Educational "High" Level ToME Stream

HI! I'm San0ix/Yusunanyuri, I put way too much time in this game (like 400h) and I recently (today) started streaming ToME.
My goal is to help people improve at this game, so I'm trying to explain what I'm doing and why. You can also ask me questions about the game (about the class I'm playing right now or just ToME in general) and I will try to answer with the best of my knowledge :)
At the moment I'm playing a lot of Temporal Warden (before they get nerfed^^) and I'm currently finishing my Insane/Adventure run with one of them. After that I will be doing a Nightmare/Roguelike run with another Temporal Warden and try to explain everything in more detail.
So if you feel like it, come check out my stream ( ), I'd really appreciate it

EDIT: As of the 23rd I finished my Insane/Adventure run (I won! :D You can check out the last like 2 hours of that run in the VoDs) and now I'm doing a Nightmare/Adventure Paradox Mage run in which I attempt to get better at that class and also the Nightmare/Roguelike TW run I wanted to do. I'm not sure when I'll be playing what, it'll probably just depend on what I feel like at the moment

Stats reset

I can't reset my profle stats REEEEEEEEEEEEEEEEEEEEEEEEEE

1030 concurrent players!

This is a new all time record of concurrent players!
It is still early in the USA so I think we can go even higher! :)

Server seems to be holding, I'm pround of you server!

Tales of Maj'Eyal 1.3.0 aka "Dust to Dust" is released!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.0 ! See

Your launcher should automatically update your game so no need to redownload it all.

If your launcher didn't self-update correctly, just redownload it from the homepage.

Enjoy and have fun in Eyal!


Don't forget to help ToME by with donations ( ) !


New content AKA: that's awesome:

  • Temporal Warden and Paradox Mage classes completely reworked. Check them out immediately!
  • Chronomancy spells can no longer fail or backfire (anomalies still occur).
  • Spellpower for Chronomancy spells is -50% at 0 Paradox to +50% at 600 Paradox.
  • Above 600 Paradox (modified by your Willpower), major anomalies will occur. Paradox bar now reflects how close you are to that threshold.
  • A new race was revealed, a fruit of a long-standing war. Check what contemporary documents in the old halfling ruins might say.
  • Slasul is no longer a pushover. That naga got gainz! Of course Ukllmswwik matches his performance.
  • Added a bunch of new unlockable splash screens.
  • Several sweet new icons for your talents.
  • Wyrmic talents are reorganized and provide passive benefits. It's a HUGE buff!
  • Angolwen sports a new fountain.


UI changes AKA: My stuff is in all the wrong places:

  • Several graphical effects now update more frequently.
  • Several graphical effects are now sweet and awesome.
  • Automatic Talent Use will now refuse to use talents which cooldown is lower than their use time, so you don't lock yourself out.
  • Tiles will flip depending on where they last bumped. All hail the sprite flip!
  • New UI option to display a grid over the map.
  • Addon list now shows addon version.
  • "Inspect creature" now displays creature's talents by categories.
  • More artifacts are shown up on player doll. Do brag before those custom tile users!
  • Game options are directly accessible from main menu now.
  • Dragging hotkey icons shows the place they'll end up on. If the hotkey would be dropped, it's clearly visible now.
  • ASCII mode will not show symbols upon symbols, only the top is seen (does not affect ASCII with background mode)
  • Better artifact power use descriptions
  • New gameplay option to auto-validate the default target; thus requiring only one keypress to fire a talent
  • Highlighted a few special grids for escorts and slime tunnels.
  • Rare mindstars now have description hints for their sets.


New mechanics AKA: I didn't know they changed it:

  • Some talents have been assigned "fixed cooldowns". That means they're immune to cooldown reduction and some cooldown-reducing effects.
  • Talents have been assigned speed (which you can override in addons). Acceptable speeds include "combat" (unarmed), "archery", "weapon", "mainhand", "offhand", "spell", "summon", "mind", "movement", and "standard" (1 turn).
  • Player rank (elite) and insteadeath immunity is universal across all game modes now. Hard game modes weren't being made any harder by fractional stat points.
  • Forced starting zones no longer have rare+ rank enemies.
  • Levelup dialog now shows error messages as flyers above Category points, instead of modal dialogs.
  • Items modified with talents can now be placed in Items Vault, but will lose their modified properties.
  • Reload is no longer granted to anyone. You'll still have it if you had it. You still won't use it ever!
  • Unstoppable is no longer Timeless. Neither is Draconic Will. They both are "other" effects which means that they cannot be stripped or affected.
  • Exploration mode now allows full respec anywhere. And I do mean FULL respec, with no puny "3/4 points" limitation.
  • Run/Rest now spots projectiles flying your way (but not your own, so beware!)
  • Run/Rest also stops if you saw someone for the fraction of time as they escape your field of vision at the end of your turn.
  • AI now only catches a glimpse of you through stealth, making them look in your general direction, not get a lock-on. This helps a bit.
  • Detrimental traps now have flat 5% chance to not trigger if you're bad at disarming them.
  • Dream Altar in a certain caldera no longer can kill you or do anything bad to you.
  • Waking up from a bad dream makes you lose life over several turns, not instantly.
  • On that note, Sleep no longer causes you to skip turns, yet you still cannot use anything but instant talents.
  • You can no longer wield an item by replacing another item that provided necessary requirements for it.
  • Sandworm Queen will now seek you out tirelessly if you are late to her lunch.
  • Tooltip now have a significant delay on up/down scrolling. Sidebars in levelup screen, prodigy screen, and birth screen now bounce as tooltips do.
  • Arcane Destruction (Arcane Blades) now actually scales and is not effectively a 1-point talent.
  • Shade of Kor'Pul got some cover around it. Now you can retreat when you get frozen! Well, after you get frozen. If you're still alive.
  • Shield Runes are now material level 2, down from 3.
  • You are now correctly afflicted with Cursed Aura as long as you have Unnatural Body, without having to be Cursed or Doomed.
  • Several glove egos have got disarm immunity on them. Keep that grip tight!
  • Phase Door runes now additionally grant you buffs "on teleport" from your equipment (adding to its own bonuses).
  • Debuffs to your powers can now not only cancel buffs out, but bring them below your baseline stats.
  • Rest should wait for air if you're able to catch a breath. It also waits for detrimental effects' durations and item cooldowns.
  • Summons now count their turns down once per game turn, not their own turn. Bloated oozes are more short-lived now, but no one liked them anyway.
  • You can now teleport within vaults and out of vaults, just not change your current vault by teleporting.
  • Lite "damage" now reduces the unlit value of grids with darkness if it can't remove them.
  • Nerfed Aeryn, buffed Argoniel. Now Argoniel can eventually kill Aeryn if left completely alone.
  • Elandar no longer ignores irresistible sun since Argoniel no longer has it
  • The Crystal Focus can now be applied to shields (updates the special_combat fields appropriately).
  • Out of Phase/Time Shield effect reductions can no longer stack to 100% and stack inverse-multiplicatively (50% + 50% = 75%).
  • Reduced the number of mental effects the Wintertide Phial will remove.
  • Penitence cures a more reasonable (fewer) number of diseases.
  • Cursed Sentry now remembers your weapon choice (which you can alter with a separate talent), the object is automatically picked up, but it's got a power level limitation now. Also it levels up them stats and uses better ammo.
  • Shop selling now rounds the whole stack price to 1 cent, rather than rounding up each object's price individually to 10 cents. Alchemists gems, no longer as shiny.


Fixed known bugs AKA: Oh yes, I hated this so much:

  • Tirakai's Maul no longer loses Weapon Mastery or becomes lower tier when gemmed.
  • Pyromancer/Cryomancer unlocks no longer require damage to be non-lethal when counting total for an achievement.
  • Randart generation is more consistent in its themes and power sources. You can no longer get something with conflicting themes... or get an antimagic item from a merchant if you don't want to. Hopefully. I know it's not the first time we say this.
  • Gloom weakness correctly weakens the target instead of strengthening it.
  • Slave brawlers in Ring of Blood now finally got gloves.
  • Getting a Lua error on an enemy talent should no longer lock you out of existence. Some things still may, but it's rarer overall.
  • Items on teleport traps will now be picked up before teleportation occurs.
  • Steam Cloud Saves are now off by default, as we heard many complaints about levels regenerating with them on.
  • Links can now be opened in an external browser instead of internal one.
  • Sliders on Steam UI no longer look weird. In general, alternate UI sets handle better and cause no disfigurings and overlaps.
  • Friendly fire (and alchemist bombs) no longer hits neutral targets.
  • Damage done by passive/sustained talents now shows damage flyers.
  • Summons no longer try to murder each other at random when you're frozen. They also actually might prefer hitting enemies over you with that 1000-damage Flamespit. Of course, if there is no enemies, best of luck.
  • Your resting is not broken by being scared of yourself as you're frozen.
  • Your Thunderstorm no longer hits you if you're next to the victim.
  • Dreaming of your wife, you'll meet her every time, not only the first time on this game instance.
  • Apprentice Quest now fixes item selection dialog. He'd be glad if you gave him your whole inventory, but he is polite.
  • Hitting guards in Point Zero will no longer make them want to remove you. You're just a newbie, after all. There's no chance you hit them on purpose.
  • Comparing gloves works correctly now, including showing real speed if you're a brawler.
  • On that note, Inspect creature no longer shows unarmed attack speed if you're in fact armed.
  • On that note, an option in Game Options to show power% and range on weapons instead of default "power: a-b" display.
  • Being Cursed and completing a quest about your past no longer renders your character unable to die if you run Ashes DLC. Don't ask. Just don't.
  • Goedalath Rock will tell you when you pick it up, and you won't do so automatically twice.
  • Dragging alchemist gems onto a player doll now stacks them up correctly, if possible.
  • Golem gem equipping fixed.
  • Fixed lava patches in darknened zones (like a pyroclast daikara + thunderstorm)
  • Borosk's Hate now boosts Two-handed assault category instead of an outdated one.
  • Backup guardians consistently increase material level on all zones (hello never-dropping Crystal Heart). This affects Reknor, Deep Bellow, and Scintillating Caves.
  • Skeleton's Reassemble talent won't prevent dying at the endgame dialog.
  • Wintertide's winter storm graphic will expand in size to match its effect.
  • Prox's Lucky Halfling Foot benefits from Charm Mastery.
  • Resurrecting while standing on an an entity with on_move damage should no longer kill the player a second time.
  • Fixed a bug with Butcher that could cause its rampage not to activate on damage. Now benefits from Charm Mastery.
  • Mage apprentice no longer squashed by you if you happen to beam down from some obscure city.


Obscure bugs AKA: Wait what, that was broken?:

  • Mindslayer rares should get their swords in the tight grip now
  • Mindslayer talent descriptions fixed (ranges in particular).
  • Arcane Power bonuses no longer affect itself.
  • Generic talent tree on levelup dialogs is no longer clipped if a dialog is wide enough.
  • Pouch of Subconsious no longer slows you down by 3000% and no longer disarms you.
  • Crit shrug off now works on multi-type damage correctly.
  • Significant performance improvements for map drawing, dialogs, and Classic UI.
  • Unseen Force now shows up as a timed effect. Blast from the same tree can no longer hit a single target multiple times.
  • Shield of Light now does shield attacks, not unarmed. Haha.
  • Resizing the game in the birther screen no longer disables the mouse.
  • Number boxes render correctly and have all functions of text boxes.
  • HUD style change no longer makes map viewport to be off in position.
  • Rhaloren inquisitor is Rhaloren now, meaning that his lackeys will no longer try to murder him if you are allied with Rhaloren. Haha.
  • NPC list now works on Classic UI. Bet you never knew about THAT feature, eh? (No one did, because it didn't work. It still doesn't on Minimalist. :( )
  • Celia is now rank: boss and carries a Rod of Recall. THis shoudl help with getting suck in the crypts for eternities.
  • Call Shadows starts its internal cooldown only after summoning a shadow succesfully.
  • Necrotic Minions and Cursed sentries no longer drop any additional objects on death. Ashes to ashes, and dust, to dust.
  • Selecting talents by keyboard in levelup screen now shows up the tooltip for talents.
  • Ice Core (Alchemist) tooltip is now correct.
  • Fast As Lightning always required steps, not game turns to be spent, but tooltip was confusing. No longer.
  • Sun Ray description used to say it's a beam. It never was a beam. It's a ray from the sky, not from you. You're not the sun. Unless you take that prodigy, but even in that case, it's still from the sky.
  • Corrupted Heart is now an arcane artifact.
  • Fixed scrolling on message log dialog.
  • Clicking faded links in the chat log should no longer work.
  • Fixed quest text on the storyline quest about the Staff.
  • Eidolon now obliterates everyone following you, just to relieve their pain. This solves the problem of golem being forever stuck in the limbo.
  • Time Skip, Rune of the Rift, and Maelstrom no longer render stairs underneath unaccessible.
  • Weapon mastery is only shown if you know the talent.
  • Tooth of the Mouth is no longer ubiquitous. Now you might actually use another pickaxe!
  • Skate no longer increases the knockback vulnerability with points put into it. Gnarly.
  • Blighted Maul's on hit shockwave will not hit the primary target.
  • Changed Umbraphage's damage calculation to actually care about it's charge level (slight nerf).
  • Stormlash's AOE effect is correctly centered on the target, rather than the user.
  • Corpathus summons are now actually your summons and won't turn on you.
  • Wands of Clairvoyance now dispel magical darkness like their description says.
  • Pyrokinesis will no longer be cast by AI when too far away. Ditto Aura of Silence and several other AoE.
  • Talents should no longer silently fail if they invoke a dialog and it's closed.
  • Elemental Discord now correctly has sustain cost.
  • Unique handwear now has accuracy bonuses.
  • Reaving Combat, being a tree of passives, no longer grants a vim bar.
  • Second Life/Shield of Light proccing while Healing Inversion is active no longer creates an infinite feedback loop.
  • Killing a mindslayer rare will no longer unload their auras into your face.
  • ASCII mode will not show multiple characters on one tile anymore.
  • Thermal and Charged Aura used with gem/mindstar no longer eat loads of Psi.


Addon developer section AKA: UGH, now I have to update from 1.0.6:

  • Added several callbacks, including "on block", "on run", "on levelup".
  • Added hooks: "Zone:loadEvents", "GemColorAttributes", targeting.
  • You can stick callbacks on items, the syntax is: callbackOnEvent(item, wearer, args...)
  • "sustain_slots" attribute (sustain_slots="arbitrary id") to define mutually exclusive sustains.
  • Map:scheduleRedisplay for when you're afraid of calling redisplay multiple times on the same tick.
  • Dialog UI dependent top/left/bottom/right works properly.
  • "calc_width/calc_height" on UI entry for it to be assigned width/height based on its position.
  • callbacks can now be assigned priorities (callbackPriorities={callbackOnEvent=3}). Default is zero. Less means it gets called earlier.
  • "passive_callbacks" on a sustained talent makes the callback system treat it as a passive.
  • Zone:applyEgo and friends for dynamic ego changes on items! Check it out!
  • Attempting to create an entity containing an upvalue (a function closure) will result in an error, as such entities cannot be saved. you can override that with a flag on your entity.
  • Damage mod on weapons can now be modified, and weapons can have multiple masteries.
  • effectsFilter/sustainsFilter and their remove brothers in Actor.lua! they have default filters aplenty and an ability to pass custom functions and limit the numbers.
  • Entity:fromBase to emulate what "base" attribute for loadList was doing.
  • "image" attribute on entities now supports absolute paths and paths in format of "addon+path" (which is data-addon/gfx/path)
  • Actor:burnArcaneResources(damage) for your manaburn needs.
  • "sustain_lists" and "learn_lists" attribute on talents to add talent IDs to lists on actors which you can then check. For example, "break_with_stealth" and "break_with_step_up".
  • Addon version is "addon_version" {a, b, c} in init.lua.
  • no_martyr is dead. Old no_martyr is tmp.no_reflect.
  • drawColorString family now less slow. Please use Font.draw instead anyway.
  • "iterCallbacks" for iterator that returns callback, priority, kind.
  • callbackOnTakeDamage and callbackOnHeal coorectly work when multiple ones modify the value.
  • tableSample and tableSampleIterator to pick N elements out of the array.
  • "is_melee" and "is_special_melee" on talents that are melee/special melee. Also melee talents use their targets now, feel free to hijack them.
  • "self_resurrect_msg" for your evil purposes.
  • "only_element" on staves for Command Staff to lock on one element category.
  • TMX (Tiled) maps are now supported directly for static maps.

Have fun!

Can't log in...

I had a random disconnect from the game, and now I can't log into my user profile (and yes, I am certain my user name and PW are correct, before anyone asks). Help?!

Tales of Maj'Eyal 1.3.0 release date set!

My dear minions, and future dear minions,

For once I'm doing something very strange: I hereby announce that Tales of Maj'Eyal 1.3.0 shall be released on the 18th of March!
Yes a release date. From me. Amazing ;)

This release will bring you a huge ton of stuff that would be too long to list here, but a few highlights are the addition of the Ogre race and the total revamp of both chronomancer classes!


Ok ok, you can have a trailer, I will allow it ;)


Now all that is left to do is wait patiently the 18th. Also, take that chance to finish your current characters in some horrible painful deaths ;)

5 winners and still incapable of playing Thalore

As the title indicates I am faced with extreme frustration because I can't seem to get some of the last unlocks. The only guaranteed way to get sludgenest is to play Thalore. And I can't do it. My Thalore characters just die. Even on normal I can't get a Thalore to survive to 30 without dying. Doesn't seem like it matters what class I chose either.

Wyrmic was especially bad. And by bad I mean a totally disaster. Got one to around 21 or so but it was a terrible build and after dying to an Eternal Bone Giant in Celia's crypt (pre encountering her) after a 400 turn or so battle I decided that character wasn't viable and deleted it. In general, it feels horrible to play Wyrmic because its abilities do not work well together and it really is just unfun. And if you go AM you get really hosed because you have low escape chances (aside from the lightning speed talent which seems mediocre.)

Also tried a few Hero hybrid style characters and a hero (using the adventurer plus addon because straight adventurers are more of a challenge class than a fun class as is) AM and basically got nowhere. I deleted a bunch of nonstarters today.

In sum feeling very frustrated by the imbalances in the game keeping me from experiencing one of the purportedly most enjoyable unlocks (Oozemancer.) Also haven't been able to manage Demonologist but honestly I am not that anxious to bother since my experience with the demon based content has not been fun nor exciting so far.

Steam Review

What I am trying to post on Steam. Not sure why but Steam is being difficult in publishing it so I am preserving it here. This is the first draft so it may be a bit disjointed. I plan to clean it up eventually.

I'll start this by telling you that I've been playing TOME since it was Tales of Middle Earth. That's right, originally it was based on Tolkien's work and was an offshoot of a long lineage of games directly related to Rogue, via Moria and then Angband. There was a middle variant in there at some point called Pernband.

Some back story:
At some point DarkGod (the main dev) decided to rewrite the client because the old angband client was full of spaghetti code and it became untenable. So came t-engine. Tome was then written as a module of T-engine (all made by DarkGod for no $$ I might add.)

In Tome 3 there were Jedi!!! and other fun ideas but it was chaotic. Tome 3 was a mess, (Tome 4 was much cleaner.) But it was still pretty opaque as Roguelikes go. I would tinker with it, have fun with lost souls etc and then get bored. So I went the way of many players got involved in other games only came back periodically when I got a yen for playing with Lightsabers again. At some point, I noticed Tome 4 was progressing and downloaded and everything was different.

Gone were most of the touches of the Angband and Tolkien worlds. You can still see a few here and there but TOME had become Tales Of Maj Eyal with an original story and a total reworking of the graphics and mechanics. On and off Ive done some beta testing (though my forums account from then was deleted more than once so I guess being inactive on the forums is a good way to get culled.)

At some point I managed a couple of end games. I won once and once I sacrificed my guy (I still don't know why that doesn't count as a win...)

Every time I came back more and more stuff was added and then I saw that they had finally made the leap to Steam. I wanted to buy it immediately because I believe in the game and the devs and why not support them? But I was reticent with all the other games I have and also had to wait for money to pay for it anyway.

I probably should not have waited but I did and when I did finally get the steam version I was not disappointed with either the basic game or the DLC (which I had no previous knowledge of.)

Divergent note that tangentially relates to this review:
Bob Dylan has said on songwriting that if you can't change a song, if you can't mess with the words or change the arrangements it is dead and you should bury it. That is a paraphrase because I don't have the exact quote on hand. But this is how I feel about games. TOME is a living game, always changing.

Many pay to play games are not. They merely make some stuff they took out initially available for DLCs when the wells run dry. TOME is not like those games. TOME is developed by a caring group of dedicated players and programmers who are making an epic play experience.

Yes epic. You have a ton of races and classes which unlock as you play. Sometimes the unlock is just something you were going to do anyway but sometimes in true RPG fashion you have to investigate and figure out some puzzle or quest to get the unlock you want. And you can unlock them in something like 9 different modes. The game offers 50 levels of experience in whatever build combo you choose. As you learn more about classes and races you find yourself getting deeper into the decision making process and you realize you have many more choices than you will quickly be able to play with. This could take a long time. As is without any further changes. And the game changes from game to game so you may not always get an event or area you thought you might. And different play styles create vastly different approaches and in-game storylines.

There was a lot of discussion when Maj'Eyal became the world of the game about how terribly difficult the game was (is) so now there are multiple modes for discovering the game. The most rewarding depends on your personality and proclivities as a gamer. You can play with Easy and Exploration and virtually never risk death, or you can unlock, insanity and madness modes and play only in true Roguelike fashion (1 life, though there are items you can find to hedge that bet.) Or you could play as I do on Normal with Adventurous. To each player their own. This is an innovation I wish more devs would think about. Multiple play modes for multiple types of players means more fun for everyone.

The game has a few pit falls. It is deep so it is not hard to get into trouble if you are tired, hungry or bored. Don't do that. Play when you are fresh and excited and keep it that way. You won't complete it in a day. (The main quest line takes a minimum of 10 hours I think if you skip everything else and I highly recomend you don't do that.)

You may also find that the game lore is hard to penetrate. This is partially due to writing style and partially because who wants to read so much of it? Yes you should read the lore the first time you encounter it at the very least. You may or may not glean valuable clues from it but if you need to you can go back to it later. Once you have unlocked certain features you will be able to access ALL of the lore you've ever seen as a player.

You may notice that I am not giving a lot of specifics here because part of the fun of this game is playing it unspoiled. You can of course look stuff up or ask for spoilers if you aren't into all that.

I will say the sound effects while fairly professional are not my cup of tea. I am not really a game sounds kind of player though. I typically turn sound off in games I play and I only checked them out in TOME out of curiousity. You might find them entertaining. Apparently, also there is music. Something I didn't check out. (I am an older guy with a very staid taste in music. If it isn't Classic Rock. Folk, Blues or Soul from the 60s-70s then it probably isn't on my mp3 player. Though I do enjoy more varied styles, when I am gaming that's mainly what I listen to.)

I write all this mainly to enthuse about how much I am enjoying playing TOME again and want you to know it is worth every penny to buy it on steam. The community addons alone make the game extremely customizable.

Gandolfo in game chat, Winter Wolf on Steam.

Profile not sync'd

I recently had to reinstall Windows 7 and therefore Tome as well. Game runs normally and I can login to my account, but even then the game is not synced to my account. No achievements, no unlocks, high scores, nothing. How to fix this?

Ashes of Urh'Rok 1.0.4 is out!

My minions,


Here comes a small update to Ashes of Urh'Rok!

The game should auto-update it when you launch it (it may take a few hours more on Steam until all builds are updated).



  • Removed Abyssal Shield and Demonic Blood from the possible talents of random elites/bosses


Have fun in Eyal!

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