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Items may be found on the ground, dropped by monsters, gained from quests, or bought from stores

Types of Items

Items are divided into different types, that usually fits into specific slots of characters.

Most items are ranked into tiers.


Two-handed May wield in offhand? Stat requirement Uses stat for base damage (Avg. randomized damage): Accuracy Bonus
Battleaxes - Strength 120% (150%) Strength 0.2% Critical Chance
Greatswords - Strength 120% (156%) Strength 0.4% Critical Multiplier
Greatmauls - Strength 120% (150%) Strength 0.1% Weapon Damage
Staffs - Magic 80% (88%) Magic 2.5% Proc Damage! (1.25% for short staves)
Tridents - Strength 120% (?) Strength 0.1% Weapon Damage
One-handed May wield in offhand? Stat requirement Uses stat: Accuracy Bonus
Waraxe No Strength 100% (120%) Strength 0.2% Critical Chance
Longsword No Strength 100% (120%) Strength 0.4% Critical Multiplier
Mace No Strength 100% (120%) Strength 0.1% Weapon Damage
Daggers Yes Dexterity 45% Strength 45% Dexterity (51.75%/51.75%) Armor Penetration
Whips Yes Dexterity 100% Dexterity 0.4% Critical Multiplier
Mindstars Yes Willpower Varies depending on tier and Psiblades talent level Accuracy determined by Willpower, not Dexterity. No bonus effect
Ranged Main-hand only? Stat requirement Uses stat: Accuracy Bonus
Bows No Dexterity Use ammo stat Use ammo
Slings No Dexterity Use ammo stat Use ammo
Misc May wield in offhand? Stat requirement Uses stat: Accuracy Bonus
Quivers N/A Dexterity 70% Strength 50% Strength (77%/55%) 0.2% Critical Chance
Pouches N/A Dexterity 70% Dexterity 50% Cunning (77%/55%) 0.1% Weapon Damage


Armour generally increases your survivability.

  • Body
  • Head
  • Hands
  • Feet
  • Belt
  • Cloak

Body Armor comes in 4 categories, Robes, Light (leather), Heavy (chain), and Massive (plate)

  • 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, or steam costs.
  • Heavy armor cannot be equipped without rank 1 Armour Training; massive armour cannot be equipped without rank 3. Armour Training also increases the benefits of heavy and massive armor, granting bigger bonuses for massive.
  • Mobile Defence, a Mobility talent, improves the effects of light armor.
  • Rogues and Shadowblades cannot use Stealth in heavy or massive armor.
  • Many Brawler skills cannot be used in massive armor.

Head, Hand, and Foot armours come in just 3 types, cloth, leather, and metal. Level 1 armour training is required to equip metal, but there is no other difference. Talents like Stealth that cannot be used with metal body armor CAN be used with metal boots, helms, and gauntlets.


  • Quiver
  • Tool
  • Lite
  • Rings
  • Amulet


Inscriptions are activated abilities available to all characters, which provide general purpose help for the character. They include healing, removal of bad status effects, shielding from damage, increased visibility in dark areas, increased movement speed, teleportation, and elemental damage attacks.

See the full Inscriptions page for more information.

Plot Items

Transmogrification Chest

The Transmogrification Chest is a plot/utility artifact.

Once obtained, any new items are automatically placed into the chest, where they do not count toward current encumbrance. When changing a level (forced) or at any time, the chest may be invoked to destroy the items inside, and return gold; more powerful items produce more gold. Items inside the chest may also be transferred to regular inventory, where they will count against your encumbrance, but are also available for use.

Power Source

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:

  • Being Anti-magic prevents you from equipping Arcane powered items.
  • Wearing 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.
  • The Solipsists' Psychometry grants bonus mindpower for nature, psionic, and arcane disrupting items
  • The Tinker's Innovation grants bonuses to master-crafted and steamtech items

There are 7 different power sources:

  • Powered by arcane forces - Associated with mages
  • Infused by nature - Natural forces, originating from the land itself
  • Infused by arcane disrupting forces - Items made by Anti-magic groups, like the Ziguranth
  • Crafted by a master: - Crafted by smiths and similar people without any association to magic or nature
  • Infused by psionic forces - Natural forces that have evolved to keep up with magic
  • Powered by unknown forces - Mysterious or Otherworldly forces
  • Powered by steamtech - Steam powered! (introduced in Embers of Rage)

Item Color

There are 7 different item colors, based on rarity and egos.

  • white - base items with no ego modifiers
  • light green - one or two lesser ego modifiers
  • blue - one greater or one greater and one lesser ego modifier
  • violet - two greater ego modifiers
  • pink - multiple randomized bonuses, including effects not normally found on this item type or from this power source
  • orange - random artifacts
  • yellow - standard Artifacts


Item materials have no other function in game other than to indicate the item tier.

Tier Metal Leather Jewelry Wood Cloth Mindstars Tridents Lites Herbs
1 Iron Rough Leather Copper Elm Linen Mossy Coral Brass Viperweed
2 Steel Cured Leather Steel Ash Wool(len) Vined Blue-steel Sessali
3 Dwarven-steel Hardened Leather Gold Yew Cashmere Thorny Deep-steel Alchemist Bilberry
4 Stralite Reinforced Leather Stralite Elven-wood Silk Pulsing Orite Burdock
5 Voratun Drakeskin Leather Voratun Dragon-bone Elven-silk Living Orichalcum Dwarven Goldleaf

Tier is the first factor in determining an item's abilities. Higher tier weapons do more damage, and have higher stat requirements to equip. Higher tier armor gives higher Armour and Defense, and so on.

Gems also have tiers; see their page for details.