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==Classes== There are 25 classes in ToME: 7 available by default and 18 unlockables. As a general, although not absolute rule, most power sources besides Rogue, Warrior, and Mage have two subclasses; one [[Gish]]y type, and one purer Mage type. (We'll mark the Gishes with a (#) and the Magey types with a (%)) ===Warrior=== Arcane Blade (#) - hybrid fighter/mage that can trigger spells with melee attacks. Archer - attacking from afar with bow or sling, good archer will unleash hail of projectiles. Berserker - master of not dying and mauling things with giant weapons. Uses talent making him unable to go lower than 1 hit point for few turns and healing for 21% max life per foe slain. Brawler - [[RIP AND TEAR]] opponents with bare hands(gauntlets). May grapple dragons and do fancy attacks with finishers. Bulwark - hide behind the shield and slams everyone with it. Tank with lower life per level than Berserker. ===Rogue=== Rogue - Stunning (ba dum tish) melee backstabbing class, starts out with a few utilities such as trapping and sneaking and is another exhibit of a "fun" class. Shadowblade (#) - Rogue with magic powers. Marauder - Rogue with less utility buffed with more melee power and mobility. ===Mage=== Alchemist (%) - one spell caster throwing nukes with changeable element every corner. Comes with a golem (#) with laser eyes. Archmage (%) - "glass cannon" shitting fire, ice and lightning. In fact, equipped with offensive spells as much as defensive including redirecting damage and shields regenerating mana for damage taken. Notable skills are shooting fire so fiery that fire elemental get burned. Necromancer (%) - Ice and Darkness, undead minions kind of thing. Getting killed most of times by his own skeleton mage shooting magic beam right through their master back. Turns into Lich. ===Wilder=== Summoner (%) - slave driver hiding behind summoned creatures. Not a good melee fighter. Wyrmic (#, can go %) - "Wyrmborn" with elemental powers of dragons/wyrms. They can be melee juggernauts or nature wizards. Oozemancer - nature's answer to magic, which is obviously work of the demons. Antimage spewing poison/acid/slime and shedding slime blobs from his flesh. Turns into gelatin and tentacles. Stone Warden (#) - Dwarves only. Super bulwark that uses two shields and combines magic and nature powers, and mostly kills enemies by standing there, getting hit and retaliating with their passives. ===Celestial=== Sun Paladin (#) - bulwark with light magic. That mean hardy fighter shooting heat-beams and light rays, casting heal, area heal, shield, and heal overtime removing all debuffs. Anorithil (%) - light/dark caster worshipping Sun and Moon. Difficult to kill. ===Defiler=== Reaver (#) - dual wielding maniac spraying AIDS at enemies, also have acid for blood. Corruptor (%) - "evil" mage spraying even more AIDS than reaver. Might turn part demonic and curse/hex opponents. Doombringer (#) - DLC class. Demonic juggernauts who favor 2 handed weapons. Demonologist (#, but % compared to Doombringer) - DLC class, from same DLC as Doombringer. Shield-using, equipment enhancing weirdos. ===Afflicted=== Cursed (#) - fantasy equivalent of [[Angry Marine]]. Cursed were raped by some dark powers that left them feeling only hate to everything moving. They are melee class that can use any combination of weapon/shield. Iconic ability is gloomy aura depressing enemies. Doomed (%) - mage that lost his magicality through dark pacts. Very angry psionic raping minds and breaking bones with the power of mind. Able to suck opponent hatred to fuel his own. ===Chronomancer=== Temporal Warden (#) - if Dr. Who actually had some balls he would be Temporal Warden. Melee/archer class with few spells. Paradox Mage (%) - class with most interesting game mechanic: splitting timelines, which let you try different approaches and choosing one with best outcome. Main killing method is ageing to death and maiming with gravitational force. ===Psionic=== Mindslayer (#) - Uses a combination of psychic abilities, mental shields, and big nasty weapons. Can telekinetically wield a weapon, allowing you to swing a magical trident with your forehead. Solipsist (#) - Maybe the strangest class in the game, the Solipsist believes that the external world is merely a creation of his own mind, which allows him to exert control over it. Specializes in sleep abilities, and dismissing damage by simply not believing that dire wolf is chewing on his spine. ===Tinker=== Introduced in the Orc campaign; can be unlocked for all other campaigns through completing it. Has a unique infusion-replacement everyone wants to poach. Gunslinger - Uses steam powered handguns to fire bullets. Also gets some agile and dodgy-powers. Sawbutcher - Uses a pair of steam powered industrial circular saws to slice things up. The beefy and heavily-armored counterpart to the Gunslinger, with a fair number of mobility powers, damage over time effects, the ability to use their weapons defensively, and even passively damage enemies just for standing near them. Annihilator - Uses a steamgun and shield together. Tanky, and uses heavy weapons to spread death, destruction and [[Dakka]] across the map. Psishot (#) - Uses a steamgun and mindstar in tandem. Has psi powers. ===Demented=== Lovecraftian classes from a DLC. Writhing One (#) - Has gone in for body-mods to transform their body into that of an otherworldly monster, including turning one arm into [[/d/| a tentacle attack]]. Can eventually summon a pet tentacle monster permanently, with a few other summons in the meanwhile. Cultist of Entropy (%) - Spellcaster, debuff and sustain focused. Sucks early game but is impossible to kill and can slowly grind anything to death later on, as well as summon a pet starspawned avatar of the end times. [[Category:Video Games]]
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