function(self, err) return _t"#F53CBE##Target# becomes distressed!", _t"+Distressed" end,
	on_lose = function(self, err) return _t"#Target# is no longer distressed", _t"-Distressed" end,
	activate = function(self, eff)
		eff.physicalId = self:addTemporaryValue("combat_physresist", eff.saveChange)
		eff.mentalId = self:addTemporaryValue("combat_mentalresist", eff.saveChange)
		eff.spellId = self:addTemporaryValue("combat_spellresist", eff.saveChange)
		updateFearParticles(self)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("combat_physresist", eff.physicalId)
		self:removeTemporaryValue("combat_mentalresist", eff.mentalId)
		self:removeTemporaryValue("combat_spellresist", eff.spellId)
		updateFearParticles(self)

		local tInstillFear = self:getTalentFromId(self.T_INSTILL_FEAR)
		tInstillFear.endEffect(self, tInstillFear)
	end,
}
]]

newEffect{
	name = "HAUNTED", image = "effects/haunted.png",
	desc = _t"Haunted",
	long_desc = function(self, eff) return ("The target is haunted by a feeling of dread, causing each detrimental mental effect to inflict %d mind and darkness damage every turn."):tformat(eff.damage) end, --perhaps add total.
	charges = function(self, eff) return (math.floor(eff.damage)) end,	
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = {damage=10, tyrantDur=5, tyrantPower=2},
	on_gain = function(self, err) return _t"#F53CBE##Target# becomes haunted!", _t"+Haunted" end,
	on_lose = function(self, err) return _t"#Target# is no longer haunted", _t"-Haunted" end,
	activate = function(self, eff)
		--fear effect for each fear effect in mental.lua to give caster a buff
		if eff.src and eff.src.knowTalent and eff.src:knowTalent(eff.src.T_TYRANT) then
			eff.src:setEffect(eff.src.EFF_TYRANT, eff.tyrantDur, { tyrantPower = eff.tyrantPower, maxStacks = eff.maxStacks })
		end
		updateFearParticles(self)
	end,
	
	on_timeout = function(self, eff)
		local nb = 0
		for e, p in pairs(self.tmp) do
			local def = self.tempeffect_def[e]
			if def.type == "mental" and def.status == "detrimental" then
				nb = nb + 1
			end
		end
		if nb > 0 and not self.dead then
			eff.src:project({type="hit", x=self.x,y=self.y}, self.x, self.y, DamageType.MIND, { dam=nb * eff.damage,alwaysHit=true,crossTierChance=0 })
			eff.src:project({type="hit", x=self.x,y=self.y}, self.x, self.y, DamageType.DARKNESS, nb * eff.damage)
		end
	end,
	deactivate = function(self, eff)
		updateFearParticles(self)
	end,
	on_setFearEffect = function(self, e)
		local eff = self:hasEffect(self.EFF_HAUNTED)
	end,
}

--tormented for prosperity
--[[
newEffect{
	name = "TORMENTED", image = "effects/tormented.png",
	desc = _t"Tormented",
	long_desc = function(self, eff) return ("The target's mind is being tormented, causing %d apparitions to manifest and attack the target, inflicting %d mind damage each before disappearing."):tformat(eff.count, eff.damage) end,
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = {count=1, damage=10},
	on_gain = function(self, err) return _t"#F53CBE##Target# becomes tormented!", _t"+Tormented" end,
	on_lose = function(self, err) return _t"#Target# is no longer tormented", _t"-Tormented" end,
	activate = function(self, eff)
		updateFearParticles(self)
	end,
	deactivate = function(self, eff)
		updateFearParticles(self)

		local tInstillFear = self:getTalentFromId(self.T_INSTILL_FEAR)
		tInstillFear.endEffect(self, tInstillFear)
	end,
	npcTormentor = {
		name = "tormentor",
		display = "h", color=colors.DARK_GREY, image="npc/horror_eldritch_nightmare_horror.png",
		blood_color = colors.BLACK,
		desc = _t"A vision of terror that wracks the mind.",
		type = "horror", subtype = "eldritch",
		rank = 2,
		size_category = 2,
		body = { INVEN = 10 },
		no_drops = true,
		autolevel = "summoner",
		level_range = {1, nil}, exp_worth = 0,
		ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
		stats = { str=10, dex=20, wil=20, con=10, cun=30 },
		infravision = 10,
		can_pass = {pass_wall=20},
		resists = { all = 100, [DamageType.MIND]=-100 },
		no_breath = 1,
		fear_immune = 1,
		blind_immune = 1,
		infravision = 10,
		see_invisible = 80,
		max_life = resolvers.rngavg(50, 80),
		combat_armor = 1, combat_def = 50,
		combat = { dam=1 },
		resolvers.talents{
		},
		on_act = function(self)
			local target = self.ai_target.actor
			if not target or target.dead then
				self:die()
			else
				game.logSeen(self, "%s is tormented by a vision!", target:getName():capitalize())
				self:project({type="hit", x=target.x,y=target.y}, target.x, target.y, engine.DamageType.MIND, { dam=self.tormentedDamage,alwaysHit=true,crossTierChance=75 })
				self:die()
			end
		end,
	},
	on_timeout = function(self, eff)
		if eff.src.dead then return true end

		-- tormentors per turn are pre-calculated in a table, but ordered, so take a random one
		local count = rng.tableRemove(eff.counts)
		for c = 1, count do
			local start = rng.range(0, 8)
			for i = start, start + 8 do
				local x = self.x + (i % 3) - 1
				local y = self.y + math.floor((i % 9) / 3) - 1
				if game.level.map:isBound(x, y) and not game.level.map(x, y, Map.ACTOR) then
					local def = self.tempeffect_def[self.EFF_TORMENTED]
					local m = require("mod.class.NPC").new(def.npcTormentor)
					m.faction = eff.src.faction
					m.summoner = eff.src
					m.summoner_gain_exp = true
					m.summon_time = 3
					m.tormentedDamage = eff.damage
					m:resolve() m:resolve(nil, true)
					m:forceLevelup(self.level)
					m:setTarget(self)

					game.zone:addEntity(game.level, m, "actor", x, y)

					break
				end
			end
		end
	end,
}
]]

newEffect{
	name = "PANICKED", image = "talents/panic.png",
	desc = _t"Panicked",
	long_desc = function(self, eff) return ("The target has been panicked by %s, causing them to have a %d%% chance of fleeing in terror instead of acting."):tformat(eff.src:getName(), eff.chance) end,
	type = "mental",
	subtype = { fear=true },
	status = "detrimental",
	parameters = {},
	on_gain = function(self, err) return _t"#F53CBE##Target# becomes panicked!", _t"+Panicked" end,
	on_lose = function(self, err) return _t"#Target# is no longer panicked", _t"-Panicked" end,
	activate = function(self, eff)
		eff.particlesId = self:addParticles(Particles.new("fear_violet", 1))
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particlesId)

		local tInstillFear = self:getTalentFromId(self.T_INSTILL_FEAR)
		tInstillFear.endEffect(self, tInstillFear)
	end,
	do_act = function(self, eff)
		if not self:enoughEnergy() then return nil end
		if eff.src.dead then return true end

		-- apply periodic timer instead of random chance
		if not eff.timer then
			eff.timer = rng.float(0, 100)
		end
		if not self:checkHit(eff.src:combatMindpower(), self:combatMentalResist(), 0, 95, 5) then
			eff.timer = eff.timer + eff.chance * 0.5
			game.logSeen(self, "#F53CBE#%s struggles against the panic.", self:getName():capitalize())
		else
			eff.timer = eff.timer + eff.chance
		end
		if eff.timer > 100 then
			eff.timer = eff.timer - 100

			local distance = core.fov.distance(self.x, self.y, eff.src.x, eff.src.y)
			if distance <= eff.range then
				-- in range
				if not self:attr("never_move") then
					local sourceX, sourceY = eff.src.x, eff.src.y

					local bestX, bestY
					local bestDistance = 0
					local start = rng.range(0, 8)
					for i = start, start + 8 do
						local x = self.x + (i % 3) - 1
						local y = self.y + math.floor((i % 9) / 3) - 1

						if x ~= self.x or y ~= self.y then
							local distance = core.fov.distance(x, y, sourceX, sourceY)
							if distance > bestDistance
									and game.level.map:isBound(x, y)
									and not game.level.map:checkAllEntities(x, y, "block_move", self)
									and not game.level.map(x, y, Map.ACTOR) then
								bestDistance = distance
								bestX = x
								bestY = y
							end
						end
					end

					if bestX then
						self:move(bestX, bestY, false)
						game.logPlayer(self, "#F53CBE#You panic and flee from %s.", eff.src:getName())
					else
						self:logCombat(eff.src, "#F53CBE##Source# panics but fails to flee from #Target#.")
						self:useEnergy(game.energy_to_act * self:combatMovementSpeed(bestX, bestY))
					end
				end
			end
		end
	end,
}

newEffect{
	name = "QUICKNESS", image = "effects/quickness.png",
	desc = _t"Quick",
	long_desc = function(self, eff) return ("Increases global speed by %d%%."):tformat(eff.power * 100) end,
	type = "mental",
	subtype = { telekinesis=true, speed=true },
	status = "beneficial",
	parameters = { power=0.1 },
	on_gain = function(self, err) return _t"#Target# speeds up.", _t"+Quick" end,
	on_lose = function(self, err) return _t"#Target# slows down.", _t"-Quick" end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("global_speed_add", eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("global_speed_add", eff.tmpid)
	end,
}

newEffect{
	name = "PSIFRENZY", image = "talents/frenzied_focus.png",
	desc = _t"Frenzied Focus",
	long_desc = function(self, eff) return (_t"This creatures psionic focus item is supercharged!") end,
	type = "mental",
	subtype = { telekinesis=true, frenzy=true },
	status = "beneficial",
	parameters = {dam=10},
	on_gain = function(self, err) return _t"#Target# enters a frenzy!", _t"+Frenzy" end,
	on_lose = function(self, err) return _t"#Target# is no longer frenzied.", _t"-Frenzy" end,
}

newEffect{
	name = "KINSPIKE_SHIELD", image = "talents/kinetic_shield.png",
	desc = _t"Spiked Kinetic Shield",
	long_desc = function(self, eff)
		local tl = self:getTalentLevel(self.T_ABSORPTION_MASTERY)
		local xs = (tl>=3 and _t", nature" or "")..(tl>=6 and _t", temporal" or "")
		return ("The target erects a powerful kinetic shield capable of absorbing %d/%d physical%s or acid damage before it crumbles."):tformat(self.kinspike_shield_absorb, eff.power, xs)
	end,
	type = "mental",
	subtype = { telekinesis=true, shield=true },
	status = "beneficial",
	parameters = { power=100 },
	on_gain = function(self, err) return _t"A powerful kinetic shield forms around #target#.", _t"+Shield" end,
	on_lose = function(self, err) return _t"The powerful kinetic shield around #target# crumbles.", _t"-Shield" end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("kinspike_shield", eff.power)
		self.kinspike_shield_absorb = eff.power

		if core.shader.active(4) then
			eff.particle = self:addParticles(Particles.new("shader_shield", 1, {size_factor=1.4, img="shield5"}, {type="runicshield", ellipsoidalFactor=1, time_factor=-10000, llpow=1, aadjust=7, bubbleColor={1, 0, 0.3, 0.6}, auraColor={1, 0, 0.3, 1}}))
		else
			eff.particle = self:addParticles(Particles.new("generic_shield", 1, {r=1, g=0, b=0.3, a=1}))
		end
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)
		self:removeTemporaryValue("kinspike_shield", eff.tmpid)
		self.kinspike_shield_absorb = nil
	end,
}
newEffect{
	name = "THERMSPIKE_SHIELD", image = "talents/thermal_shield.png",
	desc = _t"Spiked Thermal Shield",
	long_desc = function(self, eff)
		local tl = self:getTalentLevel(self.T_ABSORPTION_MASTERY)
		local xs = (tl>=3 and _t", light" or "")..(tl>=6 and _t", arcane" or "")
		return ("The target erects a powerful thermal shield capable of absorbing %d/%d fire%s or cold damage before it crumbles."):tformat(self.thermspike_shield_absorb, eff.power, xs)
	end,
	type = "mental",
	subtype = { telekinesis=true, shield=true },
	status = "beneficial",
	parameters = { power=100 },
	on_gain = function(self, err) return _t"A powerful thermal shield forms around #target#.", _t"+Shield" end,
	on_lose = function(self, err) return _t"The powerful thermal shield around #target# crumbles.", _t"-Shield" end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("thermspike_shield", eff.power)
		self.thermspike_shield_absorb = eff.power

		if core.shader.active(4) then
			eff.particle = self:addParticles(Particles.new("shader_shield", 1, {size_factor=1.4, img="shield5"}, {type="runicshield", ellipsoidalFactor=1, time_factor=-10000, llpow=1, aadjust=7, bubbleColor={0.3, 1, 1, 0.6}, auraColor={0.3, 1, 1, 1}}))
		else
			eff.particle = self:addParticles(Particles.new("generic_shield", 1, {r=0.3, g=1, b=1, a=1}))
		end
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)
		self:removeTemporaryValue("thermspike_shield", eff.tmpid)
		self.thermspike_shield_absorb = nil
	end,
}
newEffect{
	name = "CHARGESPIKE_SHIELD", image = "talents/charged_shield.png",
	desc = _t"Spiked Charged Shield",
	long_desc = function(self, eff)
		local tl = self:getTalentLevel(self.T_ABSORPTION_MASTERY)
		local xs = (tl>=3 and _t", darkness" or "")..(tl>=6 and _t", mind" or "")
		return ("The target erects a powerful charged shield capable of absorbing %d/%d lightning%s or blight damage before it crumbles."):tformat(self.chargespike_shield_absorb, eff.power, xs)
	end,
	type = "mental",
	subtype = { telekinesis=true, shield=true },
	status = "beneficial",
	parameters = { power=100 },
	on_gain = function(self, err) return _t"A powerful charged shield forms around #target#.", _t"+Shield" end,
	on_lose = function(self, err) return _t"The powerful charged shield around #target# crumbles.", _t"-Shield" end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("chargespike_shield", eff.power)
		self.chargespike_shield_absorb = eff.power

		if core.shader.active(4) then
			eff.particle = self:addParticles(Particles.new("shader_shield", 1, {size_factor=1.4, img="shield5"}, {type="runicshield", ellipsoidalFactor=1, time_factor=-10000, llpow=1, aadjust=7, bubbleColor={0.8, 1, 0.2, 0.6}, auraColor={0.8, 1, 0.2, 1}}))
		else
			eff.particle = self:addParticles(Particles.new("generic_shield", 1, {r=0.8, g=1, b=0.2, a=1}))
		end
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)
		self:removeTemporaryValue("chargespike_shield", eff.tmpid)
		self.chargespike_shield_absorb = nil
	end,
}

newEffect{
	name = "CONTROL", image = "talents/perfect_control.png",
	desc = _t"Perfect control",
	long_desc = function(self, eff) return ("The target's combat attack and crit chance are improved by %d and %d%%, respectively."):tformat(eff.power, 0.5*eff.power) end,
	type = "mental",
	subtype = { telekinesis=true, focus=true },
	status = "beneficial",
	parameters = { power=10 },
	activate = function(self, eff)
		eff.attack = self:addTemporaryValue("combat_atk", eff.power)
		eff.crit = self:addTemporaryValue("combat_physcrit", 0.5*eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("combat_atk", eff.attack)
		self:removeTemporaryValue("combat_physcrit", eff.crit)
	end,
}

newEffect{
	name = "PSI_REGEN", image = "talents/matter_is_energy.png",
	desc = _t"Matter is energy",
	long_desc = function(self, eff) return ("The gem's matter gradually transforms, granting %0.2f psi per turn."):tformat(eff.power) end,
	type = "mental",
	subtype = { psychic_drain=true },
	status = "beneficial",
	parameters = { power=10 },
	on_gain = function(self, err) return _t"Energy starts pouring from the gem into #Target#.", _t"+Energy" end,
	on_lose = function(self, err) return _t"The flow of energy from #Target#'s gem ceases.", _t"-Energy" end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("psi_regen", eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("psi_regen", eff.tmpid)
	end,
}

newEffect{
	name = "MASTERFUL_TELEKINETIC_ARCHERY", image = "talents/masterful_telekinetic_archery.png",
	desc = _t"Telekinetic Archery",
	long_desc = function(self, eff) return (_t"Your telekinetically-wielded bow automatically attacks the nearest target each turn.") end,
	type = "mental",
	subtype = { telekinesis=true },
	status = "beneficial",
	parameters = {dam=10},
	on_gain = function(self, err) return _t"#Target# enters a telekinetic archer's trance!", _t"+Telekinetic archery" end,
	on_lose = function(self, err) return _t"#Target# is no longer in a telekinetic archer's trance.", _t"-Telekinetic archery" end,
}

newEffect{
	name = "WEAKENED_MIND", image = "talents/taint__telepathy.png",
	desc = _t"Receptive Mind",
	long_desc = function(self, eff) return ("Decreases mind save by %d and increases mindpower by %d."):tformat(eff.save, eff.power) end,
	type = "mental",
	subtype = { morale=true },
	status = "detrimental",
	parameters = { power=10, save=10 },
	activate = function(self, eff)
		eff.mindid = self:addTemporaryValue("combat_mentalresist", -eff.save)
		eff.powdid = self:addTemporaryValue("combat_mindpower", eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("combat_mentalresist", eff.mindid)
		self:removeTemporaryValue("combat_mindpower", eff.powdid)
	end,
}

newEffect{
	name = "VOID_ECHOES", image = "talents/echoes_from_the_void.png",
	desc = _t"Void Echoes",
	long_desc = function(self, eff) return ("The target is seeing echoes from the void and will take %0.2f mind damage as well as some resource damage each turn it fails a mental save."):tformat(eff.power) end,
	type = "mental",
	subtype = { madness=true, psionic=true },
	status = "detrimental",
	parameters = { power=10 },
	on_gain = function(self, err) return _t"#Target# is being driven mad by the void.", _t"+Void Echoes" end,
	on_lose = function(self, err) return _t"#Target# has survived the void madness.", _t"-Void Echoes" end,
	on_timeout = function(self, eff)
		local drain = DamageType:get(DamageType.MIND).projector(eff.src or self, self.x, self.y, DamageType.MIND, eff.power) / 2
		self:incMana(-drain)
		self:incVim(-drain * 0.5)
		self:incPositive(-drain * 0.25)
		self:incNegative(-drain * 0.25)
		self:incStamina(-drain * 0.65)
		self:incHate(-drain * 0.2)
		self:incPsi(-drain * 0.2)
	end,
}

newEffect{
	name = "WAKING_NIGHTMARE", image = "talents/waking_nightmare.png",
	desc = _t"Waking Nightmare",
	long_desc = function(self, eff) return ("The target is lost in a nightmare that deals %0.2f darkness damage each turn and has a %d%% chance to cause a random detrimental effect."):tformat(eff.dam, eff.chance) end,
	type = "mental",
	subtype = { nightmare=true, darkness=true },
	status = "detrimental",
	parameters = { chance=10, dam = 10 },
	on_gain = function(self, err) return _t"#F53CBE##Target# is lost in a nightmare.", _t"+Night Terrors" end,
	on_lose = function(self, err) return _t"#Target# is free from the nightmare.", _t"-Night Terrors" end,
	on_timeout = function(self, eff)
		DamageType:get(DamageType.DARKNESS).projector(eff.src or self, self.x, self.y, DamageType.DARKNESS, eff.dam)
		local chance = eff.chance
		if self:attr("sleep") then chance = 100-(100-chance)/2 end -- Half normal chance to avoid effect
		if rng.percent(chance) then
			-- Pull random effect
			chance = rng.range(1, 3)
			if chance == 1 then
				if self:canBe("blind") then
					self:setEffect(self.EFF_BLINDED, 3, {})
				end
			elseif chance == 2 then
				if self:canBe("stun") then
					self:setEffect(self.EFF_STUNNED, 3, {})
				end
			elseif chance == 3 then
				if self:canBe("confusion") then
					self:setEffect(self.EFF_CONFUSED, 3, {power=30})
				end
			end
			game.logSeen(self, "#F53CBE#%s succumbs to the nightmare!", self:getName():capitalize())
		end
	end,
}

newEffect{
	name = "INNER_DEMONS", image = "talents/inner_demons.png",
	desc = _t"Inner Demons",
	long_desc = function(self, eff) return ("The target is plagued by inner demons and each turn there's a %d%% chance that one will appear.  If the caster is killed or the target resists setting his demons loose the effect will end early."):tformat(eff.chance) end,
	type = "mental",
	subtype = { nightmare=true },
	status = "detrimental",
	remove_on_clone = true,
	parameters = {chance=0},
	on_gain = function(self, err) return _t"#F53CBE##Target# is plagued by inner demons!", _t"+Inner Demons" end,
	on_lose = function(self, err) return _t"#Target# is freed from the demons.", _t"-Inner Demons" end,
	activate = function(self, eff)
		if core.shader.active() then
			self:effectParticles(eff, {type="shader_shield", args={size_factor=1.5, img="inner_demons_tentacle_shader"}, shader={type="tentacles", wobblingType=0, appearTime=0.8, time_factor=2000, noup=0.0}})
		end
	end,
	on_timeout = function(self, eff)
		if eff.src.dead or not game.level:hasEntity(eff.src) then eff.dur = 0 return true end
		local t = eff.src:getTalentFromId(eff.src.T_INNER_DEMONS)
		local chance = eff.chance
		if self:attr("sleep") then chance = 100-(100-chance)/2 end -- Half normal chance not to manifest
		if rng.percent(chance) then
			if self:attr("sleep") or self:checkHit(eff.src:combatMindpower(), self:combatMentalResist(), 0, 95, 5) then
				t.summon_inner_demons(eff.src, self, t)
				self:removeEffectsFilter(self, {subtype={["sleep"] = true}}, 3) -- Allow the player to actually react to one of the biggest threats in the game before 50 more spawn
			else
				eff.dur = 0
			end
		end
	end,
}

newEffect{
	name = "DOMINATE_ENTHRALL", image = "talents/yeek_will.png",
	desc = _t"Enthralled",
	long_desc = function(self, eff) return (_t"The target is enthralled, temporarily changing its faction.") end,-- to %s.")--:tformat(engine.Faction.factions[eff.faction].name) end,
	type = "mental",
	subtype = { dominate=true },
	status = "detrimental",
	parameters = {},
	on_gain = function(self, err) return _t"#Target# is entralled.", _t"+Enthralled" end,
	on_lose = function(self, err) return _t"#Target# is free from the domination.", _t"-Enthralled" end,
	activate = function(self, eff)
		eff.olf_faction = self.faction
		self.faction = eff.src.faction
	end,
	deactivate = function(self, eff)
		self.faction = eff.olf_faction
	end,
}

newEffect{
	name = "HALFLING_LUCK", image = "talents/halfling_luck.png",
	desc = _t"Halflings's Luck",
	long_desc = function(self, eff) return ("The target's luck and cunning combine to grant it %d%% higher critical chance and %d saves."):tformat(eff.crit, eff.save) end,
	type = "mental",
	subtype = { focus=true },
	status = "beneficial",
	parameters = { crit=10, save=10 },
	on_gain = function(self, err) return _t"#Target# seems more aware." end,
	on_lose = function(self, err) return _t"#Target#'s awareness returns to normal." end,
	activate = function(self, eff)
		self:effectTemporaryValue(eff, "combat_generic_crit", eff.crit)
		self:effectTemporaryValue(eff, "combat_physresist", eff.save)
		self:effectTemporaryValue(eff, "combat_spellresist", eff.save)
		self:effectTemporaryValue(eff, "combat_mentalresist", eff.save)
	end,
}

newEffect{
	name = "ATTACK", image = "talents/perfect_strike.png",
	desc = _t"Perfect Accuracy",
	long_desc = function(self, eff) return ("The target's accuracy is improved by %d."):tformat(eff.power) end,
	type = "mental",
	subtype = { focus=true },
	status = "beneficial",
	parameters = { power=10 },
	on_gain = function(self, err) return _t"#Target# aims carefully." end,
	on_lose = function(self, err) return _t"#Target# aims less carefully." end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("combat_atk", eff.power)
		eff.bid = self:addTemporaryValue("blind_fight", 1)
		self:effectParticles(eff, {type="perfect_strike", args={radius=1}})
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("combat_atk", eff.tmpid)
		self:removeTemporaryValue("blind_fight", eff.bid)
	end,
}

newEffect{
	name = "DEADLY_STRIKES", image = "talents/deadly_strikes.png",
	desc = _t"Deadly Strikes",
	long_desc = function(self, eff) return ("The target's armour penetration is increased by %d."):tformat(eff.power) end,
	type = "mental",
	subtype = { focus=true },
	status = "beneficial",
	parameters = { power=10 },
	on_gain = function(self, err) return _t"#Target# aims carefully." end,
	on_lose = function(self, err) return _t"#Target# aims less carefully." end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("combat_apr", eff.power)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("combat_apr", eff.tmpid)
	end,
}

newEffect{
	name = "FRENZY", image = "effects/frenzy.png",
	desc = _t"Frenzy",
	long_desc = function(self, eff) return ("Increases global action speed by %d%% and physical crit by %d%%.\nAdditionally the target will continue to fight until its Life reaches -%d%%."):tformat(eff.power * 100, eff.crit, eff.dieat * 100) end,
	type = "mental",
	subtype = { frenzy=true, speed=true },
	status = "beneficial",
	parameters = { power=0.1 },
	on_gain = function(self, err) return _t"#Target# goes into a killing frenzy.", _t"+Frenzy" end,
	on_lose = function(self, err) return _t"#Target# calms down.", _t"-Frenzy" end,
	on_merge = function(self, old_eff, new_eff)
		-- use on merge so reapplied frenzy doesn't kill off creatures with negative life
		old_eff.dur = new_eff.dur
		old_eff.power = new_eff.power
		old_eff.crit = new_eff.crit
		return old_eff
	end,
	activate = function(self, eff)
		eff.tmpid = self:addTemporaryValue("global_speed_add", eff.power)
		eff.critid = self:addTemporaryValue("combat_physcrit", eff.crit)
		eff.dieatid = self:addTemporaryValue("die_at", -self.max_life * eff.dieat)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("global_speed_add", eff.tmpid)
		self:removeTemporaryValue("combat_physcrit", eff.critid)
		self:removeTemporaryValue("die_at", eff.dieatid)

		-- check negative life first incase the creature has healing
		if self.life <= (self.die_at or 0) then
			local sx, sy = game.level.map:getTileToScreen(self.x, self.y, true)
			game.flyers:add(sx, sy, 30, (rng.range(0,2)-1) * 0.5, rng.float(-2.5, -1.5), _t"Falls dead!", {255,0,255})
			game.logSeen(self, "%s dies when its frenzy ends!", self:getName():capitalize())
			self:die(self)
		end
	end,
}

newEffect{
	name = "BLOODBATH", image = "talents/bloodbath.png",
	desc = _t"Bloodbath",
	long_desc = function(self, eff) return ("The thrill of combat improves the target's maximum life by %d%%, life regeneration by %0.2f, and stamina regeneration by %0.2f."):tformat(eff.hp, eff.cur_regen or eff.regen, eff.cur_regen/5 or eff.regen/5) end,
	type = "mental",
	subtype = { frenzy=true, heal=true, regeneration=true, },
	status = "beneficial",
	parameters = { hp=10, regen=10, max=50 },
	on_gain = function(self, err) return nil, _t"+Bloodbath" end,
	on_lose = function(self, err) return nil, _t"-Bloodbath" end,
	on_merge = function(self, old_eff, new_eff)
		if old_eff.cur_regen + new_eff.regen < new_eff.max then	game.logSeen(self, "%s's blood frenzy intensifies!", self:getName():capitalize()) end
		new_eff.templife_id = old_eff.templife_id
		self:removeTemporaryValue("max_life", old_eff.life_id)
		self:removeTemporaryValue("life_regen", old_eff.life_regen_id)
		self:removeTemporaryValue("stamina_regen", old_eff.stamina_regen_id)
		new_eff.particle1 = old_eff.particle1
		new_eff.particle2 = old_eff.particle2

		-- Take the new values, dont heal, otherwise you get a free heal each crit .. which is totaly broken
		local v = new_eff.hp * self.max_life / 100
		new_eff.life_id = self:addTemporaryValue("max_life", v)
		new_eff.cur_regen = math.min(old_eff.cur_regen + new_eff.regen, new_eff.max)
		new_eff.life_regen_id = self:addTemporaryValue("life_regen", new_eff.cur_regen)
		new_eff.stamina_regen_id = self:addTemporaryValue("stamina_regen", new_eff.cur_regen/5)
		return new_eff
	end,
	activate = function(self, eff)
		local v = eff.hp * self.max_life / 100
		eff.life_id = self:addTemporaryValue("max_life", v)
		eff.templife_id = self:addTemporaryValue("life",v) -- Prevent healing_factor affecting activation
		eff.cur_regen = eff.regen
		eff.life_regen_id = self:addTemporaryValue("life_regen", eff.regen)
		eff.stamina_regen_id = self:addTemporaryValue("stamina_regen", eff.regen /5)
		game.logSeen(self, "%s revels in the spilt blood and grows stronger!",self:getName():capitalize())

		if core.shader.active(4) then
			eff.particle1 = self:addParticles(Particles.new("shader_shield", 1, {toback=true,  size_factor=1.5, y=-0.3, img="healarcane"}, {type="healing", time_factor=4000, noup=2.0, beamColor1={0xff/255, 0x22/255, 0x22/255, 1}, beamColor2={0xff/255, 0x60/255, 0x60/255, 1}, circleColor={0,0,0,0}, beamsCount=8}))
			eff.particle2 = self:addParticles(Particles.new("shader_shield", 1, {toback=false, size_factor=1.5, y=-0.3, img="healarcane"}, {type="healing", time_factor=4000, noup=1.0, beamColor1={0xff/255, 0x22/255, 0x22/255, 1}, beamColor2={0xff/255, 0x60/255, 0x60/255, 1}, circleColor={0,0,0,0}, beamsCount=8}))
		end
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle1)
		self:removeParticles(eff.particle2)

		self:removeTemporaryValue("max_life", eff.life_id)
		self:removeTemporaryValue("life_regen", eff.life_regen_id)
		self:removeTemporaryValue("stamina_regen", eff.stamina_regen_id)

		self:removeTemporaryValue("life",eff.templife_id) -- remove extra hps to prevent excessive heals at high level
		game.logSeen(self, "%s no longer revels in blood quite so much.",self:getName():capitalize())
	end,
}

newEffect{
	name = "BLOODRAGE", image = "talents/bloodrage.png",
	desc = _t"Bloodrage",
	long_desc = function(self, eff) return ("The target's strength is increased by %d by the thrill of combat."):tformat(eff.cur_inc) end,
	type = "mental",
	subtype = { frenzy=true },
	status = "beneficial",
	parameters = { inc=1, max=10 },
	on_merge = function(self, old_eff, new_eff)
		self:removeTemporaryValue("inc_stats", old_eff.tmpid)
		old_eff.cur_inc = math.min(old_eff.cur_inc + new_eff.inc, new_eff.max)
		old_eff.tmpid = self:addTemporaryValue("inc_stats", {[Stats.STAT_STR] = old_eff.cur_inc})

		old_eff.dur = new_eff.dur
		return old_eff
	end,
	activate = function(self, eff)
		eff.cur_inc = eff.inc
		eff.tmpid = self:addTemporaryValue("inc_stats", {[Stats.STAT_STR] = eff.inc})
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("inc_stats", eff.tmpid)
	end,
}

newEffect{
	name = "INCREASED_LIFE", image = "effects/increased_life.png",
	desc = _t"Increased Life",
	long_desc = function(self, eff) return ("The target's maximum life is increased by %d."):tformat(eff.life) end,
	type = "mental",
	subtype = { frenzy=true, heal=true },
	status = "beneficial",
	on_gain = function(self, err) return _t"#Target# gains extra life.", _t"+Life" end,
	on_lose = function(self, err) return _t"#Target# loses extra life.", _t"-Life" end,
	parameters = { life = 50 },
	activate = function(self, eff)
		self.max_life = self.max_life + eff.life
		self.life = self.life + eff.life
		self.changed = true
	end,
	deactivate = function(self, eff)
		self.max_life = self.max_life - eff.life
		self.life = self.life - eff.life
		self.changed = true
		if self.life <= 0 then
			self.life = 1
			self:setEffect(self.EFF_STUNNED, 3, {})
			game.logSeen(self, "%s's increased life fades, leaving it stunned by the loss.", self:getName():capitalize())
		end
	end,
}

newEffect{
	name = "GESTURE_OF_GUARDING", image = "talents/gesture_of_guarding.png",
	desc = _t"Guarded",
	long_desc = function(self, eff)
		local xs = ""
		local dam, deflects = eff.dam, eff.deflects
		if deflects < 1 then -- Partial deflect has reduced effectiveness
			dam = dam*math.max(0,deflects)
			deflects = 1
		end
		if self:isTalentActive(self.T_GESTURE_OF_PAIN) then xs = (" with a %d%% chance to counterattack"):tformat(self:callTalent(self.T_GESTURE_OF_GUARDING,"getCounterAttackChance")) end
		return ("Guarding against melee damage:  Will dismiss up to %d damage from the next %0.1f attack(s)%s."):tformat(dam, deflects, xs)
	end,
	charges = function(self, eff) return _t"#LIGHT_GREEN#"..math.ceil(eff.deflects) end,
	type = "mental",
	subtype = { curse=true },
	status = "beneficial",
	decrease = 0,
	no_stop_enter_worlmap = true, no_stop_resting = true,
	parameters = {dam = 1, deflects = 1},
	activate = function(self, eff)
		eff.dam = self:callTalent(self.T_GESTURE_OF_GUARDING,"getDamageChange")
		eff.deflects = self:callTalent(self.T_GESTURE_OF_GUARDING,"getDeflects")
		if eff.dam <= 0 or eff.deflects <= 0 then eff.dur = 0 end
	end,
	deactivate = function(self, eff)
	end,
}

newEffect{
	name = "RAMPAGE", image = "talents/rampage.png",
	desc = _t"Rampaging",
	long_desc = function(self, eff)
		local desc = ("The target is rampaging! (+%d%% movement speed, +%d%% attack speed, +%d%% mind speed"):tformat(eff.movementSpeedChange * 100, eff.combatPhysSpeedChange * 100, eff.combatMindSpeedChange * 100)
		if eff.physicalDamageChange > 0 then
			desc = desc..(", +%d%% physical damage, +%d physical save, +%d mental save"):tformat(eff.physicalDamageChange, eff.combatPhysResistChange, eff.combatMentalResistChange)
		end
		if eff.damageShieldMax > 0 then
			desc = desc..(", %d/%d damage shrugged off this turn"):tformat(math.max(0, eff.damageShieldMax - eff.damageShield), eff.damageShieldMax)
		end
		desc = desc..")"
		return desc
	end,
	type = "mental",
	subtype = { frenzy=true, speed=true, evade=true },
	status = "beneficial",
	parameters = { },
	on_gain = function(self, err) return _t"#F53CBE##Target# begins rampaging!", _t"+Rampage" end,
	on_lose = function(self, err) return _t"#F53CBE##Target# is no longer rampaging.", _t"-Rampage" end,
	activate = function(self, eff)
		if eff.movementSpeedChange or 0 > 0 then eff.movementSpeedId = self:addTemporaryValue("movement_speed", eff.movementSpeedChange) end
		if eff.combatPhysSpeedChange or 0 > 0 then eff.combatPhysSpeedId = self:addTemporaryValue("combat_physspeed", eff.combatPhysSpeedChange) end
		if eff.combatMindSpeedChange or 0 > 0 then eff.combatMindSpeedId = self:addTemporaryValue("combat_mindspeed", eff.combatMindSpeedChange) end
		if eff.physicalDamageChange or 0 > 0 then eff.physicalDamageId = self:addTemporaryValue("inc_damage", { [DamageType.PHYSICAL] = eff.physicalDamageChange }) end
		if eff.combatPhysResistChange or 0 > 0 then eff.combatPhysResistId = self:addTemporaryValue("combat_physresist", eff.combatPhysResistChange) end
		if eff.combatMentalResistChange or 0 > 0 then eff.combatMentalResistId = self:addTemporaryValue("combat_mentalresist", eff.combatMentalResistChange) end

		if not self:addShaderAura("rampage", "awesomeaura", {time_factor=5000, alpha=0.7}, "particles_images/bloodwings.png") then
			eff.particle = self:addParticles(Particles.new("rampage", 1))
		end
	end,
	deactivate = function(self, eff)
		if eff.movementSpeedId then self:removeTemporaryValue("movement_speed", eff.movementSpeedId) end
		if eff.combatPhysSpeedId then self:removeTemporaryValue("combat_physspeed", eff.combatPhysSpeedId) end
		if eff.combatMindSpeedId then self:removeTemporaryValue("combat_mindspeed", eff.combatMindSpeedId) end
		if eff.physicalDamageId then self:removeTemporaryValue("inc_damage", eff.physicalDamageId) end
		if eff.combatPhysResistId then self:removeTemporaryValue("combat_physresist", eff.combatPhysResistId) end
		if eff.combatMentalResistId then self:removeTemporaryValue("combat_mentalresist", eff.combatMentalResistId) end

		self:removeShaderAura("rampage")
		self:removeParticles(eff.particle)
	end,
	on_timeout = function(self, eff)
		-- restore damage shield
		if eff.damageShieldMax and eff.damageShield ~= eff.damageShieldMax and not self.dead then
			eff.damageShieldUsed = (eff.damageShieldUsed or 0) + eff.damageShieldMax - eff.damageShield
			game.logSeen(self, "%s has shrugged off %d damage and is ready for more.", self:getName():capitalize(), eff.damageShieldMax - eff.damageShield)
			eff.damageShield = eff.damageShieldMax

			if eff.damageShieldBonus and eff.damageShieldUsed >= eff.damageShieldBonus and eff.actualDuration < eff.maxDuration then
				eff.actualDuration = eff.actualDuration + 1
				eff.dur = eff.dur + 1
				eff.damageShieldBonus = nil

				game.logPlayer(self, "#F53CBE#Your rampage is invigorated by the intense onslaught! (+1 duration)")
			end
		end
	end,
	callbackOnHit = function(self, eff, cb, src)
		if not eff.damageShieldMax or eff.damageShield <= 0 then return end

		local absorb = math.min(eff.damageShield, cb.value)
		eff.damageShield = eff.damageShield - absorb
		cb.value = cb.value - absorb
		game:delayedLogDamage(src, self, 0, ("#RED#(%d rampage shugs off#LAST#)"):tformat(absorb), false)
		--game.logSeen(self, "%s shrugs off %d damage.", self:getName():capitalize(), absorb)

		return true
	end,
	do_postUseTalent = function(self, eff)
		if eff.dur > 0 then
			eff.dur = eff.dur - 1

			game.logPlayer(self, "#F53CBE#You feel your rampage slowing down. (-1 duration)")
		end
	end,
}

newEffect{
	name = "ORC_FURY", image = "talents/orc_fury.png",
	desc = _t"Orcish Fury",
	long_desc = function(self, eff) return ("The target enters a destructive fury, increasing all damage done by %d%%."):tformat(eff.power) end,
	type = "mental",
	subtype = { frenzy=true },
	status = "beneficial",
	parameters = { power=10 },
	on_gain = function(self, err) return _t"#Target# enters a state of bloodlust." end,
	on_lose = function(self, err) return _t"#Target# calms down." end,
	activate = function(self, eff)
		eff.pid = self:addTemporaryValue("inc_damage", {all=eff.power})
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("inc_damage", eff.pid)
	end,
}

newEffect{
	name = "ORC_TRIUMPH", image = "talents/skirmisher.png",
	desc = _t"Orcish Triumph",
	long_desc = function(self, eff) return ("Inspired by a recent kill increasing all resistance by %d%%."):tformat(eff.resists) end,
	type = "mental",
	subtype = { frenzy=true },
	status = "beneficial",
	parameters = { resists=10 },
	on_gain = function(self, err) return _t"#Target# roars triumphantly." end, -- Too spammy?
	on_lose = function(self, err) return _t"#Target# is no longer inspired." end,
	activate = function(self, eff)
		eff.pid = self:addTemporaryValue("resists", {all=eff.resists})
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("resists", eff.pid)
	end,
}

newEffect{
	name = "BRAINLOCKED",
	desc = _t"Brainlocked",
	long_desc = function(self, eff) return ("Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off."):tformat() end,
	type = "mental",
	subtype = { ["cross tier"]=true },
	status = "detrimental",
	parameters = {},
	on_gain = function(self, err) return nil, _t"+Brainlocked" end,
	on_lose = function(self, err) return nil, _t"-Brainlocked" end,
	activate = function(self, eff)
		eff.tcdid = self:addTemporaryValue("half_talents_cooldown", 1)
		local tids = {}
		for tid, lev in pairs(self.talents) do
			local t = self:getTalentFromId(tid)
			if t and not self.talents_cd[tid] and t.mode == "activated" and not t.innate and not t.no_energy then tids[#tids+1] = t end
		end
		for i = 1, 1 do
			local t = rng.tableRemove(tids)
			if not t then break end
			self.talents_cd[t.id] = 1
		end
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("half_talents_cooldown", eff.tcdid)
	end,
}

newEffect{
	name = "FRANTIC_SUMMONING", image = "talents/frantic_summoning.png",
	desc = _t"Frantic Summoning",
	long_desc = function(self, eff) return ("Reduces the time taken for summoning by %d%%."):tformat(eff.power) end,
	type = "mental",
	subtype = { summon=true },
	status = "beneficial",
	on_gain = function(self, err) return _t"#Target# starts summoning at high speed.", _t"+Frantic Summoning" end,
	on_lose = function(self, err) return _t"#Target#'s frantic summoning ends.", _t"-Frantic Summoning" end,
	parameters = { power=20 },
	activate = function(self, eff)
		eff.failid = self:addTemporaryValue("no_equilibrium_summon_fail", 1)
		eff.speedid = self:addTemporaryValue("fast_summons", eff.power)

		-- Find a cooling down summon talent and enable it
		local list = {}
		for tid, dur in pairs(self.talents_cd) do
			local t = self:getTalentFromId(tid)
			if t.is_summon then
				list[#list+1] = t
			end
		end
		if #list > 0 then
			local t = rng.table(list)
			self.talents_cd[t.id] = nil
			if self.onTalentCooledDown then self:onTalentCooledDown(t.id) end
		end
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("no_equilibrium_summon_fail", eff.failid)
		self:removeTemporaryValue("fast_summons", eff.speedid)
	end,
}

newEffect{
	name = "WILD_SUMMON", image = "talents/wild_summon.png",
	desc = _t"Wild Summon",
	long_desc = function(self, eff) return ("%d%% chance to get a more powerful summon."):tformat(eff.chance) end,
	type = "mental",
	subtype = { summon=true },
	status = "beneficial",
	parameters = { chance=100 },
	activate = function(self, eff)
		eff.tid = self:addTemporaryValue("wild_summon", eff.chance)
	end,
	on_timeout = function(self, eff)
		eff.chance = eff.chance or 100
		eff.chance = math.floor(eff.chance * 0.66)
		self:removeTemporaryValue("wild_summon", eff.tid)
		eff.tid = self:addTemporaryValue("wild_summon", eff.chance)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("wild_summon", eff.tid)
	end,
}

newEffect{
	name = "LOBOTOMIZED", image = "talents/psychic_lobotomy.png",
	desc = _t"Lobotomized (confused)",
	long_desc = function(self, eff) return ("The target's mental faculties have been severely impaired, making it act randomly each turn (%d%% chance) and reducing its cunning by %d."):tformat(eff.confuse, eff.power/2) end,
	type = "mental",
	subtype = { confusion=true },
	status = "detrimental",
	charges = function(self, eff) return (tostring(math.floor(eff.confuse)).."%") end,
	on_gain = function(self, err) return _t"#Target# higher mental functions have been imparied.", _t"+Lobotomized" end,
	on_lose = function(self, err) return _t"#Target#'s regains its senses.", _t"-Lobotomized" end,
	parameters = { power=1, confuse=10, dam=1 },
	activate = function(self, eff)
		DamageType:get(DamageType.MIND).projector(eff.src or self, self.x, self.y, DamageType.MIND, {dam=eff.dam, alwaysHit=true})
		eff.confuse = math.floor(util.bound(eff.confuse, 0, 50)) -- Confusion cap of 50%
		eff.tmpid = self:addTemporaryValue("confused", eff.confuse)
		eff.cid = self:addTemporaryValue("inc_stats", {[Stats.STAT_CUN]=-eff.power/2})
		if eff.power <= 0 then eff.dur = 0 end
		eff.particles = self:addParticles(engine.Particles.new("generic_power", 1, {rm=100, rM=125, gm=100, gM=125, bm=100, bM=125, am=200, aM=255}))
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("confused", eff.tmpid)
		self:removeTemporaryValue("inc_stats", eff.cid)
		if eff.particles then self:removeParticles(eff.particles) end
		if self == game.player and self.updateMainShader then self:updateMainShader() end
	end,
}

newEffect{
	name = "PSIONIC_SHIELD", image = "talents/kinetic_shield.png",
	desc = _t"Psionic Shield",
	display_desc = function(self, eff) return ("%s Psionic Shield"):tformat(_t(eff.kind):capitalize()) end,
	long_desc = function(self, eff) return ("Reduces all incoming %s damage by %d."):tformat(eff.what, eff.power) end,
	type = "mental",
	subtype = { psionic=true, shield=true },
	status = "beneficial",
	parameters = { power=10, kind="kinetic" },
	activate = function(self, eff)
		if eff.kind == "kinetic" then
			eff.sid = self:addTemporaryValue("flat_damage_armor", {
				[DamageType.PHYSICAL] = eff.power,
				[DamageType.ACID] = eff.power,
				[DamageType.NATURE] = eff.power,
				[DamageType.TEMPORAL] = eff.power,
			})
			eff.what = _t"physical, nature, acid, temporal"
		elseif eff.kind == "thermal" then
			eff.sid = self:addTemporaryValue("flat_damage_armor", {
				[DamageType.FIRE] = eff.power,
				[DamageType.COLD] = eff.power,
				[DamageType.LIGHT] = eff.power,
				[DamageType.ARCANE] = eff.power,
				})
			eff.what = _t"fire, cold, light, arcane"
		elseif eff.kind == "charged" then
			eff.sid = self:addTemporaryValue("flat_damage_armor", {
				[DamageType.LIGHTNING] = eff.power,
				[DamageType.BLIGHT] = eff.power,
				[DamageType.MIND] = eff.power,
				[DamageType.DARKNESS] = eff.power,
				})
			eff.what = _t"lightning, blight, mind, darkness"
		elseif eff.kind == "all" then
			eff.sid = self:addTemporaryValue("flat_damage_armor", {
				all = eff.power,
				})
			eff.what = _t"all"
		end
	end,
	deactivate = function(self, eff)
		if eff.sid then
			self:removeTemporaryValue("flat_damage_armor", eff.sid)
		end
	end,
}

newEffect{
	name = "CLEAR_MIND", image = "talents/mental_shielding.png",
	desc = _t"Clear Mind",
	long_desc = function(self, eff) return ("Nullifies the next %d detrimental mental effects."):tformat(self.clear_mind_immune) end,
	type = "mental",
	subtype = { psionic=true, },
	status = "beneficial",
	parameters = { power=2 },
	activate = function(self, eff)
		self.clear_mind_immune = eff.power
		eff.particles = self:addParticles(engine.Particles.new("generic_power", 1, {rm=0, rM=0, gm=100, gM=180, bm=180, bM=255, am=200, aM=255}))
	end,
	deactivate = function(self, eff)
		self.clear_mind_immune = nil
		self:removeParticles(eff.particles)
	end,
}

newEffect{
	name = "RESONANCE_FIELD", image = "talents/resonance_field.png",
	desc = _t"Resonance Field",
	long_desc = function(self, eff) return ("The target is surrounded by a psychic field, absorbing 50%% of all damage (up to %d/%d)."):tformat(self.resonance_field_absorb, eff.power) end,
	type = "mental",
	subtype = { psionic=true, shield=true },
	status = "beneficial",
	parameters = { power=100 },
	on_gain = function(self, err) return _t"A psychic field forms around #target#.", _t"+Resonance Shield" end,
	on_lose = function(self, err) return _t"The psychic field around #target# crumbles.", _t"-Resonance Shield" end,
	damage_feedback = function(self, eff, src, value)
		if eff.particle and eff.particle._shader and eff.particle._shader.shad and src and src.x and src.y then
			local r = -rng.float(0.2, 0.4)
			local a = math.atan2(src.y - self.y, src.x - self.x)
			eff.particle._shader:setUniform("impact", {math.cos(a) * r, math.sin(a) * r})
			eff.particle._shader:setUniform("impact_tick", core.game.getTime())
		end
	end,
	activate = function(self, eff)
		self.resonance_field_absorb = eff.power
		eff.sid = self:addTemporaryValue("resonance_field", eff.power)
		if core.shader.active(4) then
			eff.particle = self:addParticles(Particles.new("shader_shield", 1, {size_factor=1.1}, {type="shield", time_factor=-8000, llpow=1, aadjust=7, color={1, 1, 0}}))
		--	eff.particle = self:addParticles(Particles.new("shader_shield", 1, {img="shield2", size_factor=1.25}, {type="shield", time_factor=6000, color={1, 1, 0}}))
		else
			eff.particle = self:addParticles(Particles.new("generic_shield", 1, {r=1, g=1, b=0, a=1}))
		end
	end,
	deactivate = function(self, eff)
		self.resonance_field_absorb = nil
		self:removeParticles(eff.particle)
		self:removeTemporaryValue("resonance_field", eff.sid)
	end,
}

newEffect{
	name = "MIND_LINK_TARGET", image = "talents/mind_link.png",
	desc = _t"Mind Link",
	long_desc = function(self, eff) return ("The target's mind has been invaded, increasing all mind damage it receives from %s by %d%%."):tformat(eff.src:getName():capitalize(), eff.power) end,
	type = "mental",
	subtype = { psionic=true },
	status = "detrimental",
	parameters = {power = 1, range = 5},
	remove_on_clone = true, decrease = 0,
	on_gain = function(self, err) return _t"#Target#'s mind has been invaded!", _t"+Mind Link" end,
	on_lose = function(self, err) return _t"#Target# is free from the mental invasion.", _t"-Mind Link" end,
	on_timeout = function(self, eff)
		-- Remove the mind link when appropriate
		local p = eff.src:isTalentActive(eff.src.T_MIND_LINK)
		if not p or p.target ~= self or eff.src.dead or not game.level:hasEntity(eff.src) or core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) > eff.range then
			self:removeEffect(self.EFF_MIND_LINK_TARGET)
		end
	end,
}

newEffect{
	name = "FEEDBACK_LOOP", image = "talents/feedback_loop.png",
	desc = _t"Feedback Loop",
	long_desc = function(self, eff) return _t"The target is gaining feedback." end,
	type = "mental",
	subtype = { psionic=true },
	status = "beneficial",
	parameters = { power = 1 },
	on_gain = function(self, err) return _t"#Target# is gaining feedback.", _t"+Feedback Loop" end,
	on_lose = function(self, err) return _t"#Target# is no longer gaining feedback.", _t"-Feedback Loop" end,
	activate = function(self, eff)
		eff.particle = self:addParticles(Particles.new("ultrashield", 1, {rm=255, rM=255, gm=180, gM=255, bm=0, bM=0, am=35, aM=90, radius=0.2, density=15, life=28, instop=40}))
	end,
	deactivate = function(self, eff)
		self:removeParticles(eff.particle)
	end,
}

newEffect{
	name = "FOCUSED_WRATH", image = "talents/focused_wrath.png",
	desc = _t"Focused Wrath",
	long_desc = function(self, eff) return ("The target's subconscious has focused, increasing Mind resistance penetration by +%d%% and turning its attention on %s."):tformat(eff.pen, eff.target:getName():capitalize()) end,
	type = "mental",
	subtype = { psionic=true },
	status = "beneficial",
	parameters = { power = 1 },
	on_gain = function(self, err) return _t"#Target#'s subconscious has been focused.", _t"+Focused Wrath" end,
	on_lose = function(self, err) return _t"#Target#'s subconscious has returned to normal.", _t"-Focused Wrath" end,
	activate = function(self, eff)
			self:effectTemporaryValue(eff, "resists_pen", {[DamageType.MIND]=eff.pen})
		end,
	on_timeout = function(self, eff)
		if not eff.target or eff.target.dead or not game.level:hasEntity(eff.target) then
			self:removeEffect(self.EFF_FOCUSED_WRATH)
		end
	end,
}

newEffect{
	name = "SLEEP", image = "talents/sleep.png",
	desc = _t"Sleep",
	long_desc = function(self, eff) return ("The target is asleep and unable to perform most actions.  Every %d damage it takes will reduce the duration of the effect by one turn."):tformat(eff.power) end,
	type = "mental",
	subtype = { sleep=true },
	status = "detrimental",
	parameters = { power=1, insomnia=1, waking=0, contagious=0 },
	on_gain = function(self, err) return _t"#Target# has been put to sleep.", _t"+Sleep" end,
	on_lose = function(self, err) return _t"#Target# is no longer sleeping.", _t"-Sleep" end,
	on_timeout = function(self, eff)
		local dream_prison = false
		if eff.src and eff.src.isTalentActive and eff.src:isTalentActive(eff.src.T_DREAM_PRISON) then
			local t = eff.src:getTalentFromId(eff.src.T_DREAM_PRISON)
			if core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) <= eff.src:getTalentRange(t) then
				dream_prison = true
			end
		end
		if dream_prison then
			eff.dur = eff.dur + 1
			if not eff.particle then
				if core.shader.active(4) then
					eff.particle = self:addParticles(Particles.new("shader_shield", 1, {img="shield2", size_factor=1.25}, {type="shield", time_factor=6000, aadjust=5, color={0, 1, 1}}))
				else
					eff.particle = self:addParticles(Particles.new("generic_shield", 1, {r=0, g=1, b=1, a=1}))
				end
			end
		elseif eff.contagious > 0 and eff.dur > 1 then
			local t = eff.src:getTalentFromId(eff.src.T_SLEEP)
			t.doContagiousSleep(eff.src, self, eff, t)
		end
		if eff.particle and not dream_prison then
			self:removeParticles(eff.particle)
		end
		-- Incriment Insomnia Duration
		if not self:attr("lucid_dreamer") then
			self:setEffect(self.EFF_INSOMNIA, 1, {power=eff.insomnia})
		end
	end,
	activate = function(self, eff)
		eff.sid = self:addTemporaryValue("sleep", 1)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("sleep", eff.sid)
		if not self:attr("sleep") and not self.dead and game.level:hasEntity(self) and eff.waking > 0 then
			local t = eff.src:getTalentFromId(self.T_RESTLESS_NIGHT)
			t.doRestlessNight(eff.src, self, eff.waking)
		end
		if eff.particle then
			self:removeParticles(eff.particle)
		end
	end,
}

newEffect{
	name = "SLUMBER", image = "talents/slumber.png",
	desc = _t"Slumber",
	long_desc = function(self, eff) return ("The target is in a deep sleep and unable to perform most actions.  Every %d damage it takes will reduce the duration of the effect by one turn."):tformat(eff.power) end,
	type = "mental",
	subtype = { sleep=true },
	status = "detrimental",
	parameters = { power=1, insomnia=1, waking=0 },
	on_gain = function(self, err) return _t"#Target# is in a deep sleep.", _t"+Slumber" end,
	on_lose = function(self, err) return _t"#Target# is no longer sleeping.", _t"-Slumber" end,
	on_timeout = function(self, eff)
		local dream_prison = false
		if eff.src and eff.src.isTalentActive and eff.src:isTalentActive(eff.src.T_DREAM_PRISON) then
			local t = eff.src:getTalentFromId(eff.src.T_DREAM_PRISON)
			if core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) <= eff.src:getTalentRange(t) then
				dream_prison = true
			end
		end
		if dream_prison then
			eff.dur = eff.dur + 1
			if not eff.particle then
				if core.shader.active(4) then
					eff.particle = self:addParticles(Particles.new("shader_shield", 1, {img="shield2", size_factor=1.25}, {type="shield", time_factor=6000, aadjust=5, color={0, 1, 1}}))
				else
					eff.particle = self:addParticles(Particles.new("generic_shield", 1, {r=0, g=1, b=1, a=1}))
				end
			end
		elseif eff.particle and not dream_prison then
			self:removeParticles(eff.particle)
		end
		-- Incriment Insomnia Duration
		if not self:attr("lucid_dreamer") then
			self:setEffect(self.EFF_INSOMNIA, 1, {power=eff.insomnia})
		end
	end,
	activate = function(self, eff)
		eff.sid = self:addTemporaryValue("sleep", 1)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("sleep", eff.sid)
		if not self:attr("sleep") and not self.dead and game.level:hasEntity(self) and eff.waking > 0 then
			local t = eff.src:getTalentFromId(self.T_RESTLESS_NIGHT)
			t.doRestlessNight(eff.src, self, eff.waking)
		end
		if eff.particle then
			self:removeParticles(eff.particle)
		end
	end,
}

newEffect{
	name = "NIGHTMARE", image = "talents/nightmare.png",
	desc = _t"Nightmare",
	long_desc = function(self, eff) return ("The target is in a nightmarish sleep, suffering %0.2f darkness damage each turn and unable to to perform most actions.  Every %d damage it takes will reduce the duration of the effect by one turn."):tformat(eff.dam, eff.power) end,
	type = "mental",
	subtype = { nightmare=true, sleep=true },
	status = "detrimental",
	parameters = { power=1, dam=0, insomnia=1, waking=0},
	on_gain = function(self, err) return _t"#F53CBE##Target# is lost in a nightmare.", _t"+Nightmare" end,
	on_lose = function(self, err) return _t"#Target# is free from the nightmare.", _t"-Nightmare" end,
	on_timeout = function(self, eff)
		local dream_prison = false
		if eff.src and eff.src.isTalentActive and eff.src:isTalentActive(eff.src.T_DREAM_PRISON) then
			local t = eff.src:getTalentFromId(eff.src.T_DREAM_PRISON)
			if core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) <= eff.src:getTalentRange(t) then
				dream_prison = true
			end
		end
		if dream_prison then
			eff.dur = eff.dur + 1
			if not eff.particle then
				if core.shader.active(4) then
					eff.particle = self:addParticles(Particles.new("shader_shield", 1, {img="shield2", size_factor=1.25}, {type="shield", aadjust=5, color={0, 1, 1}}))
				else
					eff.particle = self:addParticles(Particles.new("generic_shield", 1, {r=0, g=1, b=1, a=1}))
				end
			end
		else
			-- Store the power for later
			local real_power = eff.temp_power or eff.power
			-- Temporarily spike the temp_power so the nightmare doesn't break it
			eff.temp_power = 10000
			DamageType:get(DamageType.DARKNESS).projector(eff.src or self, self.x, self.y, DamageType.DARKNESS, eff.dam)
			-- Set the power back to its baseline
			eff.temp_power = real_power
		end
		if eff.particle and not dream_prison then
			self:removeParticles(eff.particle)
		end
		-- Incriment Insomnia Duration
		if not self:attr("lucid_dreamer") then
			self:setEffect(self.EFF_INSOMNIA, 1, {power=eff.insomnia})
		end
	end,
	activate = function(self, eff)
		eff.sid = self:addTemporaryValue("sleep", 1)
	end,
	deactivate = function(self, eff)
		self:removeTemporaryValue("sleep", eff.sid)
		if not self:attr("sleep") and not self.dead and game.level:hasEntity(self) and eff.waking > 0 then
			local t = eff.src:getTalentFromId(self.T_RESTLESS_NIGHT)
			t.doRestlessNight(eff.src, self, eff.waking)
		end
		if eff.particle then
			self:removeParticles(eff.particle)
		end
	end,
}

newEffect{
	name = "RESTLESS_NIGHT", image = "talents/restless_night.png",
	desc = _t"Restless Night",
	long_desc = function(self, eff) return ("Fatigue from poor sleep, dealing %0.2f mind damage per turn."):tformat(eff.power) end,
	type = "mental",
	subtype = { psionic=true},
	status = "detrimental",
	parameters = { power=1 },
	on_gain = function(self, err) return _t"#Target# had a restless night.", _t"+Restless Night" end,
	on_lose = function(self, err) return _t"#Target# has recovered from poor sleep.", _t"-Restless Night" end,
	on_merge = function(self, old_eff, new_eff)
		-- Merge the flames!
		local olddam = old_eff.power * old_eff.dur
		local newdam = new_eff.power * new_eff.dur
		local dur = math.ceil((old_eff.dur + new_eff.dur) / 2)
		old_eff.dur = dur
		old_eff.power = (olddam + newdam) / dur
		return old_eff
	end,
	on_timeout = function(self, eff)
		DamageType:get(DamageType.MIND).projector(eff.src or self, self.x, self.y, DamageType.MIND, eff.power)
	end,
}

newEffect{
	name = "INSOMNIA", image = "effects/insomnia.png",
	desc = _t"Insomnia",
	long_desc = function(self, eff) return ("The target is wide awake and has %d%% resistance to sleep effects."):tformat(eff.cur_power) end,
	type = "mental",
	subtype = { psionic=true },
	status = "beneficial",
	parameters = { power=0 },
	on_gain = function(self, err) return _t"#Target# is suffering from insomnia.", _t"+Insomnia" end,
	on_lose = function(self, err) return _t"#Target# is no longer suffering from insomnia.", _t"-Insomnia" end,
	on_merge = function(self, old_eff, new_eff)
		-- Add the durations on merge
		local dur = old_eff.dur + new_eff.dur
		old_eff.dur = math.min(10, dur)
		old_eff.cur_power = old_eff.power * old_eff.dur
		-- Need to remove and re-add the effect
		self:removeTemporaryValue