Tales of Maj'Eyal: Difference between revisions
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===Warrior=== | ===Warrior=== | ||
Arcane Blade - hybrid fighter/mage that can trigger spells with melee attacks. | 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. | 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. | 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. | 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. | Bulwark - hide behind the shield and slams everyone with it. Tank with lower life per level than Berserker. | ||
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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. | 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 | 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 changable element every corner. Comes with a golem with lazer 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 firey 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 - "Wyrmborn" with elemental powers of dragons/wyrms. They can be melee juggenauts or nature wizards. | |||
Oozemancer - nature answer to magic, witch is obiously work of the demons. Antimage spewing poison/acid/slime and sheding slime blobs from his flesh. Turns into gelatin and tentacles. |
Revision as of 11:03, 4 November 2013
Tales of Maj'Eyal(Tome in short) is a fully graphical roguelike that started out as a rewrite of PernAngband 5.x, but legal difficulties led to a version of PernAngband 5 to be re-released as ToME 1. Actual version is Tome 4. After 43 beta releases and 4 RC releases it finally went into 1.0.0(now its 1.0.4). Tome 4 is most notable for its easy to start attitude and merciless rape at higher levels of difficulty. There are three campaigns by default, but they can be modified by community addons and modules.
You can also communicate with strangers via in-game chat.
Story
The people of Maj'Eyal: Humans, Halflings, Elves and Dwarves. The known world has been at relative peace for over one hundred years, and people are prospering again. You are an adventurer, setting out to find lost treasure and glory. But what lurks in the shadows of the world? - In-game description
In fact, the world in a game is recovering after Spellblaze, magical equivalent of a nuke that tore apart whole continent, blasted off some land into space and made certain people very angry at mages leading to The Spellhunt. Time when mages where hounded and killed by mostly every non-magic user.
Depending from the chosen race, You will start in one of few starting locations with little back-story why are you there. After clearing all starting locations You will venture into many wondrous places. Like frozen mountain/active volcano filled with dragons, underwater temples inhabited by Eldritch horrors or good old necromancer tower.
Races
From the start you have six races to use and three to unlock making it total of nine races. More races are available through addons, but they might be bugged or inbalanced.
Human
Typical Homo sapiens without major drawbacks or bonuses. Two sub-types accessible.
Higher - "superior" branch of Humans imbued with latent magic. Race skills make them a little more spell oriented.
Cornac - blank slate with no racial skills and stats bonuses. In exchange for being so versatile they are awarded additional Talent point at the start.
Elf
Long-lived, big eared humanoids, there are four of them in the game, but only two playable.
Shalor - Elves closely tied with magic. If someone hits them to hard, They will turn invisible thus making them cowards.
Thalore - lives in the forest. Protectors of the natural order. Spending time in the woods made them resistant to AIDS.
Halfling
Short sneaky fellows. Racial bonus to critial would make them great Berserker if not -3 Str. More, Halflings had the biggest and mightiest empire known to Maj'Eyal.
Dwarves
Stout and magically lacking. Dwarves live in a city within a mountain where they dig things. When Dwarf get struck in melee there is a chance that he'll become hard, really hard, stone hard. Jews of the game, getting stronger by just having lots of gold.
Undead
Unlockable metarace composed from Fleshies and Skellies.
Ghoul - meat shields with biggest life per level gain. Rotting body make them 20% slower. Racial skills allow them to vomit, which damage all non-undead and heals unliving. They can bite enemies infecting them with horrible diseas which rise slain foe as a friendly ghoul.
Skeleton - no weakness, crazy exp penalty(40%). They are a great choice for virtually any class.
Yeek
Race of furrys with psionic powers. Those powers include raping minds into submission and leaving dead bodies. "Fun" race to play melee classes because of racial -3 Str, -2 Dex and -5 Con. They follow The Way, which is unity of all Yeek minds and enforced peace. The only race to have positive exp penalty letting them level up faster.
Classes
There are 25 classes in ToME: 7 available by default and 18 unlockables.
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 changable element every corner. Comes with a golem with lazer 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 firey 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 - "Wyrmborn" with elemental powers of dragons/wyrms. They can be melee juggenauts or nature wizards.
Oozemancer - nature answer to magic, witch is obiously work of the demons. Antimage spewing poison/acid/slime and sheding slime blobs from his flesh. Turns into gelatin and tentacles.