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Thread: Tales of Maj'Eyal
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2013-10-29, 03:51 PM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
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2013-10-29, 04:53 PM (ISO 8601)
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- Aug 2008
Re: Tales of Maj'Eyal
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2013-10-29, 05:28 PM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
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2013-10-29, 06:00 PM (ISO 8601)
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- Feb 2005
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- TEXAS and 49 Other States
Re: Tales of Maj'Eyal
Some builds will find it easier than others.
If God had wanted you to live he would not have created me!
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2013-10-29, 06:39 PM (ISO 8601)
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- Oct 2006
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2013-10-29, 10:57 PM (ISO 8601)
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- Aug 2011
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Re: Tales of Maj'Eyal
Huh. Tried it out, and eventually got through Trollmire after a few deaths (even the Bonus Boss). Then I usually go outside and proceed to get ambushed by adventurers who are each about twice my level.
Ouchie. Plus I'm a masochist who's playing on Roguelike mode, so there's that.
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2013-10-30, 12:14 AM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
I have literally never seen this version. I really want to! I'm starting to forget Daikara has an alternative version, though. Same for Rhaloren Camp.
Easier Roguelike might be a good compromise while you learn?
Depending on when their power spikes early on and what tricks they have, some classes can take the bonus boss on immediately. For others, I would advise waiting until after another dungeon or two.Last edited by Cogwheel; 2013-10-30 at 12:15 AM.
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2013-10-30, 01:04 AM (ISO 8601)
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- Aug 2011
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Re: Tales of Maj'Eyal
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2013-10-30, 01:11 AM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
Adventurers can contain casters. As such, they never really stop being risky. At first, yeah, avoid. Avoid hard.
In the "Very Old Halfling Ruins" right now, and mostly slaughtering my way through without too much trouble.
Godspeed.
(For real though I would not recommend that place until after finishing T2. Be very careful with the boss if you're squishy.)Last edited by Cogwheel; 2013-10-30 at 01:12 AM.
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2013-10-30, 09:55 AM (ISO 8601)
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- Dec 2010
Re: Tales of Maj'Eyal
I'm just terrible at this one, even though I've actually cleared the adventure mode once. (Think it was with a rampaging cursed wood-elf) I can never get the builds quite right. Even if the points are in the right places, they're not there at the right time. Or I've got the wrong rune/infusions for the situation. Or I pick a fight with the wrong monster.
I'll probably take another stab at it again later, kinda burned myself out after finally unlocking the class the rogue unlocks (with one extra-hard hit or somesuch)
Then I tried the infinite dungeon with a temporal warden a few times and then settled for a lowly arena ranking.
My inner munchkin just doesn't measure up.
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2013-10-30, 09:59 AM (ISO 8601)
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- Aug 2011
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Re: Tales of Maj'Eyal
Last edited by BladeofObliviom; 2013-10-30 at 10:00 AM.
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2013-10-30, 10:30 AM (ISO 8601)
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- Sep 2013
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- ♪♫♩
Re: Tales of Maj'Eyal
I remember this game! Never managed to beat it, and I've beaten both ADOM and Nethack. It just didn't seem... fair, to me, not like most roguelikes. Maybe it's because of my fondness for the squishier types, but it felt like you could die so suddenly, without warning. ADOM and Nethack were fair, if incredibly sadistic. Every one of my countless deaths taught me something. Except for the one with the poison-spiked pit trap. ToME, all I remember learning is "never walk around corners, there might be a monster with class levels." But it's been a while; maybe I'll give it another go.
Furthest I ever got was with a Corruptor. Very straightforward class, that. But a lot tougher than the Archmage or Necromancer, and with a low cooldown spell that drains life from enemies to heal. Made it past Dreadfell, roguelike mode. Actually got far enough to max a stat, which I didn't know could happen. Always kinda resented that they were the class I was best with, since they're so unashamedly Evil.
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2013-10-30, 10:34 AM (ISO 8601)
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- Mar 2007
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- San Diego
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Re: Roguelikes
Yeah, that's the feeling I get too.
I was starting to play this, but then found that I actually wanted to play Incursion: Halls of the Goblin King instead. Something about the quasi D&D 3.0 rules just feels right. I wish the developer would quit working on other stuff and finish it.. No updates since I'd played it last year. But it's still fun.
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2013-10-30, 10:42 AM (ISO 8601)
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- Aug 2011
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Re: Tales of Maj'Eyal
You know, what's funny is that I don't find the actual dungeons to be all that hard as long as you're very careful and don't aggro too many monsters at once (or get blindsided by a boss or caster that you didn't see before).
Those random adventurers spawning all over the overworld, though? They're always stronger than you are individually and come in packs.
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2013-10-30, 10:57 AM (ISO 8601)
- Join Date
- Feb 2005
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- TEXAS and 49 Other States
Re: Tales of Maj'Eyal
Just have escape options. As long as you have escape options you can usually survive to fight another time. Even when you get ambushed on the overworld, a movement infusion is usually enough to get away from even the worst groups.
If God had wanted you to live he would not have created me!
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2013-10-30, 11:11 AM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
You learn to be very careful. Though in fairness, you can safely 1~2-shot them by midgame or so. They don't scale quite as hard as you do, because equipment.
Build Constitution more? I don't know, I would say ADOM and Nethack are less fair, if anything. I get what you mean with random rares, and used to feel that way, but it stopped happening? I'm not sure why. Could be constitution, or more caution, or learning to keep defensive measures around and always resting up before moving on.
Furthest I ever got was with a Corruptor. Very straightforward class, that. But a lot tougher than the Archmage or Necromancer, and with a low cooldown spell that drains life from enemies to heal. Made it past Dreadfell, roguelike mode. Actually got far enough to max a stat, which I didn't know could happen. Always kinda resented that they were the class I was best with, since they're so unashamedly Evil.
I think you mean comically evil, by the way. I always found it hilarious, though they don't quite go as far as Necromancers, what with the spell that summons bunnies, taunts everything to attack them, and gathers their souls.
Really. Maybe he's different at low levels? I just know he can randomly teleport in and hit you six times, which is... interesting, as a squishy character. As for saving the yeek, that will...
Spoiler: unlock stuffUnlock the Yeek race if you save it as anything but a halfling, and give that character confusion resist/mental save. Saving the Wayist as a Yeek yourself will unlock a new class.
Practice is good for this stuff. If you want build advice, I can help with that on a good few classes. That said, I wing it somewhat myself and tend to make a few daft mistakes - take my winning Necromancer run, for instance, no Thick Skin or Impending Doom, and I liched out without runes on hand - but you can generally get away with it.
I'll probably take another stab at it again later, kinda burned myself out after finally unlocking the class the rogue unlocks (with one extra-hard hit or somesuch)
Then I tried the infinite dungeon with a temporal warden a few times and then settled for a lowly arena ranking.
My inner munchkin just doesn't measure up.
Arena is fun, though! I just find it a bit too binary. Either your class clicks with the mode, or it has no chance at all.
Very true. Cannot overstate the power of defensive and movement abilities. Mind you, one can make up for the other up to a point (have I mentioned that ghoul sun paladins are hilarious?).Last edited by Cogwheel; 2013-10-30 at 11:12 AM.
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2013-10-30, 12:06 PM (ISO 8601)
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- Dec 2010
Re: Tales of Maj'Eyal
Yes, archmages get plenty. That's almost my problem with them--I get a little bit of a tree or two too many and get watered down to where they get into too much danger, and eventually one of the escape methods goes sour.
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2013-10-30, 01:14 PM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
Handy guide: Arcane Reconstruction, Phase Door, Teleport and Distortion Shield are good things to 5 eventually, less urgently for Teleport since it's less 'get me here, specifically' and more 'anywhere but here' in application. Shielding/Arcane Shield/Aegis are lovely, but less urgent. Past that, you just want Time Shield for the most part, on the class talent side. And shielding runes, plus maybe a healing infusion besides AR if you like?
Obviously if you're a generalist or arcane/aether archmage, Disruption Shield is hilarious, but I won't pretend it's core on everyone.
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2013-10-30, 01:47 PM (ISO 8601)
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- Sep 2013
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- ♪♫♩
Re: Tales of Maj'Eyal
With the Corruptor, actually, Constitution was my highest stat. Magic followed. And I still felt like my deaths were too sudden, without warning. I didn't need escape options - I could already survive just about anything, if I lived long enough actually see it. Every so often I wouldn't. So I'd die, and I'd not know what to do differently next time.
But that was a year or three ago, and my memory's not perfect. I won't complain further without giving it another chance.
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2013-10-30, 02:03 PM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
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2013-10-30, 08:21 PM (ISO 8601)
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- Jun 2006
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- Edmonton, Alberta
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Re: Tales of Maj'Eyal
Speaking of changes to the game, I just found the beta notes for the next patch of the game (not live yet, didn't see a release date). Archers and Brawlers get some nice buffs, lots of the visual effects are getting improvements, but one line in particular stands out as my new favorite patch note:
Yeeks can not dominate themselves.Patchouli Knowledge avatar courtesy of the skillful Prime32.
"Everyone feels benevolent if nothing happens to be annoying him at the moment."
--C. S. Lewis
"The first person to prove that cow's milk is drinkable was very, very thirsty."
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2013-10-31, 09:36 PM (ISO 8601)
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- Aug 2011
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Re: Tales of Maj'Eyal
Damn. Tried out the Summoner. It wasn't working out too well until I figured out that Meditate wasn't just halving my damage, but also that of the summons. Suddenly things started going a lot better, until I got ganked by a random Orc Pyromancer in the Old Forest.
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2013-11-01, 05:06 AM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
...That is really unlucky. I mean, I once got a rare 35-ish Uruivellas in the Old Forest, so obviously sometimes it can do dumb things, but still.
Also yes, Summoners are fairly effective once you figure them out. Dull, but effective.
Never thought the day would come! This is quite nice, and I'm fond of the performance improvements, too.
The ghoul and alchemist changes promise to be hilarious. Thanks for sharing.
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2013-11-01, 07:03 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Tales of Maj'Eyal
played this way too much a few years back when it was still LotR themed (ToME 2 I believe). Never did manage to beat it, but managed to get a few characters down to about level 80 or so of the final dungeon. Liking a lot of the changes, especially the skill trees. And the mouse interface doesn't hurt either.
Starting out with a Higher Bulwark, and its going OK. Or was until Daikara (got there at level 12) where I happened across an area that opened up, then I got frozen in place by something and then it was SO MUCH LIGHTNING. Managed to survive and fall back (thanks to the racial healing ability), but now I'm afraid to poke my head around corners there anymore.
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2013-11-01, 08:01 AM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
Eesh, yes. Level 12 is much too early (then again, I appear to be more conservative than others in the thread). Daikara is also where Bulwarks start to suffer, since they can be frozen regularly, meet large amounts of ranged enemies, and the whole 'impervious to physical attacks' thing starts to mean waaay less.
Higher might also not be the best pick for that race? I'll be honest, though, I never got very far with Bulwarks.
Edit: That and Daikara is a Bad Place in general. Protip, do not enter the portal on area 3 of it unless you hate yourself/are coming back a while later.Last edited by Cogwheel; 2013-11-01 at 08:02 AM.
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2013-11-02, 01:22 AM (ISO 8601)
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- Jan 2010
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2013-11-02, 05:13 AM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
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2013-11-02, 07:54 AM (ISO 8601)
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- Nov 2007
Re: Tales of Maj'Eyal
Personally I'd say enter Daikara but not... uh... the other one. Don't go to whatever that one is. With the darkness and the wizards and the lightnings.
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2013-11-02, 08:52 AM (ISO 8601)
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- Sep 2007
Re: Tales of Maj'Eyal
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2013-11-02, 12:56 PM (ISO 8601)
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- Jan 2010
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Re: Tales of Maj'Eyal
Just had a game as a Cursed. It was going great, I was beginning to work up to that point where Cursed are really strong, and stuff was working out.
Found a TIER FOUR randart Battleaxe in the Underground Tunnels.
Didn't even get to use it before the Assassin Lord killed me.
I would have killed him in one hit.