Recent comments

  • I made a beginner's guide   11 hours 35 min ago

    Thank you! I've been playing this game for the past month since I watched that same video. I've played about 60h now. Yesterday I got an arcane blade to unlock a prodigy for the first time since I started playing (yeah it took me 50h to get to lvl 25 for the first time) and died immediately after on some quest to save a woman from a cult.

    So earlier today I decided to go through the forums, saw your post and went "Huh, maybe I should give bulwark a try again since it's so beginner friendly and I'm yet to beat the master"

    Loaded up the game, game glitched tf out and I died at lvl 5, started again and went all the way to 30 in about 5h.

    Haven't died yet so I'll keep playing this char and see how far I can take it.

    So again, Thanks for the wonderful guide! It's been pretty helpful!

    Edit a week later: Have been busy with uni lately, but I indeed have taken the char all the way to lvl 50 and beat the game for the first time on roguelike normal (died once at the final fight but I had one extra life from that vial) so again, big thanks!

  • Class: Corrupted Summoner   1 day 10 hours ago

    Hey, really enjoying the class. odd since i've never played summoner though. do you think a possible talent similar to Doomed's One With Shadows' Shadow Senses would be acceptable. it's mainly because I spend a lot of time out of sight of the enemy like one would with summoner. I do get if it's not okay since it does mess with the balance of only having up to 8 turns of visibility from track though.

  • Master world   3 days 14 hours ago

    Hi!

    My mod may conflict with Spell Merchants. I haven't tested it, but the probability of this happening is extremely high. I recommend choosing only one of.

    Yes, there are Celestial talents in the mod. They are more often found in the city of Last Hope or Morning Star.

  • Resourceful Wanderers   4 days 2 hours ago

    Mentioned this a year and a half ago on the workshop for this page but, steamtech talents break this addon.

    "Despite giving the APE this doesn't make schematics drop on the ground.

    Some even more bugs. These may be addon interactions though. When I tried to learn my first steamtech tree late into the run, I got a lot of errors and I didn't learn the associated tree that I should have with it. Further trees that said they taught me new trees specific to this addon did not give me those trees after this error, but they worked fine before the error."

  • Item Description filter   4 days 2 hours ago

    If an item in your inventory has some stats you filtered out, and you press CTRL to compare said object to something you equipped, the game throws a LUA error.

    There's also a bunch of stats it doesn't check, mostly like melee procs or being hit in melee procs.

  • Youkai Pack   5 days 14 hours ago

    Trying an Oboroguruma character now. I'm mentally picturing a self-propelled carriage with half a dozen steamsaws mounted on the sides. >;) I've got a few ideas for small improvements to the Packed Car informational effect:

    • It would be useful for the effect to have a "countdown" display, like on Step Up or Lightning Speed, to show how close you are to being "full".
    • Game-icons.net is a great source of icon images for effects like this. I'm partial to the Old wagon
      icon myself. ;)
    • You should probably superload Actor:levelup() to call :hinnagamiUpdateSlots(), as you're already doing with Actor:onWear() and Actor:onTakeoff(), so that the effect display will reflect the player's newly increased load capacity.
    • Might be a bit "overkill", but you could also use the Object:descMisc hook to add a note to the object descriptions of suitable equipment about how much space it takes to wield.
  • Devgen's Cultist Rebalance   1 week 1 day ago

    Man, this makes enemy CoE massacre machines :fear: from "meh weird sound dude" to "blindside and oneshot or GTFO"

  • Godmode Merchant   1 week 2 days ago

    Good mod but it's lacking the Annihilator and the new Technomancer skill trees.

  • Needs advice/tips   1 week 3 days ago

    You should add AM Doomed to the list. One of the tankiest and burstiest setup available. Little bit boring tho

  • Outsiders   1 week 5 days ago

    Recently tried true demon, and it's quite unclear what it's ability actually does. It seems like your stats increase when you walk instead of when you kill enemies. Things to add might be stuff like: what's the point of leveling the ability, what do the levels do? How much do they help? Are they retroactive?

  • Infected   1 week 5 days ago

    Thanks! It should be fixed now, and save-game compatible. How does the class feel? :)

  • Infected   1 week 5 days ago

    It seems that the effects of Infection applied to enemies are being reduced by the player’s disease resistance. Isn’t the player and enemy reversed here?

  • Needs advice/tips   1 week 5 days ago

    one thing i can help with is to point you in the direction of some blatantly overpowered characters.

    the two best and easiest characters to win with (imho) are skirmisher and oozemancer. these characters are an easy win, even on insane. Check out the characters vault, click the format you're looking for and click 'winners only'. Can be very helpful for ideas.

    make sure you have 10+ vision, even in dark areas. this means you need either 10 infravision or heightened senses. or you can just get light radius, but the other two feel more reliable. this is really important.

    make sure your UI is set up so that rarity of monsters is easily identified, i have health bars on the side and flagpost tactical bars disabled. any enemies with a red outline are easy, everyone else is rare/elite/unique/boss etc. on insane difficulty, they are all very capable of killing you. enable display map grid lines, set log fade time to 0. In most cases, the one rare+ guy is more dangerous than the horde of reds, so aim for him first.

    silence and dispel (removing sustains) are very powerful, especially on insane where you have dual types for rares etc, most dangerous monsters have some spells and sustains.

    one amazing strategy can be to get a really strong regeneration infusion, then increase the regen time using the fungus tree on an anti-magic character, this can give you 400+ regen every turn for the entire fight. anti-magic and fungus are both incredibly strong trees, available to anyone whose not magic.

    use Zomnibus light, and create a talent point planner. Adept is a really strong prodigy, especially if you plan around it. For example, any talents you get from an escort will automatically be level 2.5 just because of adept. If you don't have enough stats you can put on cunning items then take then off again.

    High defence + ethereal form prodigy will win the game on its own. my last skirmisher win on insane had 120 effective defence, so the buff was permanent.

    Even if you're character is strong, the last boss fight is a reaver and an archmage, so if you lose to that, nothing else matters. again, silence and dispel. oh, and disease immune!! in fact, disease immune is very good because its really the only magical debuff that really matters, so if you get that, you can skimp on magical debuff removal.

    armour without hardiness is pretty useless. But also, you have to overcome their armour penetration as well, so if you are going armour, go all in on it. Works on a stone warden, where armour has extra benefits. Otherwise, i've found the all res from the robes to be more generically powerful. getting all res close to 70% is hard, but is the default plan of action defensively for most of my builds.

    lastly, don't give up. this game is soooo fun. after winning, try for nightmare, then insane. eventually you can start playing weird builds because you build up your item vault with build-enabling uniques for new runs.

    Oh and also, spine of the world is secretly always one of the best prodigies for all characters.

    glhf, sorry i rambled, didn't quite know what you were after

  • Infinite Dungeon Merchants   2 weeks 2 days ago

    The mod has been updated for T.O.M.E version 1.7.6

  • Eternal Darkness Reloaded   2 weeks 4 days ago

    ...

  • Spell Merchants   2 weeks 4 days ago
    .

    .

  • Spell Merchants   2 weeks 5 days ago

    Hmm, yeah I missed that one! It has the same talent description as /sunlight, I must have glossed over it. Thanks for the report, its been added!

  • Eternal Darkness Reloaded   3 weeks 3 days ago

    Something about spells can't be displayed.

  • welcome, new players!   3 weeks 4 days ago

    The discord perm invite is https://discord.gg/tales-of-majeyal

  • welcome, new players!   3 weeks 5 days ago

    Sry in advence but those the game have any discord server i cant find it if there is can i get a link pls im a very nice guy <3

  • Light From Below   4 weeks 51 min ago

    Really, really neat idea for a campaign - not where I thought it was going from the start, but a fun story. Looking forward to running it again with a different build.

  • welcome, new players!   4 weeks 5 days ago

    Thanks for even more great info.

    My current run has been going much smoother, been working through a bunch of the different skills and have discovered how strong shields are. It can be kind of hard to read and parse what some of the abilities do, there is just so much text. I just didn't understand what Disruption Shield did (4th arcane spell), so that'll be next my next few levels worth of points. I found that mirror image helps a lot with surviving too.

    I will also be more thoughtful about my runes, I hadn't been giving them much though until I got a bunch of Unique ones and noticed how strong they can be. I didn't notice the different deduff tags for cleansing, so that seems super important to have the right ones as my current wild rune only cures 1 physical debuff.

    Been really enjoying my time playing ToME so far, getting further and figuring more out every run.

  • Auto-Swap Ammo   4 weeks 5 days ago

    Do you still have any characters with this problem?

  • welcome, new players!   4 weeks 5 days ago

    uniques are pretty tough... as tempting as it can be to build pure damage, since this is a roguelike, you should be focusing on not dying above all else.
    early game it's suggested to focus on things that boost your raw hp, maybe even put some of your spare points into constitution instead of your secondary stat if you feel you need it.
    later game, go for % damage reductions.

    you like archmages? they can be very tanky, but in a bit of an unorthodox way. instead of having high health or defenses, they focus on shields. the fourth talent in the arcane tree is a permanent health shield, and a pretty huge buff.
    earlier on, temporal shield is very good. it's basically just a free shielding rune, you'll probably end up using it the whole run.

    debuffs are probably the easiest way to die, even if you're relatively tanky. as a magic character, "shatter afflictions" is the best rune there is. it doesn't take up your turn, removes up to three debuffs AND gives you a shield.
    since it's magic, you won't be able to use it when silenced... but don't worry! you can use a wild infusion that cleanses mental debuffs, and you can get rid of that no problem.

    if all else fails and you absolutely cannot win, there's nothing wrong with running. blink runes and movement infusions are big helps. as an archmage, you have both phase door and teleport unlocked by default. i strongly suggest using these if things start looking grim.

  • welcome, new players!   4 weeks 5 days ago

    Thanks for the tips BonPick!

    One thing that I still dont 100% get is the level ranges for dungeons and zones. Somewhere will be like 7-14 or something, I'll go in there at about level 18 and then get instantly exploded by some level 20-21 unique. Is that just some crazy bad RNG or maybe poor gearing choices? I've been focusing on dmg mostly.