Tales of Maj'Eyal

From 2d4chan
Revision as of 03:18, 22 July 2020 by 1d4chan>SpectralTime (→‎Classes)
Jump to navigation Jump to search

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 (where they can be bugged and unbalanced) and (on Steam) paid DLC (where you're not so much paying to win as you are paying to see more of DarkGod's content).

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 too 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.

Giants

Unlockable metarace composed of two subraces:

Ogres - Think "Ogre Magi": Big, clumsy, but surprisingly cunning and skilled with magic and runes. Hang out with the Shalor, as they need their magic and anti-magic fans are very much a thing in Maj'Eyal.

Krog - DLC race. Anti-magic/nature mage take on the Ogre.

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.

Orcs

Yeah, you can play as the usual bad guys--but only in a DLC campaign that limits you to them and two other races.

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, which is obiously work of the demons. Antimage spewing poison/acid/slime and sheding slime blobs from his flesh. Turns into gelatin and tentacles.

Celestial

Sun Paladin - bulwark with light magic. Thats mean hardy fighter shooting heat-beams and light rays, casting heal, area heal, shield, and heal overtime removing all debufs.

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.

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 oponnent 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.

Solopsist: Maybe the strangest class in the game, the Solopsist 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. Gunslinger: Uses steampowered handguns to fire bullets. Also gets some agile and dodgy-powers.

Sawbutcher: Uses a steampowered industrial saw to slice things up. Circular, rather than chain. The beefy and heavily-armored counterpart to the Gunslinger.

Psishot: Uses a steamgun and mindstar in tandem.