PA forums seemed to lack any (recent) discussion of this excellent game, so here goes:
Tales of Maj'eyal
ToME is an open-source tactical roguelike that's more user-friendly than many roguelikes, featuring clickable UI, clear skill descriptions, and tileset.
Tactical roguelike?
ToME has a much bigger focus on the actual combat than most of the big roguelikes. The combat system is heavily focused on activated skills, so melee classes get to do stuff too. There is no hunger, no consumables, equipment cannot break in any way - the game is more a turn-based hack'n'slash than a more traditional roguelike. Basically every build ends up with loads of cooldowns, and often also uses MMO-style damage rotations and stuff.
UI, graphics and difficulty settings..?
ToME has a much, much more casual approach than most roguelikes. There is an ASCII tileset, but it isn't default. The default game has actual (simple, but rather nice) graphics, and basically everything is clickable, with mouseovers and stuff. There's much common with Dungeon Crawl Stone Soup tiles, but the graphical UI is both clearer and mandatory.
There are also difficulty settings. There's the actual difficulty, which adjusts how hard stuff hits and stuff. And then there is the option of explorer/adventurer/roguelike. Adventurer is
default. You get
multiple lives when playing on adventure, starting with few and getting more with every x levels up to a total of 9 at the maximum level of 50. While it's *possible* to finish the game on roguelike, at the current state of the game it's highly recommended to play on adventurer, because there are stupid bullshit deaths that (unlike in most roguelikes) can't be really prepared against. Some of them *can* be avoided if you know the game(like certain dungeons), while most are due to random minibosses that have random skillsets which while recently nerfed can still be hilariously fatal.
Is it any good?
Yeah, it is. The game has it's share of problems, but the gameplay is mostly excellent, and killing/looting stuff is fun. And between killing/looting autoexplore skips most of the tedium of walking around in empty corridors.
What's not so good?
The game throws an occassional lua - error, with varying reasons between versions. I haven't seen anything game-breaking (outside of chronomancer's spells, possibly), but they can be annoying. Also, there's currently a bug that's causing extremely long loading times between zones at times, which is new to beta41.
Also, random bosses/minibosses/adventurers are, as mentioned, annoying. They can be really easy, or they can be fatal. Loot can be like that too. Unique items are usually all interesting and nice, but the random loot is mostly very disappointing.
The early game can get tedious. Optimal gameplay includes clearing the same dungeons every time, usually in the same order.
The game doesn't offer much clues on which dungeons are more difficult than others (in the early game, at least). There are basically 3 tiers of dungeons in the initial world map, and unless you know them you need to cruise around the map checking monster levels.
Where do I get itHere. The classes and classes
ToME has 22 classes, divided into 9 subtypes based on playstyle and/or resource type. The classes have some skill categories that are common to all, some that are shared between subclasses, and each class has at least a few skill categories of their own. The classes are quite different from each other, and currently all of them are at least viable, if not balanced.
There are also 9 races, with main differences between them being maximum health, experience penalty, and each of them having one skill category (except basic humans who get a free category point).
You start out with some of the classes and races, the rest have to be unlocked via various achievements.
How to unlock stuff. Contains spoilers
The classes:
Some of the descriptions are very brief because either I couldn't figure much to write about the class or I haven't played it much. Better descriptions welcomed are welcome!Warrior
Warrior classes use primarily stamina, which is kind of like the common mana except more limited.
Berserkers, the main 2 hander - users of the game. Hit hard and get survivability for hitting stuff.
Bulwarks, the main shield-users. Bash with shields, take ridiculous amounts of damage in melee.
Archers. Shoot things with bows. More fun than it sounds like, really.
Arcane Blades, spellcaster hybrids that want to use every stat in the game. Sword hits trigger spells, get to blink around and other mage'y stuff while being melee.
Brawlers are the unarmed fighters who get their damage and on-hit effects from gloves instead of weapons. Combo-based, either hit stuff fast or grapple them to death.
Rogue
Rogues also use stamina, and get to sneak around. Stealth in ToME is a bit weird, as the monsters usually know the player is around, they just don't know where. Which results in them hitting blindly around, occassionally throwing fireballs at their friends.
Rogues. The usual stuff, hit things with daggers, crit hard, sneak around.
Shadowblades. Like Arcane Blades, except with rogues. Cast illusions, sneak and hit hard.
Marauders. Less sneaky, more bashy (actually I haven't played these).
Mage
Mages use the traditional mana, though the classes are varied.
Alchemists get two characters in one. The golems are tough, can be equipped with weapons and some other stuff, and get their own skills. Alchemists themselves throw HUGE bombs, shoot with staffs and kind of walk over everything.
Archmages are the classic spellcasters. Extremely versatile, and ridiculously powerful. Early on they nuke stuff hard and can't take much damage. Later on, they nuke stuff hard while being hasted, blinking around, and surrounded by a number of big damage shields.
Necromancers summon undead, get to become liches and cast a number of direct-damage - spells too. Their summons are permanent, but limited by souls, which they gain by killing enemies inside their aura. Also, they get murdered by their own summons because friendly fire is a thing.
Wilder
Wilders are nature-people who use Equilibrium, a resource that starts at 0 and increases with use. The higher Equilibrium is, the higher the chance that spell plain won't work. Basically never runs out, just gets unreliable.
Wyrmics are warriors who imitate dragons. Usually walk around in heavy armour, and get a number of dragon breath - type abilities, in addition to other spells.
Summoners are just that. Very heavy focus on summons, don't really do much themselves. Summons aren't permanent, but last for a short time, and get effects on summoning, so somewhat more active than the usual summoner classes.
Celestial
Celestials use Positive/Negative Energy as resource. Most sun-related spells generate positive energy, with a few consuming it. Some spells generate Negative Energy, which is always consumed by spells that use it.
Sun paladins are very tanky sword+board melee casters (indeed, paladins..). They have excellent defensive spells with shields, heals and damage reduction among other things, while their offensive side is a bit weak. Sun paladins use only positive energy, with some spells generating it and others consuming. They have some problems with spellcasters, as they don't get much protection against spells and can't initially reach them fast, but otherwise they're nigh-impossible to kill.
Anorithil are spellcasters. Basically endless spam of damage spells, resources never run dry. While being covered by a shield, damage reduction and good saving throws and heals. Use both positive and negative energy, with negative energy having the better damage spells. Somewhat tanky for spellcasters.
Defiler
Defilers thematically use their own (and others') life-energy, Vim, as their resource. Vim doesn't regenerate naturally, and the primary means to get it is to use Drain (a free direct-damage spell) on enemies. They can also use their own health to cast at times, and some other options. Vim is a resource that basically scales off of damage: deal enough damage with Drain and never run out of Vim.
Reavers are the only class that can other weapons than daggers in off-hand. Basically a melee/caster - hybrids with focus on debuffing enemies. Deal damage, can't take it so much.
Corruptors deal damage, loads of it. They kill stuff really fast, while lacking much of the protection spells other classes can get. Besides damage, they get to use heavier armor than other casters with less penalties (due to the resource they use), they get a huge life draining spell, and some ridiculous lategame big spells.
Afflicted
Afflicted use Hate, that can be gained by killing enemies and also by being on dangerously low life (not recommended). Hate constantly regenerates out of combat, and both Afflicted classes have a healing reduction at lower Hate - values. On the other hand they gain really good status condition resistances for basically free.
Thematically, they are people twisted by evil who can do magic-like stuff with spite. It's not magic though, so a cult that hates magic and hunts it's users is totally ok with these guys.
Cursed are a melee class that gains Hate by hitting and killing stuff. In practise a pure melee class with really strong debuffs and good damage. Excels in disabling and killing single targets, while having an aura that constantly causes status conditions on any surrounding enemies. Excellent in lategame, can have problems early on.
Doomed are spellcasters that get good protection especially against melee, summon shadows, darkness and other nasty stuff. Gain Hate by staring angrily at their enemies, and killing them as usual. Very short ranged casters, with some of their better damage spells having a range of only few squares. Also tanky for casters, as they can wear heavy armor with little penalties due to Hate not being affected by fatigue very much (if at all?).
Laugh at melee, but casters can be problematic as Doomed don't have the range to kill them fast and lack protection against them. They can spread darkness that may hide them from enemy line of sight though, while they gain movement speed bonuses in the darkness and can see through it.
Chronomancer
Chronomancers use Paradox. Paradox is like Wilders' Equilibrium: it starts from 0, and increases while becoming more reliable. Where it differs is that it also makes many spells that use Paradox more powerful when it's higher, and instead of just failing it can backfire. Paradox backfires result in damage spells hitting caster, summoning woodcutters, drawing all enemies around the caster and other hilarity. The classes used to be somewhat buggy due to the nature of some of their more unique spells.
Paradox Mages are spellcasters. They don't get much direct protection, and they don't really deal much damage either. What they do get is the best blink-spell in the game, that is 100% precise and instant. They also get great crowd control spells, and much versatility. These guys can basically force enemies to stay in one place and die slowly. Also, timeline-splitting. One spell lets you try to kill an enemy, just like you would normally. Except if it dies you return back to the time when you cast the spell with the enemy gone and you still having all the cooldowns and health. Another lets you try the same situation three times and choose one of the outcomes. Hilarious, and possibly still buggy.
Temporal Wardens are caster/archer/warrior - hybrids who also get the instant precise blink, and other goodness. In melee they get damage on hit - bonus while hitting ridiculously fast, and ranged they're archers who can blink, slow enemies and stuff. Also instant weapon switching.
Psionic
There's only one Psionic-class and they can be kind of anything. Psionics use psi, that can either be drained from enemies via draining their kinetic energy (slow), heat (freeze), or charge (uh.. shocks them). The drains are free, but have relatively short range. Psionics can also gain energy by conveniently draining it from attacks directed at them.
Psionics can be casters, warriors and archers. They have a psionic grip, where they can wield melee weapons (in addition to wielding them themselves), gems (getting bonuses to damage skills), or bows. They get excellent psionic shields that either passively reduce damage from certain damage sources, or can be deactivated for full absorbtion for a limited time. They also get auras can similarly either damage stuff around them, or be directed at their weapons and increase their damage, or deactivated to cause large directed damage.
How to play, some tips:The tutorial does good job of explaining some of the basics, may be worth doing.
IMPORTANT: Most of the items you pick up are identified when you pick them up. The gray items aren't. They're artefacts. Use Orb of Scrying to identify them. Don't mistake them for useless items!
Autoexplore is really handy. Press 'z' and the character automatically explores any unexplored places until it meets something interesting. On fully explored maps it runs between exits.
When you start out as a melee class, put a point or two into Combat Accuracy at the start, it helps a lot with hitting things.
Enter Derth before lvl 10 or so, there's a guy at the north side of the town. Talk to him to fight a few rounds in an arena for 2 generic skill points. The quest becomes unavailable a bit later in the game so better do it early.
Runes and Infusions are vital, you will need them. The most useful ones are:
Shield Rune, if you can find a good one. Or two.
Regeneration Infusion. Again, if you can find a good one. Heals are ok too, but usually regeneration has a bigger heal + you can cast it before you lose much health.
Movement Infusion. Better than Controlled Phase Door in most situations, and extremely useful for escaping or getting close to dangerous casters.
Teleport Rune. Get out of jail free card, except when it teleports you to even worse situation. Stupidly good against bosses.
Wild Infusion. Get one that removes physical, mental, or both. Useful for getting rid of stun/confuse. The damage reduction can be good too.
When you get your first category point, consider spending it on infusion/rune - slot unlock, it's usually better than anything else you could unlock at that point.
You can use category points to improve categories, which increases your effective skill levels. This isn't usually very good, except for certain builds (such as *really* stealthy rogues). Usually it's best to unlock more trees, or get more slots.
Aim for 100% stun immunity (if you can get this before Dreadfell lvl 9 your chances of surviving the boss are much better). It's absolutely the best stat you can get on your gear if you don't have it at 100%. 100% confusion immunity is basically equally good to get. Stun and confusion are lethal conditions to get. Carry an Infusion to remove the conditions when you aren't immune.
Past the first dungeons, vaults are risky to open (those are the doors the game asks whether you really want to open the door/stone). They can contain lvl 40+ enemies when you're at 20, and other fun. Loot is much higher level too if you can survive though.
Many races have an experience penalty. This isn't a big deal, bosses give huge amounts of exp, and it's easily possible to reach the level cap even with skeletons (who have 40% exp penalty) before finishing the game.
To get a rough idea of how to build a character effectively, it can be helpful to view higher level characters at
http://te4.org/characters-vault
Also, you can get your characters on the vault by registering at the site and logging in on the game. You'll also get ingame chat that way (it's a bit clumsy).
Getting points in Thick Skin is very, very good idea. Every class wants constitution at some point (except maybe Archmages..). Most casters don't start with the Combat Training - category, but it can be bought at Last Hope from a merchan on the west side of the town for 50 gold.
Every actual boss (not random bosses) is guaranteed to drop an artefact, in addition to a huge amount of exp (usually more than the rest of the dungeon together). That means it's often a good idea to clear even low level dungeons.
Dungeon order
Spoilerific:
This is just what I view as the safest order:
Your starting dungeon. Except 4th floor of Trollmire may be too dangerous at that point (and it's optional anyway).
Norgos' Lair
(Rhaloren Camp + Heart of Gloom. I usually skip these as they don't spawn new bosses later on in any case).
Ruins of Kor'Pul
Scintillating Caves
The above are the lowest level dungeons. Next tier can be a bit rougher. These are in no particular order, as it's heavily class-dependant:
Old Forest
Labyrinth (the boss is nasty, has stun+confuse and hits hard)
Sandworm Lair (bring Rune of Teleport, it's especially helpful here)
Daikara (this is generally best left last, it's much harder than the other 3).
+ some other areas:
Hidden Compound. Has a room full of loot, with a guaranteed artefact.
Ruined Dungeon. Has an event that unlocks a class, and gives a really good artefact ring.
Unknown Tunnels. A random encounter, TRY to keep the merchant alive, it's important. Or side with the rogues for poisons-tree unlock.
Ruined Halfling Complex. Easy, except for the boss. Has 2 unlocks, and also a very nice buff for the character if you manage to save the other guy. You'll want either Blink so you can teleport the other guy away, or loads of hard cc/damage. And enough health not to be instagibbed by the boss.
Also, you really should do this to unlock your home base thing:
Lake Nur (found in Old Forest). Usually easy, but if you see a Worm That Walks run away. Bring water breathing, or be carefulyou don't run out of air. Has some other nasty enemies on 2nd floor, especially if you enter it at higher levels. Not too bad anyway, and the boss isn't very dangerous if you can manage it's heals.
Afterwards Dreadfell is basically the safest place (except for the boss), and also the final dungeon of the first part of the game. Other places:
Tempest Keep from Derth questline. Is easier than Dreadfell, but the boss can be extremely dangerous for the unprepared.
Ancient Elven Ruins. Good loot, can be dangerous for some characters, while a cakewalk for some.
Dark Crypt. This is a random encounter, and VERY DANGEROUS PLACE. Seriously, doesn't have that good loot, while the enemies are really dangerous. Just Recall away if you're not sure you can make it.
Mark of the Spellblaze. Short place, but the boss is dangerous spellcaster that does extreme damage (for the level). Has a quest though, and good loot from boss.
There's also Last Hope Graveyard, but it has loads of random bosses, and personally I just don't feel it's worth the risk unless going for the class unlock.
Posts
Or rather, Tales of Middle Earth. What turned into this. Basically Angband +big open world + some pretty crazy skill trees.
e: Woo. Level 8 halfling rogue. Tons of abilities available. Died to a phantom I couldn't see even though I had see invisible +7.
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Where did you meet those at level 8? All the places where you could meet them are all for much higher levels, 15+ or so. Dreadfell is basically the last zone of the first continent, while Ancient Elven Ruins is an optional and hard dungeon. The monster likely had much higher level of invisibility or stealth than your see invisible level.
Yeah, some of the content is still thinly disguised Middle Earth stuff. Otherwise ToME4 is a complete rewrite and doesn't have that much common with it's roots.
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Whoa, I hadn't played Sun Paladin much before. The class is ridiculously powerful, and it's not really possible to die between the heals, shields, heavy armor and damage reductions. They don't really even need any Infusions/Runes early on.
Currently playing: GW2 and TSW
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I can't think of a Roguelike where this wasn't the case.
Well yeah, maybe I exaggerated a bit. But what I meant was, usually you can get some kind of survival kit that basically guarantees that no matter what happens, you can at least escape if you play really carefully. In DCSS there are very, very few situations that can't be survived if you're playing carefully. When you get the ascension kit you're set in Nethack. While there are some monsters especially lategame that can just kill some characters, no matter what.
Random bosses got nerfed a while back, so they're not quite as bad. But they can still get things like Fearscape (spell which teleports caster and target to another dimension with floor made of lava, lasts till either one dies or spell is somehow disabled). If that happens to get combined with a set of high resistances and survival spells some classes have a really hard time of surviving.
What the monsters at least used to get are stuff like 20+ turn spell that forces target to move closer every turn and do nothing else, or certain damage spells/runes at ridiculously high levels. And they could be combined with movement speed buffs that give them warpspeed constantly. Now some of that is nerfed, but what's new is that there is a new trap type that can basically kill instantly. Which is nasty when using autoexplore, as it doesn't stop when it sees the trap. Afaik they're going to get fixed too though.
(yeah, you could play without autoexplore, but the monotony of manual movement is much more dangerous)
Also, how does recall/teleportation work? what are my options?
And also also: are their healing potions and the like?
Currently playing: GW2 and TSW
http://te4.org/wiki/unlockables
Currently playing: GW2 and TSW
Golem gets levels just as you do, and gains stat points you can use to increase it's stats. Also later on you get a skill that let's you imbue the golem with gems, which can raise the golem's stats further.
You start with Rod of Recall that can be used to teleport out of the current dungeon to the world map. It takes 40 turns to take effect (press rest - button and it automatically waits for 40 turns even if you're at full health). The Rod has unlimited uses (the 1/1 charges is there because most rods use charges that recharge). There's also rune of teleportation, which immediately teleports you to a random location in the current dungeon.
No healing potions. There are Runes and Infusions which grant similar effects to wands and potions, but with unlimited uses (and with cooldowns). You start out with 3 slots, and can add more using category points (which can also be used to unlock more categories or improve others). You can learn new runes/infusions by using the item.
te4.org/wiki/unlockables <- contains spoilers.
It's also possible to unlock the classes by editing some file, but I found it more fun to do it by playing the game :P
On Chronomancer classes unlock (more spoilers)
Paradox Mage is unlocked by entering Daikara's 3rd floor as Temporal Warden and getting killed by your future self (doesn't count as actually dying iirc, as you can't kill yourself if you're dead..).
e: Eh, I thought I'd have a chance of finishing the game without dying -> die of stupidity due to feeling invulnerable and refusing to retreat at all.
So good class
He 2 shotted me from across the room.
Riiiight.
Currently playing: GW2 and TSW
So far I've just tried the reaper improvements, which aren't that major but neat enough. They get a free melee attack on a nearby monster when they cast spells, and Bone Shield is better. Annoyingly the new class is unlocked in an area that doesn't appear in a new game, and haven't seen it yet
Patch highlights from the website:
New class: Psionic / Solipsist: The world is but a mere projection of your thoughts you are all powerful! Or are you?
Better levelup interface
Reaver improved
Rogues get a new Scoundrel tree
Archmages get a new Aether tree
New "minor" events; like special features in some zones
Better shield graphics ahoy !
Infinite Dungeon improvements
Many bugfixes & polishing
Gave up a 28 summoner just to start over with new version! Well that and I spent hours trying to get a faerhling fang for the Hermit quest and turns out he got smashed by an adventurer party so it was all a waste.
I guess I quit characters for weird reasons sometimes.
I quit my wyrmic because I got a tier 5 orange 2h sword at level 19 when I was talented into 1h+shield. I met a bone giant named healer that was camping some stairs and I just couldn't kill it, and every try I would stair at this wonderful sword that would let me smash it flat if only I had picked 2h instead of shields.
I like this game though!
Weird, are you sure? I've never seen that happen. The hermit spawns on different locations on the world map between games, but he has never died/disappeared.
Yeah some escorts you just can't win and it's frustrating. Reminds me I quit my necromancer because my mage pets kept firing beams with no caution and killed my escortee. My most frustrating death was when I exited the gravestone wave event zone and it put me off at the edge of the map stuck in stone for some reason where I suffocated.
Pretty sure, I had the quest from him so I knew he was around but I could not find him when I went to turn it in. I asked people online and they said he could die if you got unlucky. Also in my current game when I went back to turnin quest I notice he has at about 60% health on the map so he got into some sorta fight.
So I'm trying to unlock the new class. Apparently there's no other (non-cheating) way to unlock it besides getting characters past lvl 20 and hope for the event. This wouldn't be so bad if I hadn't unlocked (and played, more or less) every other class besides the new one and Marauder
I really like the level up screen change. It's a small thing, but improves so much. I hated scrolling the skill list.
e: One thing I can't understand is the traps though. Some versions ago they were entirely meaningless annoyance that stops autoexplore all the time. Now they're sometimes dangerous annoyance that stops autoexplore all the time. I should probably try if the no-traps addon works on the latest version too. They should really be either rare and meaningful, or at least trigger only once.
e2: Ok, got to try the new class. It is ridiculous:
Just killed Master, and it was way easier than on most classes. Here's a skill chain: Slumber (target sleeps for x turns, damage reduces the duration, somewhat) -> Lobotomy (Confuse and damage) -> Sunder Mind (Big damage, huge mental save reduction) -> more damage spells. If target wakes, another sleep spell will likely work soon. So basically endless cc chain.
Cooldowns don't really matter either as there's a skill called Dream Prison. It's a channel with indefinite duration that continues any sleep effects.
It will still be free, just buying it on steam gets you the benefits that a donator gets now. Easy way to support it if you're like me and don't like Paypal.
PSN: BrightWing13 FFX|V:ARR Bright Asuna
I've currently got a Lvl 4 Halfling Alchemist running around, it's good fun.
Also you can control him and pick stuff up off the ground, it's how you give him runes to learn or you can have him use a sword+shield instead of 2h.
...this is good information, now that I'm like level 7 or something.
I'm amazed how much I like this game. REALLY amazed.
I've never played alchemist far, but afaik what you really want is level your bombs. Early on they're not that impressive, but after you get better gems to throw and some skill levels, they hit most of the screen (except you/your golem when you have the talent) for absurd damage.
Phase Door and Arcane Reconstruction FTFW.
edit: And I just unlocked Arena mode. This game is definitely a lot of fun.
New progression path for high level characters: prodigies talents
Removal of traps in most zones, uness it's a vault
Many new artifacts & uniques
New quest zone for Cursed
Nerf of Solipists
Engine supports tile animations and movement "twitching"
Removal, addition and rebalancing of many egos.
Buff of Wyrmics
New minor even in many zones: glowing chests
Graphical updates
Many bugfixes & polishing
Wyrmics got two new skill trees and some skills got buffs - I'm not really sure why, they were rather strong already. The items are somewhat different, stun/confusion resistances etc don't seem to spawn that often anymore (at least in the early game). Prodigies are super talents you get at lvls 40 and 50, but I haven't played a new character there yet.
There's lots of small changes everywhere, it's a neat patch.
Also they are up on Steam Greenlight. Give them a vote.
If you have any interest in single player tactical RPG at all GET THIS GAME! My best description of the gameplay is turn-based, top down World of Warcraft without all of the annoying other people.
don't listen to anyone who says Roguelike or Go Home... Adventure mode is great.
Best necro.