Tales Of Maj'Eyal - Embers Of Rage

  



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By the time the Embers of Rage campaign starts, the only surviving orcs from the other four prides are brainwashed prisoners in an internment camp. But orcs instigate plenty of violence on their own, too, and orcs are actually the inventors of the blood magic wielded by the folks in the Spellblaze Scar and the Dark Crypt. Tales of Maj'Eyal - Embers of Rage - iPhone/iPad Trailer Have a look at a few others! PES 2017 Official Trailer E3 2016 PS4 Games Online FIFA Xbox One Ga.

Antimagic is a way of life, espoused by the Ziguranth, and adopted by many citizens of the lands of Maj'Eyal. Practitioners of Antimagic take a vow never to use 'unnatural' magic of any kind. In exchange for this vow, they gain access to special Antimagic talents.

Choosing whether to become a Zigur follower is an important choice most non-arcane classes must make.

Note: Undead are unnatural creatures, and may not choose to pursue Antimagic.

How It Works

Quest: The Curse of Magic

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.

Consequences

Being a Zigur follower has several advantages:

  • You unlock the Wild-gift/Antimagic talent tree and gain one level in Resolve.
  • You may ask Protector Myssil in Zigur for help with the Storming the city quest, and thereby unlock the Fungus talents.
  • You gain special bonuses when wearing certain artifacts.

It also has some disadvantages:

  • You may not use runes.
  • You may not wield/wear any arcane-powered items.
  • You may not use any talents that are classified as spells (the description says 'is: Spell').
  • 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.

To get the most of the Antimagic talent tree, you should have a high Willpower and be prepared to spend a fair number of generic points. Talents that allow faster Equilibrium regeneration will also be helpful in keeping Antimagic Shield up.

Characters who have passed the arena challenge may learn (or improve their knowledge of) the Fungus talents by defeating Urkis on Tempest Peak, and then returning to Protector Myssil in Zigur.

Strategy

Tales of maj eyal

The choice of becoming anti-magic can be a tough decision for some. It is important to consider:

Tales Of Maj'eyal Stats

  • Do you have enough generic points to spend?
  • If also taking the Fungus tree (available after defeating Urkis), do you have an extra category point to spend?
  • Are your Willpower and Cunning high enough to make it worth it? Can you make good use of the skills provided?
  • Can you do without Arcane-powered items?

Antimagic opens the player up to two trees. Antimagic is immediately unlocked. Fungus can be unlocked after defeating Urkis (this is optional). The base Antimagic tree offers defensive and offensive skills. Some players believe that the primary strength of Antimagic is mostly in the secondary tree, 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 Fungus tree, which may be a large hindrance, depending on your class.

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, is at its strongest when used with a strong heal talent (such as or that would usually take a turn, as will cause it to apply a regen, thus causing it to not take a turn.

Tales Of Maj'eyal - Embers Of Rage Potion

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 artifacts are arcane-based.

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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 Wardens 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.

Retrieved from 'http://te4.org/w/index.php?title=Anti-magic&oldid=15394'
ToME Version: 1.4.4

Introduction

Tales Of Maj

Zones are places you can go, containing NPCs (monsters and/or friendlies) and items. They are usually entered by traveling to a specific point on the wilderness map. They contain one or more levels (maps) connected to each other by stairs.

Items left on the ground of a level may vanish when you leave that level. There are currently three known exceptions: anything in a vault; the storage chamber of the Sher'Tul Fortress; and the special vault zone in the Embers of Rage campaign.

The denizens and objects in a zone scale to your level when you enter the zone, subject to a minimum (floor) and maximum (ceiling) defined for each zone. The level of enemies also increases by 1 for every level/depth (so Dreadfell 5 is 4 levels higher than Dreadfell 1).

A common trick (removed in 1.5.0) for some of the tougher zones was to enter them early in order to set the level scaling to a low value, run away, and come back later when you're higher level (or otherwise stronger).

Some zones are towns, which may have buildings (stores) as well as (primarily) non-hostile NPCs. Inventory in a town's stores are updated using fixed character/power levels at specific points in the current campaign.

For the main campaign, these are: death of The Master, and completion of the Charred Scar.

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If you are a newer player, you may wish to read this general guide to the zone order.

Continents

The world of Eyal has three (known) continents: Maj'Eyal (West), Var'Eyal (the Far East) and Tar'Eyal (South).

Players in the main campaign begin on the continent of Maj'Eyal. Var'Eyal (the Far East) becomes accessible from the end of Reknor.

Players in Embers of Rage start on an island off of the main continent of Var'Eyal. Access to the main continent of Var'Eyal becomes possible mid-way through the Embers of Rage campaign.

The continent of Tar'Eyal cannot be explored at the moment, but may become its own campaign at a later date.

This is an old, out of date map, but interesting still: http://te4.org/w/images/6/6b/Eyal2.png.

Tales Of Maj'eyal Guide

Main Campaign Zones

Min level Max level Zone name Notes
Maj'Eyal: Towns
1 15 Derth
1 15 Elvala
1 15 IrkkkYeek only
1 15 Iron CouncilDwarves only
1 15 Point Zero Human/elven/halfling Temporal Warden/Paradox Mage only
1 15 Shatur
8 14 Lumberjack Village Triggered by encounter north of Last Hope
15 35 Last Hope
15 50 Zigur Non-magic characters only
20 50 Angolwen Triggered by novice mage (southwest of Derth)
Maj'Eyal: Tier 1 (starter) zones
1 5 Abashed Expanse Human/elven/halfling Archmage only
1 5 The Deep BellowDwarves only, in Iron Council
1 5 Escape from ReknorDwarves only
1 5 Heart of the Gloom
1 5 Ruins of Kor'Pul
1 5 Murgol LairYeek only
1 5 Norgos Lair
1 5 Rhaloren Camp
1 5 Ritches TunnelsYeek only
1 5 Scintillating Caves
1 5 Slazish Fens Human/elven Anorithil/Sun Paladin only, in Gates of Morning
1 5 Trollmire
1 5 Unhallowed MorassTemporal Warden/Paradox Mage only
1 8 Blighted RuinsSkeleton/Ghoul only
Maj'Eyal: Tier 2 zones
7 16 Daikara
7 16 The Maze
7 16 Old Forest
7 16 Sandworm Lair
Maj'Eyal: Randomly placed zones
1 Occult Egress 'Way to a strange portal'
8 18 Unknown Tunnels Triggered by encounter; must be level 6 or higher.
10 25 Hidden Compound (Ring of Blood)
10 30 Ruined Dungeon
14 20 Golem Graveyard
15 25 Mark of the Spellblaze
25 35 Dark Crypt Triggered by encounter; must be level 24+. 'A passing caravan tells you a rumor about a shadowy cult...'
33 42 Ancient Elven Ruins
Maj'Eyal: Developer-triggered zones
12 35 Bearscape looks like a small portal
15 35 Lost land of Poosh looks like a swirling portal
15 ?? Lust Forest looks like a jungle tree
15 ?? Pikataclysm looks like a red tree
15 ?? Santascape looks like a snowman
15 35 Hallowed Fields looks like a carved pumpkin
Maj'Eyal: Other zones
5 12 The Arena (unlock area) Triggered by shady cornac (Derth)
10 25 Ruined Halfling Complex
15 22 Tempest Peak Triggered by Linaniil (Angolwen) or Protector Myssil (Zigur), after saving Derth
15 25 Lake of Nur Reached from Old Forest level 4.
15 25 Tranquil MeadowCursed class only
15 26 Dreadfell
15 35 Last Hope Graveyard Triggered by Ungrol (Last Hope)
16 30 Temporal Rift In Daikara level 3
16 30 Paradox Plane Same place as Temporal Rift, Temporal Wardens only
18 25 Sher'Tul Fortress At the end of Lake of Nur
18 35 Reknor Triggered by Elder (Last Hope)
20 30 Old Conclave Vault Triggered by Director Hompalan (Ruined Halfling Complex)
20 Scourged Pits 'You smell a blighted perfume in the air for an instant...'
25 35 Dogroth Caldera Triggered at level 20+ in some games only. ('You feel a tremor in the ground for a few seconds and it disappears.') Always triggers for Yeek.
20 50 Ambush Triggered by defeating The Master (Dreadfell)
35 45 Tannen's Tower Triggered by Tannen (Last Hope)
35 45 Ruins of Telmur Triggered by Tannen (Last Hope)
35 45 Fearscape (Tannen) Triggered by item from Tannen (Last Hope)
35 45 Sludgenest (lush forest) Trigger at level 30+ some games only. Always triggers for Thalore. ('...You remember long ago somebody told you about a strange lush forest...')
? ? Intimidating Cave Randomly spawns in other zones. Den of storm drakes.
Var'Eyal: Towns
33 50 Gates of Morning
Var'Eyal: Orc prides
30 60 Rak'Shor Pride Triggered by Aeryn (Gates of Morning)
35 60 Gorbat Pride Triggered by Aeryn (Gates of Morning)
35 60 Grushnak Pride Triggered by Aeryn (Gates of Morning)
35 60 Vor Pride Triggered by Aeryn (Gates of Morning)
Var'Eyal: Randomly placed zones
30 40 Flooded Cave In water. Shows on map as Underwater Cave.
30 60 Orc Breeding Pits Removed in version 1.1.5
34 45 Shadow Crypt Shows on map as Dark Crypt.
Var'Eyal: Other zones
25 32 Ardhungol Triggered by Melnela (Gates of Morning)
25 35 Unremarkable Cave
30 40 Temple of Creation At end of Flooded Cave
30 40 Valley of the Moon Caverns Triggered by Ancient Tome (random drop) + Limmir (Gates of Morning)
30 45 Eruan Triggered by defeating an orc pride
30 50 Charred Scar At end of Eruan
35 45 Valley of the Moon Triggered by Limmur (Gates of Morning)
35 50 Briagh's Lair Triggered by Zemekkys (Gates of Morning)
35 50 Vor Armoury Triggered by Zemekkys (Gates of Morning)
Var'Eyal zones: Endgame
45 55 Slime Tunnels At end of Grushnak Pride
55 80 High Peak At end of Slime Tunnels
Other game modes
1 1 Tutorial
1 Infinite Dungeon In Ruined Dungeon
1 50 The Arena In Derth
Miscellaneous zones
1 1 Eidolon Plane Teleport to upon death (Adventure & Exploration difficulties)
1 100 Fearscape Teleport to upon use of talent Fearscape
1 100 Dreamscape Teleport to upon use of talent Dreamscape
1 100 Damp Cave Random location inside other zones?
1 100 Orbital Fearscape Platform Accessed by portal made by a Major Demon
Not real zones
1 1 Wilderness
1 50 Test
Not used currently
25 30 Illusory Castle
100 100 Void

Tales Of Maj'eyal - Embers Of Rage Movie

Ashes of Urh'Rok Expansion Zones

Min level Max level Zone name Notes
1 5 Searing Halls
16 25 Anteroom of Agony

Embers of Rage Campaign Zones

Tales Of Maj'eyal Embers Of Rage Zone Order

Min level Max level Zone name Notes
1 15 Kruk Pride
1 5 Vaporous Emporium
1 5 Yetis Cave
8 12 Sunwall Outpost
13 25 Kaltor's Shop
12 18 Dominion Port
12 18 Ritch Hive
13 25 Ruined Cave
15 22 Krimbul Territory
15 25 Ruins of a lost city Way into old Ruins in the Erúan
18 22 Sunwall Observatory
18 40 Ancient Cave
20 25 Internment Camp
25 35 Gates of Morning (Embers of Rage)
25 35 Primal Forest
30 40 Cave of Hatred
30 40 G.E.M
30 40 Steam Quarry
30 40 Ureslak's Host
40 45 Palace of Fumes
45 50 Pocket of Distorted Time
55 88 The Slumbering Caves
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