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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lutnaspar</id>
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		<updated>2026-04-19T20:31:25Z</updated>
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	<entry>
		<id>https://te4.org/w/index.php?title=Anti-magic&amp;diff=12271</id>
		<title>Anti-magic</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Anti-magic&amp;diff=12271"/>
				<updated>2016-04-19T20:51:20Z</updated>
		
		<summary type="html">&lt;p&gt;Lutnaspar: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Antimagic is way of life, espoused by the [[Zigur]]anth, and adopted by many citizens of the lands of [[Maj'Eyal]]. Practitioners of Antimagic take a vow never to use &amp;quot;unnatural&amp;quot; magic of any kind. In exchange for this vow, they gain access to special [[Antimagic (category)|Antimagic]] talents. &lt;br /&gt;
&lt;br /&gt;
Choosing whether to become a Zigur follower is an important choice most non-arcane classes must choose.&lt;br /&gt;
&lt;br /&gt;
Note: [[Undead]] are unnatural creatures, and may not choose to pursue Antimagic.&lt;br /&gt;
&lt;br /&gt;
== How It Works == &lt;br /&gt;
&lt;br /&gt;
''Quest: The Curse of Magic''&lt;br /&gt;
&lt;br /&gt;
In addition to the vow, a small test is required of potential Antimagicians, before the secrets will be revealed. The test takes the form of a trial by combat -- the character is placed into the town's arena, and must face several randomly chosen magical opponents, ending with a (non-random) orc [[corruptor]]. Characters may not engage in this trial until reaching level 10. Realistically, the orc corruptor is considerably stronger than a level 10 character, so waiting even longer is advised.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Being a {{am|Zigur follower}} has several advantages:&lt;br /&gt;
&lt;br /&gt;
*You unlock the [[Antimagic (category)|Wild-gift/Antimagic talent tree]] and gain one level in [[Resolve (talent)|Resolve]]. &lt;br /&gt;
*You may ask Protector Myssil in [[Zigur]] for help with the [[Storming the city]] quest, and thereby unlock the [[Fungus (category)|Fungus talents]].&lt;br /&gt;
*You gain special bonuses when wearing certain [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
It also has some disadvantages:&lt;br /&gt;
&lt;br /&gt;
*You may not use [[inscriptions#runes|runes]].&lt;br /&gt;
*You may not wield/wear any [[items#powered|arcane-powered]] items.&lt;br /&gt;
*You may not use any talents that are classified as spells (the description says &amp;quot;is: Spell&amp;quot;).&lt;br /&gt;
*You may not complete the [[An apprentice task]] quest chain. If started, the Apprentice will run away forever when you next speak to him. The quest will still be marked 'Active' and cannot be completed.&lt;br /&gt;
&lt;br /&gt;
To get the most of the Antimagic talent tree, you should have a high [[Willpower]] and be prepared to spend a fair number of [[talent|generic points]].  Talents that allow faster [[Equilibrium]] regeneration will also be helpful in keeping [[Antimagic Shield]] up.&lt;br /&gt;
&lt;br /&gt;
Characters who have passed the arena challenge may learn (or improve their knowledge of) the [[Fungus (category)|Fungus]] talents by defeating [[Urkis]] on [[Tempest Peak]], and then returning to Protector Myssil in [[Zigur]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The choice of becoming anti-magic can be a tough decision for some. It is important to consider:&lt;br /&gt;
&lt;br /&gt;
*Do you have enough generic points to spend? &lt;br /&gt;
*If also taking the {{c|Fungus}} tree (available after deafeating [[Urkis]]), do you have an extra category point to spend?&lt;br /&gt;
*Are your [[Willpower]] and [[Cunning]] high enough to make it worth it? Can you make good use of the skills provided?&lt;br /&gt;
*Can you do without {{arc}}-powered items?&lt;br /&gt;
&lt;br /&gt;
Antimagic opens the player up to two trees. {{c|Antimagic}} is immediately unlocked. {{c|Fungus}} can be unlocked after defeating [[Urkis]] (this is optional). The base {{c|Antimagic}} tree offers defensive and offensive skills. Some players believe that the primary strength of Antimagic is mostly in the secondary tree, {{c|Fungus}}, which offers healing skills. Having the ~10-15 generics to spend between both trees will hamstring classes that otherwise have very strong use for their generic points. You must also spend a category point to unlock the {{c|Fungus}} tree, which may be a large hindrance, depending on your class.&lt;br /&gt;
&lt;br /&gt;
The talents in Antimagic and Fungus require you to sustain or use [[Equilibrium]] to function, and if you cannot afford to max Willpower on the class you're playing, you simply won't have the resources to use the talents. Further, many of the talents also scale with mindpower, which cunning also gives. Without a high mindpower, may of the talents will be lackluster. Further, {{t|Ancestral Life}} is at its strongest when used with a strong heal talent (such as {{t|Nature's Touch}} or {{t|Nature's Equilibrium}} that would usually take a turn, as {{t|Fungal Growth}} will cause it to apply a regen, thus causing it to not take a turn.&lt;br /&gt;
&lt;br /&gt;
While arcane-powered items may not seem specifically useful, realize that you'll be unable to use a significant fraction of the loot you'll find. Gear that might otherwise be fantastic may have a single arcane ego that will not allow you to use it. In addition, some of the most powerful [[artifact]]s are arcane-based. &lt;br /&gt;
&lt;br /&gt;
Classes that naturally put points into Willpower (and to a lesser extent, Cunning), are natural choices for antimagic. Classes that work best with antimagic include: [[Mindslayer]], [[Wyrmic]], [[Solipsist]], [[Doomed]]. To a lesser extent: [[Cursed]]. [[Oozemancer]] starts as anti-magic. [[Stone Warden]]s can not become anti-magic due to their mix of Wild-gift and Spellcasting abilities. All other classes either use magic as a core ability, or do not naturally use Willpower, which makes them poor choices for anti-magic.&lt;/div&gt;</summary>
		<author><name>Lutnaspar</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Anti-magic&amp;diff=12270</id>
		<title>Anti-magic</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Anti-magic&amp;diff=12270"/>
				<updated>2016-04-19T20:50:54Z</updated>
		
		<summary type="html">&lt;p&gt;Lutnaspar: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Antimagic is way of life, espoused by the [[Zigur]]anth, and adopted by many citizens of the lands of [[Maj'Eyal]]. Practitioners of Antimagic take a vow never to use &amp;quot;unnatural&amp;quot; magic of any kind. In exchange for this vow, they gain access to special [[Antimagic (category)|Antimagic]] talents. &lt;br /&gt;
&lt;br /&gt;
Choosing whether to become a Zigur follower is an important choice most non-arcane classes must choose.&lt;br /&gt;
&lt;br /&gt;
Note: [[Undead]] are unnatural creatures, and may not choose to pursue Antimagic.&lt;br /&gt;
&lt;br /&gt;
== How It Works == &lt;br /&gt;
&lt;br /&gt;
''Quest: The Curse of Magic''&lt;br /&gt;
&lt;br /&gt;
In addition to the vow, a small test is required of potential Antimagicians, before the secrets will be revealed. The test takes the form of a trial by combat -- the character is placed into the town's arena, and must face several randomly chosen magical opponents, ending with a (non-random) orc [[corruptor]]. Characters may not engage in this trial until reaching level 10. Realistically, the orc corruptor is considerably stronger than a level 10 character, so waiting even longer is advised.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Being a {{am|Zigur follower}} has several advantages:&lt;br /&gt;
&lt;br /&gt;
*You unlock the [[Antimagic (category)|Wild-gift/Antimagic talent tree]] and gain one level in [[Resolve (talent)|Resolve]]. &lt;br /&gt;
*You may ask Protector Myssil in [[Zigur]] for help with the [[Storming the city]] quest, and thereby unlock the [[Fungus (category)|Fungus talents]].&lt;br /&gt;
*You gain special bonuses when wearing certain [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
It also has some disadvantages:&lt;br /&gt;
&lt;br /&gt;
*You may not use [[inscriptions#runes|runes]].&lt;br /&gt;
*You may not wield/wear any [[items#powered|arcane-powered]] items.&lt;br /&gt;
*You may not use any talents that are classified as spells (the description says &amp;quot;is: Spell&amp;quot;).&lt;br /&gt;
*You may not complete the [[An apprentice task]] quest chain. If started, the Apprentice will run away forever when you next speak to him. The quest will still be marked 'Active' and cannot be completed.&lt;br /&gt;
&lt;br /&gt;
To get the most of the Antimagic talent tree, you should have a high [[Willpower]] and be prepared to spend a fair number of [[talent|generic points]].  Talents that allow faster [[Equilibrium]] regeneration will also be helpful in keeping [[Antimagic Shield]] up.&lt;br /&gt;
&lt;br /&gt;
Characters who have passed the arena challenge may learn (or improve their knowledge of) the [[Fungus (category)|Fungus]] talents by defeating [[Urkis]] on [[Tempest Peak]], and then returning to Protector Myssil in [[Zigur]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The choice of becoming anti-magic can be a tough decision for some. It is important to consider:&lt;br /&gt;
&lt;br /&gt;
*Do you have enough generic points to spend? &lt;br /&gt;
*If also taking the {{c|Fungus}} tree (available after deafeating [[Urkis]]), do you have an extra category point to spend?&lt;br /&gt;
*Are your [[Willpower]] and [[Cunning]] high enough to make it worth it? Can you make good use of the skills provided?&lt;br /&gt;
*Can you do without {{arc}}-powered items?&lt;br /&gt;
&lt;br /&gt;
Antimagic opens the player up to two trees. {{c|Antimagic}} is immediately unlocked. {{c|Fungus}} can be unlocked after defeating [[Urkis]] (this is optional). The base {{c|Antimagic}} tree offers defensive and offensive skills. Some players believe that the primary strength of Antimagic is mostly in the secondary tree, {{c|Fungus}}, which offers healing skills. Having the ~10-15 generics to spend between both trees will hamstring classes that otherwise have very strong use for their generic points. You must also spend a category point to unlock the {{c|Fungus}} tree, which may be a large hindrance, depending on your class.&lt;br /&gt;
&lt;br /&gt;
The talents in Antimagic and Fungus require you to sustain or use [[Equilibrium]] to function, and if you cannot afford to max Willpower on the class you're playing, you simply won't have the resources to use the talents. Further, many of the talents also scale with mindpower, which cunning also gives. Without a high mindpower, may of the talents will be lackluster. Further, {{t|Ancestral Life}} is at its strongest when used with a strong heal talent (such as {{t|Nature's Touch}} or {{t|Nature's Equilibrium}} that would usually take a turn, as {{t|Fungal Growth}} will cause it to apply a regen, thus causing it to not take a turn.&lt;br /&gt;
&lt;br /&gt;
While arcane-powered items may not seem specifically useful, realize that you'll be unable to use a significant fraction of the loot you'll find. Gear that might otherwise be fantastic may have a single arcane ego that will not allow you to use it. In addition, some of the most powerful [[artifact]]s are arcane-based. &lt;br /&gt;
&lt;br /&gt;
Classes that naturally put points into Willpower (and to a lesser extent, Cunning), are natural choices for antimagic. Classes that work best with antimagic include: [[Mindslayer]], [[Wyrmic]], [[Solipsist]], [[Doomed]]. To a lesser extent: [[Cursed]]. [[Oozemancer]] starts as anti-magic. [[Stone Warden]]s can not become anti-magic dueto their mix of Wild-gift and Spellcasting abilities. All other classes either use magic as a core ability, or do not naturally use Willpower, which makes them poor choices for anti-magic.&lt;/div&gt;</summary>
		<author><name>Lutnaspar</name></author>	</entry>

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