<?xml version="1.0"?>
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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ruhk</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ruhk"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Ruhk"/>
		<updated>2026-04-11T15:42:03Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Shot_Egos&amp;diff=20204</id>
		<title>Shot Egos</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shot_Egos&amp;diff=20204"/>
				<updated>2023-01-12T19:50:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ruhk: Shot Ego Redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ranged_Egos#Ammo_Egos]]&lt;/div&gt;</summary>
		<author><name>Ruhk</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Brotherhood_of_Alchemists&amp;diff=20201</id>
		<title>Brotherhood of Alchemists</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Brotherhood_of_Alchemists&amp;diff=20201"/>
				<updated>2023-01-04T21:35:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ruhk: /* Alchemy Ingredients */ farportal and egress scary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
''Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and are offering powerful rewards to any adventurer who assists them in their quest.''&lt;br /&gt;
&lt;br /&gt;
Speaking to any of the four alchemists found in Maj'Eyal will allow the player to open the quest and choose an elixir to gather ingredients for. It is possible to have one quest open from each of the four alchemists simultaneously.&lt;br /&gt;
&lt;br /&gt;
Each potion requires the player to gather three ingredients (monster parts), which may be found by killing a monster of the appropriate type. Monsters always drop their ingredient if they have one. Roaming adventurers also have a chance (which was 30% before the ingredients update) to drop an ingredient upon death. If they do, they drop an ingredient randomly selected from the entire list of possible ingredients. (There are 36, as of build b41.)&lt;br /&gt;
&lt;br /&gt;
Upon turning in the requested ingredients, the player receives the corresponding elixir, which must then be (u)sed to reap its benefits. Each time the player helps one alchemist complete an elixir, another alchemist completes one of his or her elixirs as well (chosen at random). Depending on which elixirs the player completes and which are randomly selected to be completed by other alchemists, it is possible to complete between three and five elixirs with a single character before one of the four alchemists finishes their third elixir, and the quest ends.&lt;br /&gt;
&lt;br /&gt;
Note that the elixir chosen to have been completed without your aid is entirely random: even if you are currently searching for ingredients for a given alchemist (say, Marus of Elvara), and Marus is chosen by the RNG to complete an elixir without you, the elixir completed may or may not be the one you are currently working on. Thus there is nothing to be lost by checking in with all the alchemists for ingredient lists at the beginning of the game (except, perhaps, the risk of accidentally running into an overleveled patrol while wandering the world map.)&lt;br /&gt;
&lt;br /&gt;
If the player helps an alchemist complete their 3rd elixir, they will be deemed to have made a decisive contribution to that alchemist's induction to the Brotherhood, and will thus receive an extra final reward.&lt;br /&gt;
&lt;br /&gt;
''Todo'': At the very least, it would be nice to know what areas the hermit spawns in (I've seen him in five locations: north of the Sandworm den, down one river in mid-Maj'Eyal, in a clearance north of Shatur (Thaloren town), east of Daikira and east of the Last Hope fields), what each elixir does, and how the quest progresses as you get more elixirs (not sure myself, having not completed it yet.)&lt;br /&gt;
&lt;br /&gt;
All the stats are added to your adjusted stat. Ie. it doesn't raise your maximum too.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
* Marus of [[Elvala]]; &lt;br /&gt;
** [[Elixir of Mysticism]]: +3 [[Magic]], +3 [[Willpower]]&lt;br /&gt;
** [[Elixir of the Savior]]: +4 to all [[saves|saving throws]]&lt;br /&gt;
** [[Elixir of Mastery]]: +4 Stat points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Elixir of Invulnerability|Elixir of Invulnerability]]&lt;br /&gt;
* Stire of [[Derth]]:&lt;br /&gt;
** [[Elixir of the Fox]]: +3 [[Dexterity]], +3 [[Cunning]]&lt;br /&gt;
** [[Elixir of Avoidance]]: +6 [[Defense]], +6 Ranged Defense&lt;br /&gt;
** [[Elixir of Precision]]: +4% Physical Crit&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Lifebinding Emerald|Lifebinding Emerald]]&lt;br /&gt;
* Ungrol of [[Last Hope]]:&lt;br /&gt;
** [[Elixir of Brawn]]: +3 [[Strength]], +3 [[Constitution]]&lt;br /&gt;
** [[Elixir of Stoneskin]]: +4 [[Armour]]&lt;br /&gt;
** [[Elixir of Foundations]]: +2 Generic Talent points&lt;br /&gt;
** Final Reward (pre-1.6): [[Alchemist Quest#Taint of Telepathy|Taint of Telepathy]]&lt;br /&gt;
** Final Reward (as of 1.6): [[Alchemist Quest#Taint of Purging|Taint of Purging]]&lt;br /&gt;
* Agrimley the Hermit:&lt;br /&gt;
** [[Elixir of Explosive Force]]: +4% Spell Crit&lt;br /&gt;
** [[Elixir of Serendipity]]: +5 [[Luck]]&lt;br /&gt;
** [[Elixir of Focus]]: +2 Class Talent points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Infusion of Wild Growth|Infusion of Wild Growth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Elixir of Invulnerability===&lt;br /&gt;
''A vial of thick fluid, metallic and reflective. It's incredibly heavy.''&lt;br /&gt;
Infused by nature. 2.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Elixir of Invulnerability may be used once to activate a million-point damage shield lasting five turns. It uses the EFF_DAMAGE_SHIELD effect, which should be extended by talents like {{t|Timeless}}.&lt;br /&gt;
&lt;br /&gt;
===Lifebinding Emerald===&lt;br /&gt;
&lt;br /&gt;
''A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface.''&lt;br /&gt;
Infused by nature. 0.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Lifebinding Emerald is a green gem that may be worn (by mindslayers and golems only, currently) or used to imbue an object for the following benefits:&lt;br /&gt;
* Changes stats: +15 Con&lt;br /&gt;
* Changes resistances: +10% blight&lt;br /&gt;
* Damage Affinity (Heal): +15% Nature&lt;br /&gt;
* Stun/Freeze Immunity: +30% (only if imbued)&lt;br /&gt;
* Life Regen: +2.00&lt;br /&gt;
* Healing mod: +30%&lt;br /&gt;
&lt;br /&gt;
This is a [[tier]] 5 gem, and as such can only be imbued onto a voratun ring.&lt;br /&gt;
&lt;br /&gt;
===Taint of Telepathy===&lt;br /&gt;
&lt;br /&gt;
''Strip the protective barriers from your mind, allowing in the thoughts of all creatures, but reducing mental resistance.'' &lt;br /&gt;
&lt;br /&gt;
powered by arcane forces (no anti-magic)&lt;br /&gt;
&lt;br /&gt;
Cooldown: 15&lt;br /&gt;
Use time: 1 turn&lt;br /&gt;
&lt;br /&gt;
The Taint of Telepathy is an inscription that improves the player's mindpower by 35 and lowers their mental save by 10 for 10 turns. In addition, the player is given a Track effect for 5 turns, allowing them to detect all creatures in a radius of 10.&lt;br /&gt;
&lt;br /&gt;
===Taint of Purging===&lt;br /&gt;
&lt;br /&gt;
''Corrupted taints may be inscribed onto your body, granting you an on-demand ability.''&lt;br /&gt;
&lt;br /&gt;
Cooldown: 20&lt;br /&gt;
Use time: Spell&lt;br /&gt;
&lt;br /&gt;
Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1.&lt;br /&gt;
&lt;br /&gt;
===[[Infusion of Wild Growth]]===&lt;br /&gt;
&lt;br /&gt;
''Thick vines to spring from the ground and entangle your foes, pinning them in place and dealing damage over time.''&lt;br /&gt;
&lt;br /&gt;
Cooldown: 15&lt;br /&gt;
&lt;br /&gt;
The Infusion of Wild Growth is an inscription that grants the player the ability to pin all targets within a radius of five to the ground for five turns. In addition, these targets are dealt a modest amount of physical and nature damage each turn. This damage scales with the player's mindpower.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
This is the start of a List of all the Alchemy Ingredients for the various Recipes. From what I have found so far each ingredient has a fixed zone and possibly a random zone. Each fixed zone will be shown bold. All ingredients can also be found on adventurer parties.  The [[Sher'tul fortress]] Farportal and the [[Occult Egress]], although dangerous, can spawn zones with hard-to-find ingredients as well.&lt;br /&gt;
&lt;br /&gt;
* Bear Paw - [[Old Forest]], [[Norgos' Lair]]&lt;br /&gt;
* Black Mamba Head - [[Old Forest]]&lt;br /&gt;
* Bloated Horror Heart - [[Lake of Nur]]&lt;br /&gt;
* Chunk of Ghoul Flesh - [[Ruined halfling complex]]&lt;br /&gt;
* Electric Eel Tail - [[Lake of Nur]], [[Murgol's Lair]]&lt;br /&gt;
* Faerlhing Fang -  [[Ruined Dungeon]]&lt;br /&gt;
* Giant Spider Spinaret - [[Old Forest]]&lt;br /&gt;
* Green Worm - [[Trollmire]], [[Old Forest]]&lt;br /&gt;
* Honey Tree Root - [[Old Forest]]&lt;br /&gt;
* Hummerhorn Wing - [[Old Forest]], [[Daikara]]&lt;br /&gt;
* Ice Ant Stinger - [[Old Forest]], [[Ruined Dungeon]]&lt;br /&gt;
* Ice Wyrm Tooth - [[Daikara]], [[Ruined Dungeon]]&lt;br /&gt;
* Length of Troll Intestine - [[Trollmire]], [[Old Forest]]&lt;br /&gt;
* Minotaur Nose - [[The Maze]], [[Dreadfell]]&lt;br /&gt;
* Multi-Hued Wyrm Scale - [[Ruined Dungeon]]&lt;br /&gt;
* Mummified Bone - [[Elven Ruins]]&lt;br /&gt;
* Naga Tongue - [[Ruined Dungeon]], [[Temple of Creation]], [[Naga Invasion Portal]]&lt;br /&gt;
* Orc Heart - [[Trollmire]], [[Old Forest]]&lt;br /&gt;
* Pouch of Bone Giant Dust - [[Ruined Dungeon]], [[Ruined Halfling Complex]]&lt;br /&gt;
* Pouch of Faeros Ash - [[Daikara]], [[Mark of the Spellblaze]]&lt;br /&gt;
* Pouch of Luminous Horror Dust - [[Lake of Nur]], [[Dreadfell]]&lt;br /&gt;
* Red Crystal Shard - [[Scintillating Caves]]&lt;br /&gt;
* Ritch Stinger - [[Eruan]], [[Ritch Lair]]&lt;br /&gt;
* Sandworm Tooth - [[Sandworm Lair]], [[Daikara]]&lt;br /&gt;
* Skeleton Mage Skull - [[Ruins of Kor'Pul]]&lt;br /&gt;
* Snow Giant Kidney - [[Daikara]]&lt;br /&gt;
* Storm Wyrm Claw - [[Ruined Dungeon]]&lt;br /&gt;
* Vampire Lord Fang - [[Ruined Dungeon]], [[Dreadfell]]&lt;br /&gt;
* Vial of Elder Vampire Blood - [[Elven Ruins]], [[Dreadfell]]&lt;br /&gt;
* Vial of Fire Wyrm Saliva - [[Daikara]], [[Gorbat Pride]]&lt;br /&gt;
* Vial of Greater Demon Bile - [[Ruined Dungeon]], [[Fearscape Invasion Portal]]&lt;br /&gt;
* Vial of Squid Ink - [[Lake of Nur]], [[Murgol's Lair]]&lt;br /&gt;
* Vial of Wight Ectoplasm - [[Elven Ruins]], [[Dreadfell]]&lt;br /&gt;
* Warg Claw - [[Old Forest]], [[Norgos' Lair]]&lt;br /&gt;
* Wretching Eyeball - [[Ruined Dungeon]]&lt;br /&gt;
* Xorn Fragment - [[Old Forest]], [[Daikara]]&lt;/div&gt;</summary>
		<author><name>Ruhk</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Brotherhood_of_Alchemists&amp;diff=20200</id>
		<title>Brotherhood of Alchemists</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Brotherhood_of_Alchemists&amp;diff=20200"/>
				<updated>2023-01-04T21:30:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ruhk: /* Alchemy Ingredients */ more places for ingredients&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
''Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and are offering powerful rewards to any adventurer who assists them in their quest.''&lt;br /&gt;
&lt;br /&gt;
Speaking to any of the four alchemists found in Maj'Eyal will allow the player to open the quest and choose an elixir to gather ingredients for. It is possible to have one quest open from each of the four alchemists simultaneously.&lt;br /&gt;
&lt;br /&gt;
Each potion requires the player to gather three ingredients (monster parts), which may be found by killing a monster of the appropriate type. Monsters always drop their ingredient if they have one. Roaming adventurers also have a chance (which was 30% before the ingredients update) to drop an ingredient upon death. If they do, they drop an ingredient randomly selected from the entire list of possible ingredients. (There are 36, as of build b41.)&lt;br /&gt;
&lt;br /&gt;
Upon turning in the requested ingredients, the player receives the corresponding elixir, which must then be (u)sed to reap its benefits. Each time the player helps one alchemist complete an elixir, another alchemist completes one of his or her elixirs as well (chosen at random). Depending on which elixirs the player completes and which are randomly selected to be completed by other alchemists, it is possible to complete between three and five elixirs with a single character before one of the four alchemists finishes their third elixir, and the quest ends.&lt;br /&gt;
&lt;br /&gt;
Note that the elixir chosen to have been completed without your aid is entirely random: even if you are currently searching for ingredients for a given alchemist (say, Marus of Elvara), and Marus is chosen by the RNG to complete an elixir without you, the elixir completed may or may not be the one you are currently working on. Thus there is nothing to be lost by checking in with all the alchemists for ingredient lists at the beginning of the game (except, perhaps, the risk of accidentally running into an overleveled patrol while wandering the world map.)&lt;br /&gt;
&lt;br /&gt;
If the player helps an alchemist complete their 3rd elixir, they will be deemed to have made a decisive contribution to that alchemist's induction to the Brotherhood, and will thus receive an extra final reward.&lt;br /&gt;
&lt;br /&gt;
''Todo'': At the very least, it would be nice to know what areas the hermit spawns in (I've seen him in five locations: north of the Sandworm den, down one river in mid-Maj'Eyal, in a clearance north of Shatur (Thaloren town), east of Daikira and east of the Last Hope fields), what each elixir does, and how the quest progresses as you get more elixirs (not sure myself, having not completed it yet.)&lt;br /&gt;
&lt;br /&gt;
All the stats are added to your adjusted stat. Ie. it doesn't raise your maximum too.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
* Marus of [[Elvala]]; &lt;br /&gt;
** [[Elixir of Mysticism]]: +3 [[Magic]], +3 [[Willpower]]&lt;br /&gt;
** [[Elixir of the Savior]]: +4 to all [[saves|saving throws]]&lt;br /&gt;
** [[Elixir of Mastery]]: +4 Stat points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Elixir of Invulnerability|Elixir of Invulnerability]]&lt;br /&gt;
* Stire of [[Derth]]:&lt;br /&gt;
** [[Elixir of the Fox]]: +3 [[Dexterity]], +3 [[Cunning]]&lt;br /&gt;
** [[Elixir of Avoidance]]: +6 [[Defense]], +6 Ranged Defense&lt;br /&gt;
** [[Elixir of Precision]]: +4% Physical Crit&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Lifebinding Emerald|Lifebinding Emerald]]&lt;br /&gt;
* Ungrol of [[Last Hope]]:&lt;br /&gt;
** [[Elixir of Brawn]]: +3 [[Strength]], +3 [[Constitution]]&lt;br /&gt;
** [[Elixir of Stoneskin]]: +4 [[Armour]]&lt;br /&gt;
** [[Elixir of Foundations]]: +2 Generic Talent points&lt;br /&gt;
** Final Reward (pre-1.6): [[Alchemist Quest#Taint of Telepathy|Taint of Telepathy]]&lt;br /&gt;
** Final Reward (as of 1.6): [[Alchemist Quest#Taint of Purging|Taint of Purging]]&lt;br /&gt;
* Agrimley the Hermit:&lt;br /&gt;
** [[Elixir of Explosive Force]]: +4% Spell Crit&lt;br /&gt;
** [[Elixir of Serendipity]]: +5 [[Luck]]&lt;br /&gt;
** [[Elixir of Focus]]: +2 Class Talent points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Infusion of Wild Growth|Infusion of Wild Growth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Elixir of Invulnerability===&lt;br /&gt;
''A vial of thick fluid, metallic and reflective. It's incredibly heavy.''&lt;br /&gt;
Infused by nature. 2.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Elixir of Invulnerability may be used once to activate a million-point damage shield lasting five turns. It uses the EFF_DAMAGE_SHIELD effect, which should be extended by talents like {{t|Timeless}}.&lt;br /&gt;
&lt;br /&gt;
===Lifebinding Emerald===&lt;br /&gt;
&lt;br /&gt;
''A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface.''&lt;br /&gt;
Infused by nature. 0.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Lifebinding Emerald is a green gem that may be worn (by mindslayers and golems only, currently) or used to imbue an object for the following benefits:&lt;br /&gt;
* Changes stats: +15 Con&lt;br /&gt;
* Changes resistances: +10% blight&lt;br /&gt;
* Damage Affinity (Heal): +15% Nature&lt;br /&gt;
* Stun/Freeze Immunity: +30% (only if imbued)&lt;br /&gt;
* Life Regen: +2.00&lt;br /&gt;
* Healing mod: +30%&lt;br /&gt;
&lt;br /&gt;
This is a [[tier]] 5 gem, and as such can only be imbued onto a voratun ring.&lt;br /&gt;
&lt;br /&gt;
===Taint of Telepathy===&lt;br /&gt;
&lt;br /&gt;
''Strip the protective barriers from your mind, allowing in the thoughts of all creatures, but reducing mental resistance.'' &lt;br /&gt;
&lt;br /&gt;
powered by arcane forces (no anti-magic)&lt;br /&gt;
&lt;br /&gt;
Cooldown: 15&lt;br /&gt;
Use time: 1 turn&lt;br /&gt;
&lt;br /&gt;
The Taint of Telepathy is an inscription that improves the player's mindpower by 35 and lowers their mental save by 10 for 10 turns. In addition, the player is given a Track effect for 5 turns, allowing them to detect all creatures in a radius of 10.&lt;br /&gt;
&lt;br /&gt;
===Taint of Purging===&lt;br /&gt;
&lt;br /&gt;
''Corrupted taints may be inscribed onto your body, granting you an on-demand ability.''&lt;br /&gt;
&lt;br /&gt;
Cooldown: 20&lt;br /&gt;
Use time: Spell&lt;br /&gt;
&lt;br /&gt;
Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1.&lt;br /&gt;
&lt;br /&gt;
===[[Infusion of Wild Growth]]===&lt;br /&gt;
&lt;br /&gt;
''Thick vines to spring from the ground and entangle your foes, pinning them in place and dealing damage over time.''&lt;br /&gt;
&lt;br /&gt;
Cooldown: 15&lt;br /&gt;
&lt;br /&gt;
The Infusion of Wild Growth is an inscription that grants the player the ability to pin all targets within a radius of five to the ground for five turns. In addition, these targets are dealt a modest amount of physical and nature damage each turn. This damage scales with the player's mindpower.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
This is the start of a List of all the Alchemy Ingredients for the various Recipes. From what I have found so far each ingredient has a fixed zone and possibly a random zone. Each fixed zone will be shown bold. All ingredients can also be found on adventurer parties.  The [[Sher'tul fortress]] Farportal and the [[Occult Egress]] can spawn zones with hard-to-find ingredients as well.&lt;br /&gt;
&lt;br /&gt;
* Bear Paw - [[Old Forest]], [[Norgos' Lair]]&lt;br /&gt;
* Black Mamba Head - [[Old Forest]]&lt;br /&gt;
* Bloated Horror Heart - [[Lake of Nur]]&lt;br /&gt;
* Chunk of Ghoul Flesh - [[Ruined halfling complex]]&lt;br /&gt;
* Electric Eel Tail - [[Lake of Nur]], [[Murgol's Lair]]&lt;br /&gt;
* Faerlhing Fang -  [[Ruined Dungeon]]&lt;br /&gt;
* Giant Spider Spinaret - [[Old Forest]]&lt;br /&gt;
* Green Worm - [[Trollmire]], [[Old Forest]]&lt;br /&gt;
* Honey Tree Root - [[Old Forest]]&lt;br /&gt;
* Hummerhorn Wing - [[Old Forest]], [[Daikara]]&lt;br /&gt;
* Ice Ant Stinger - [[Old Forest]], [[Ruined Dungeon]]&lt;br /&gt;
* Ice Wyrm Tooth - [[Daikara]], [[Ruined Dungeon]]&lt;br /&gt;
* Length of Troll Intestine - [[Trollmire]], [[Old Forest]]&lt;br /&gt;
* Minotaur Nose - [[The Maze]], [[Dreadfell]]&lt;br /&gt;
* Multi-Hued Wyrm Scale - [[Ruined Dungeon]]&lt;br /&gt;
* Mummified Bone - [[Elven Ruins]]&lt;br /&gt;
* Naga Tongue - [[Ruined Dungeon]], [[Temple of Creation]], [[Naga Invasion Portal]]&lt;br /&gt;
* Orc Heart - [[Trollmire]], [[Old Forest]]&lt;br /&gt;
* Pouch of Bone Giant Dust - [[Ruined Dungeon]], [[Ruined Halfling Complex]]&lt;br /&gt;
* Pouch of Faeros Ash - [[Daikara]], [[Mark of the Spellblaze]]&lt;br /&gt;
* Pouch of Luminous Horror Dust - [[Lake of Nur]], [[Dreadfell]]&lt;br /&gt;
* Red Crystal Shard - [[Scintillating Caves]]&lt;br /&gt;
* Ritch Stinger - [[Eruan]], [[Ritch Lair]]&lt;br /&gt;
* Sandworm Tooth - [[Sandworm Lair]], [[Daikara]]&lt;br /&gt;
* Skeleton Mage Skull - [[Ruins of Kor'Pul]]&lt;br /&gt;
* Snow Giant Kidney - [[Daikara]]&lt;br /&gt;
* Storm Wyrm Claw - [[Ruined Dungeon]]&lt;br /&gt;
* Vampire Lord Fang - [[Ruined Dungeon]], [[Dreadfell]]&lt;br /&gt;
* Vial of Elder Vampire Blood - [[Elven Ruins]], [[Dreadfell]]&lt;br /&gt;
* Vial of Fire Wyrm Saliva - [[Daikara]], [[Gorbat Pride]]&lt;br /&gt;
* Vial of Greater Demon Bile - [[Ruined Dungeon]], [[Fearscape Invasion Portal]]&lt;br /&gt;
* Vial of Squid Ink - [[Lake of Nur]], [[Murgol's Lair]]&lt;br /&gt;
* Vial of Wight Ectoplasm - [[Elven Ruins]], [[Dreadfell]]&lt;br /&gt;
* Warg Claw - [[Old Forest]], [[Norgos' Lair]]&lt;br /&gt;
* Wretching Eyeball - [[Ruined Dungeon]]&lt;br /&gt;
* Xorn Fragment - [[Old Forest]], [[Daikara]]&lt;/div&gt;</summary>
		<author><name>Ruhk</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items&amp;diff=20199</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items&amp;diff=20199"/>
				<updated>2023-01-04T21:24:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ruhk: don't laugh but i didn't know this was possible so i'm putting it where i checked for others&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Items]]&lt;br /&gt;
Items may be found on the ground, dropped by monsters, gained from quests, or bought from [[stores]].  Items are divided into different types, that usually fit into specific [[equipment]] slots of characters.  Most items are ranked into tiers, which is the first factor in determining how good the abilities of an item are.  Higher tier weapons do more damage, and have higher [[stats|stat]] requirements to equip.  Higher tier armor gives higher [[Armour]] and [[Defense]], and so on.   [[Gems]] also have tiers; see their page for details.  The [[materials]] that an item is made of have no other function in game other than to indicate its abilities.  There is also a full [[Item list]] for each tier of every base item.  Any item may be bound to a hotkey by dragging it to the hotkey bar for easy use or equipping.&lt;br /&gt;
&lt;br /&gt;
=== Item Color ===&lt;br /&gt;
There are 7 different item colors, based on rarity and [[ego]]s.&lt;br /&gt;
&lt;br /&gt;
* white - base items with no [[ego]] modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #00FF80;&amp;quot;&amp;gt;light green&amp;lt;/span&amp;gt; - one or two lesser ego modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #0080FF;&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; - one greater or one greater and one lesser ego modifier&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #8d55ff;&amp;quot;&amp;gt;violet&amp;lt;/span&amp;gt; - two greater ego modifiers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FA8072;&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; - multiple randomized bonuses, including effects not normally found on this item type or from this power source&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FF7700;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; - random artifacts&lt;br /&gt;
* &amp;lt;span style=&amp;quot;font-weight: bold; color: #FFD700;&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; - standard [[Artifact]]s&lt;br /&gt;
&lt;br /&gt;
=== Power Source ===&lt;br /&gt;
All items are crafted by someone, or ''something''. A power source is the source of an item's power. In most cases, an item's power source does not impact gameplay, but there are some exceptions to this:&lt;br /&gt;
* Being [[Anti-magic]] prevents you from equipping {{arc}} powered items.&lt;br /&gt;
* Wearing {{am|arcane disrupting}} items will randomly cause any talent with the '''''is a spell''''' property to fail. This includes runes and sustained talents. The chance of failure is 10% per material level of the item. Items without a material level will be treated as if they were level 1.&lt;br /&gt;
* The [[Solipsist]]s' [[Psychometry (talent)|Psychometry]] grants bonus mindpower for nature, psionic, and arcane disrupting items &lt;br /&gt;
* The Tinker's [[Innovation_(talent)|Innovation]] grants bonuses to master-crafted and steamtech items&lt;br /&gt;
&lt;br /&gt;
There are 7 different power sources:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #8F00FF;&amp;quot;&amp;gt;Powered by arcane forces&amp;lt;/span&amp;gt; - Associated with mages&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #6B8E23;&amp;quot;&amp;gt;Infused by nature&amp;lt;/span&amp;gt; - Natural forces, originating from the land itself&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DA70D6;&amp;quot;&amp;gt;Infused by arcane disrupting forces&amp;lt;/span&amp;gt; - Items made by [[Anti-magic]] groups, like the Ziguranth&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #D78E45;&amp;quot;&amp;gt;Crafted by a master:&amp;lt;/span&amp;gt; - Crafted by smiths and similar people through mundane techniques&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DDDD00;&amp;quot;&amp;gt;Infused by psionic forces&amp;lt;/span&amp;gt; - Items infused with mental or emotional energy.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #DC143C;&amp;quot;&amp;gt;Powered by unknown forces&amp;lt;/span&amp;gt; - Mysterious or Otherworldly forces&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-weight: bold; color: #B6BD69;&amp;quot;&amp;gt;Powered by steamtech&amp;lt;/span&amp;gt; - Steam powered! (introduced in [[Embers of Rage]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;!-- The &amp;quot;Avg. randomized damage&amp;quot; is the stat used times (the average of 1 and the damage range). I don't know if the stat and the damrange are applied in the same part of the damage formula or not? I'll leave it there for now. --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Two-handed || May wield in offhand? || Ammo || Stat requirement || Uses stat for base damage (Avg. randomized damage): || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxes || - || - || Strength || 120% (150%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Greatswords || - || - || Strength || 120% (156%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Greatmauls || - || - || Strength || 120% (150%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Staves (short staves are one-handed instead) || - (No for short staves) || - || Magic || 80% (88%) Magic || 2% Proc Damage! (1% for short staves)&lt;br /&gt;
|-&lt;br /&gt;
|Tridents || - || - || Strength || 120% (150%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!One-handed || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Waraxes || No || - || Strength || 100% (120%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Longswords || No || - || Strength || 100% (120%) Strength || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Maces || No || - || Strength || 100% (120%) Strength || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
|Daggers || Yes || - || Dexterity || 50% Strength 50% Dexterity (57.5%/57.5%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Whips || Yes || - || Dexterity || 100% (105%) Dexterity (for most whips) || 0.4% Critical Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|[[Mindstars]] || Yes (no offhand penalty) || - || Willpower || 50% Willpower 30% Cunning (52.5%/31.5%) (increased by {{t|Psiblades}}) ||Accuracy determined by Willpower, not Dexterity. 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Steamsaws || Yes || - || Strength || 100% (125%) Strength || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
!Ranged  || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Bows || - || Quivers || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Slings || No || Pouches || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
|Steamguns || Yes (no offhand penalty), but need talent to fire offhand || Pouches || Dexterity || Use ammo stat || Use ammo&lt;br /&gt;
|-&lt;br /&gt;
!Ammo || May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Quivers of arrows || N/A || N/A || Dexterity || 70% Dexterity 50% Strength (77%/55%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Pouches of shots || N/A || N/A || Dexterity || 70% Dexterity 50% Cunning (77%/55%) || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!Unarmed|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed || N/A || - || N/A || 100% (105%) Strength || None&lt;br /&gt;
|-&lt;br /&gt;
|Gloves || N/A || - || None || 40% Dexterity 40% Strength 40% Cunning (42%/42%/42%) || 0.25% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets || N/A || - || None || 40% Dexterity 40% Strength 40% Cunning (48%/48%/48%) || 0.2% Weapon Damage&lt;br /&gt;
|-&lt;br /&gt;
!Special|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Shields || Offhand only (no offhand penalty), but need talent to attack || - || Strength || 100% (110%) Strength || 2% Proc Damage!&lt;br /&gt;
|-&lt;br /&gt;
!Non-item Weapons|| May wield in offhand? || Ammo || Stat requirement || Uses stat: || Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Throwing Knives}} || N/A || - || N/A || 70% Dexterity 50% Strength (84%/60%) || 0.5% APR&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Dream Smith|Dream Hammer}} || N/A || - || N/A || 120% (150%) Willpower || Accuracy determined by Willpower, not Dexterity. No accuracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
|{{c|Tentacles|Tentacle Hand}} || N/A || - || N/A || 100% (120%) Magic || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can attack with melee weapons by trying to move into an enemy (&amp;quot;bump attacks&amp;quot;), or equivalently by using the {{t|Attack}} talent. By default, you do not attack with shields. Some talents will specifically attack with your shield, and the {{t|Stoneshield}} talent makes your bump attacks and weapon attack talents include attacking with your shields (as well as letting you wield shields in your main hand). Most talents that specifically attack with your shield will only attack with one shield (offhand if available, mainhand otherwise), even if you have Stoneshield and are wielding two shields. Talents that attack with weapons, or weapon and shield, will attack with both shields. [[Stone Warden]]'s talents are coded to attack with your weapons (but require a shield), so they will attack with both shields.&lt;br /&gt;
&lt;br /&gt;
Melee weapons that are held in the offhand have a 50% damage penalty, except mindstars and shields. Some talents can increase the damage multiplier for offhand weapons above 50%. Ranged weapons have no offhand damage penalty.&lt;br /&gt;
&lt;br /&gt;
Steamsaws function as a combination of normal weapons and shields. You can attack with them as normal, and they are suffer from the offhand penalty, but talents that attack with your shield will also attack with them{{verify}}, you can {{t|Block}} with them, and they can get either weapon or shield [[egos]].&lt;br /&gt;
&lt;br /&gt;
You can attack with ranged weapons by using the {{t|Shoot}} talent. By default, characters cannot attack with ranged weapons in their offhands (i.e. a steamgun), but if they learn a talent from {{c|Gunner Training}}, {{c|Gunslinging}}, or {{c|Bullets Mastery}}, then it becomes possible.&lt;br /&gt;
&lt;br /&gt;
The accuracy bonus is a bonus given if the attacker's [[Accuracy]] exceeds the target's [[Defense]], per point of excess Accuracy. The maximum bonus is reached at 100 excess Accuracy.&lt;br /&gt;
&lt;br /&gt;
There exist unique artifacts that break the rules laid out in the above table for how each type of weapon behaves. One particular kind is &amp;quot;double weapons&amp;quot;. These weapons are all steamsaws and steamguns from [[Embers of Rage]], and they are two-handed, unlike ordinary weapons of their types. These double weapons can function as both a mainhand and offhand weapon at the same time (attacking twice), as long as you have nothing in your offhand (relevant because it is possible for an [[Ogre]] to have a two-handed weapon in their mainhand and something in their offhand at the same time). Two-handed steamgun double weapons will fire their offhand shots even if the user doesn't have a talent that would let them shoot with an ordinary offhand steamgun.&lt;br /&gt;
&lt;br /&gt;
Staves are normally two-handed weapons. Short staves do not exist as a separate base type of item, but there are 2 [[Staff Egos|egos for staves]] that convert them into short staves: &amp;quot;short&amp;quot; and &amp;quot;magewarrior's short&amp;quot;. Short staves are one-handed weapons instead of being two-handed. They can only be wielded in the mainhand, not in the offhand. Short staves only receive half the accuracy bonus that normal staves receive. There are also some unique artifacts that are short staves, including [[Telos's Staff (Bottom Half)]], which is wielded in the offhand and not the mainhand.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
&lt;br /&gt;
Armour generally increases your survivability.&lt;br /&gt;
&lt;br /&gt;
*Body&lt;br /&gt;
*Head&lt;br /&gt;
*Hands&lt;br /&gt;
*Feet&lt;br /&gt;
*Belt&lt;br /&gt;
*Cloak&lt;br /&gt;
&lt;br /&gt;
Body Armor comes in 4 categories, Robes, Light (leather), Heavy (chain), and Massive (plate)&lt;br /&gt;
* Heavier armor comes with higher [[fatigue]], increasing the stamina, mana, psi, hate, positive energy, and negative energy cost of skills, but not equilibrium, vim, paradox, steam, or insanity costs.&lt;br /&gt;
* Heavy armor cannot be equipped without rank 1 {{t|Heavy Armour Training}}; massive armour cannot be equipped without rank 3. {{t|Heavy Armour Training}} also increases the benefits of heavy and massive armor, granting bigger bonuses for massive.&lt;br /&gt;
* [[Mobile_defence_(talent)| Mobile Defence]], a Mobility talent, improves the effects of light armor.&lt;br /&gt;
* [[Rogue]]s and [[Shadowblade]]s cannot use {{t|Stealth}} in heavy or massive armor.&lt;br /&gt;
* Many [[Brawler]] skills cannot be used in massive armor.&lt;br /&gt;
&lt;br /&gt;
Head, Hand, and Foot armours come in just 3 types, cloth, leather, and metal. Level 1 {{t|Heavy Armour Training}} is required to equip metal, but there is no other difference. Talents like {{t|Stealth}} that cannot be used with metal body armor CAN be used with metal boots, helms, and gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
*Quiver&lt;br /&gt;
*Tool&lt;br /&gt;
*Lite&lt;br /&gt;
*Rings&lt;br /&gt;
*Amulet&lt;br /&gt;
&lt;br /&gt;
== Inscriptions ==&lt;br /&gt;
&lt;br /&gt;
{{:Inscriptions}}&lt;br /&gt;
See the full [[Inscriptions]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Plot Items ==&lt;br /&gt;
&lt;br /&gt;
=== Transmogrification Chest ===&lt;br /&gt;
&lt;br /&gt;
{{:Transmogrification Chest}}&lt;/div&gt;</summary>
		<author><name>Ruhk</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Items_vault&amp;diff=20146</id>
		<title>Items vault</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Items_vault&amp;diff=20146"/>
				<updated>2022-11-23T22:40:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ruhk: add note about font of sacrifice prohibiting vaulting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ''Items Vault'' is a special object located in the [[Sher'Tul Fortress]], the [[Ruined Cave]] (entered from level 1 of the [[Sunwall Observatory]]), and random locations in the [[Infinite Dungeon]]. It is only available to players who have donated some amount of money to the game's development (including players who have purchased the game on Steam). Once your donation has been registered, you may use the vault to transfer items between your characters. A couple of limitations help balancing this powerful feature:&lt;br /&gt;
&lt;br /&gt;
* '''Limited storage''': Your Items Vault will have one item slot for every &amp;amp;euro;2 you donated in total (20 Voratun Coins); A &amp;amp;euro;10 donation would allow you to store five objects at the same time. You can expand your vault with additional donations.&lt;br /&gt;
** This is based on your total money, not just your remaining money, so it also includes Voratun Coins that have been spent, or purchases made on Steam.&lt;br /&gt;
** You can also purchase even more slots by spending Voratun Coins, costing 10 Voratun Coins (&amp;amp;euro;1) for 2 slots. (e.g. If you donated an extra &amp;amp;euro;2, gaining 20 Voratun Coins, and then spent them all on item vault slots, you would gain a total of 5 slots.)&lt;br /&gt;
** Players of Oafmatch (another game published by Netcore Games) are able to get an additional Items Vault slot in Tales of Maj'Eyal. It can be redeemed at the page for [https://te4.org/netcore-games All Netcore Games], whether Oafmatch was bought at [http://www.oafmatch.com/ Oafmatch.com] or on Steam.&lt;br /&gt;
&lt;br /&gt;
* '''Delayed retrieval''': Every item has to stay in the Items Vault for 60 minutes before it can be retrieved.&lt;br /&gt;
&lt;br /&gt;
* '''Modified by the [[Font of Sacrifice]]''': Any item that has been modified by the Font of Sacrifice cannot be vaulted.&lt;br /&gt;
&lt;br /&gt;
* '''Barred items''': A few items cannot be sent through the vault at all. This includes plot items, the rewards for winning the game, the reassembled [[Telos Spire of Power]], and the [[Blood of Life]]. Alchemical ingredients cannot be sent through the vault either, since they do not exist as inventory items. [[Forbidden Tome]]s can only be sent through before they are read for the first time (per copy of the item).&lt;br /&gt;
&lt;br /&gt;
* '''Some properties will be lost''': Some properties will be removed from items upon transfer to the vault. This is mostly done to remove class- or talent-specific modifications made to items, to prevent those effects from being available to all characters. The following properties are removed:&lt;br /&gt;
** The {{c|Cursed Aura|Curses}} used by [[Afflicted]] classes.&lt;br /&gt;
** Gems imbued using {{t|Imbue Item}}.&lt;br /&gt;
** The gems imbued in Poltergeists' weapons.&lt;br /&gt;
&lt;br /&gt;
* '''Level requirements''': If an item has no requirements, then it will receive a minimum level requirement when put into the vault. The added requirements are: character level 15 for items with no tier or tier 1-3, level 25 for tier 4 items, and level 35 for tier 5 items. Note that this requirement only affects equipping the item, so it matters for weapons and armor, but not for [[inscriptions]].{{Verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Note in item description''': If an item has been sent through the vault, then this will be noted at the bottom of this item's description. This note will transfer over to items that are stacked with it in the same inventory slot.&lt;br /&gt;
&lt;br /&gt;
* '''Note at character sheet''': As soon as your character retrieved one item from the vault, a respective note will be added to the top of his/her online character sheet.&lt;br /&gt;
&lt;br /&gt;
* '''Only accessible in certain locations''': Obviously, characters have to reach the Fortress (or Sunwall Observatory, etc) first, before they can access the vault. This prevents fresh characters from receiving powerful items right from the start.&lt;/div&gt;</summary>
		<author><name>Ruhk</name></author>	</entry>

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