Tales of Maj'Eyal 1.7.4 "Wandering Star" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.4 ! 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.

This release adds a new class and a new class evolution, amongst other updates, fixes and balances !

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

  • Add a new hook/callback, ActorAI:aiTalentTactics/callbackOnAITalentTactics
  • Add chat portraits to many things
  • Add zone max level to tooltip and adjust levels for difficulty (if applicable)
  • Allow Steady Shot triggered via Shoot to apply Marked
  • Dirges update mastery correctly
  • Feed and Fed Upon properly ignore absolute resistance
  • Fix a bug with Garrote
  • Fix AI targeting of friendly actors, preventing them once again from toasting their friends
  • Fix alt tier1 zones having a different level range than non-alt tier1 zones
  • Fix Assasinate
  • Fix bone shield having non-integer cooldowns
  • Fix Brawler Attack Speed
  • Fix Cleansing Flames's tactical table
  • Fix description for Animate Blade
  • Fix Disengage being able to move through walls
  • Fix Energy Absorption
  • Fix Hymn Nocturnalist description
  • Fix Minotaur's Grand Arrival
  • Fix Shadows not Fading once they are immune to their summoner's damage
  • Fix Shattering Charge double crits
  • Fix talent level of chants & hymns boosted by difficulty twice
  • Fix Trap Priming
  • Fix twist the knife extending debuffs by non-integer amounts
  • Fix value displayed in damage log for Guardian Unity
  • Fix Vile Transplant effect limit
  • Fix wintry ego on shield not criting
  • forceUseTalent will not break things like movement infusion and won't be disturbed by confusion
  • It is now possible to recall out of the Temporal Rift
  • It is now safe to digest a cursed shadow
  • Mirror images are removed on death
  • New chat dialog interface
  • New gfx for the Rune of Reflection
  • New skeleton's damage shield visuals
  • New Sun Paladin evolution: Avatar of a Distant Sun
  • New Wanderer class. It's akin to adventurer but more chaotic! Instead of choosing talent trees you get a random set as you levelup! The set is determined by a seed that you can share with others to have friendly random competitions, or just share cool combos ;)
  • New Webs of Fate visual effect
  • Prevent clicking multiple times on hotkeys while the targeting interface is running (prevents infinite resource bug)
  • Prevent exploit where you could increase and decrease talent mastery at the same time you learned Fallen prodigy
  • Prevent player from infinitely stacking Pestilence shield with enough action speed
  • Remove digging from a few more vaults
  • Slightly nerf pace yourself
  • Some UI updates (buttons, and such)
  • Split the effect of Brutalized and Stunned
  • Support inconstant resource drain, fixing the Fearscape and a few other talents
  • Take Down respects pin if the target is more than 1 tile away
  • Tentative fix for yeti's in EoR having fur sticking outside of their pants
  • Tune down a Boneyard and Corpse Explosion visuals
  • Update fixedart daggers to 50%str/50%dex dammod for knives
  • Update Seen by Arcane Eye to immediately reveal actors
  • Update targeting parameters for Kneecapper and Kill Shot
  • Update Yeek's Quickened to trigger if the damage would leave you at 30% life or less
  • Update many NPCs tiles
  • Update the face of most character dolls
  • Update translations
  • Upscale the size of many lore pictures

  • Fix Diseased Body crashing in some corner cases
  • Fix Eternal Suffering to not appear on NPCs
  • Update translations

  • Add portraits for various chats
  • Exoskeleton is now displayed behind weapons
  • Fix Emergency Steam Purge wrong range
  • Fix Innovation + Mastery update interaction
  • Fix rounding problem with some steamtech/sawmaiming talents
  • Make Furnace Vent open only if it is fully charged
  • Mecharachnid shows artifact tiles when worn instead of generic ones
  • Summons will now avoid targeting amakthel body parts
  • Update translations
  • Upscale lore pictures
  • Yetis are 100% less prude

  • Update Reality Fracture so rifts last for the full duration stated
  • Update translations

Have fun in Eyal!



Tales of Maj'Eyal 1.7.3 "Creepy Crawlies" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.3 ! 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.

This release adds support for japanese & korean translations, and many fixes, balancing and support for addons stuff. Amongst them a solution (hopefully) to the slowness some people experienced in the previous version.

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

  • Abyssal Shield now has a log line
  • Actor:canBe now checks for an additive "all_bad_immune" flag, for those that need it
  • Add Japanese and Korean translations
  • Add "no_sustain_autocast" for talents that should not auto-sustain on NPCs (like River of Souls)
  • Add a tutorial popup when the hotkeys page is switched for the first time
  • Add tile transition from marble floor to water (mainly for Last Hope)
  • Adjusts invisibility-granting talents and effects to prevent a floating point error
  • Adjusts tooltips to not display zero-valued properties
  • AI now tries to break iceblock
  • An other Darkvision fix
  • Blight eldritch eye from headless horror gains Drain, as Virulent Disease is now passive
  • Caldera/Sludgenest/Conclave vaults (and Scoure Pits in Forbidden Cults) are now mutualy exclusive, only one will exist per game. But one will always exist. In addition the racial 100% chance will only exist until the relevant unlock is gained
  • Change Re-assemble to check talent level instead of raw talent level for extra life
  • Change Sand Breath to use Mindpower
  • Change the color of Bone Shield overlay text for clarity.
  • Change Worldly Knowledge to use actual escort rewards
  • Chats will now correctly call your race/class/.. name by their actual display name instead of internal ids
  • Clarified the descriptions of the Cursed/Punishments talentsGesture of Malice's debuff now displays its icon properly
  • Clarify Cornac cat point is only at birth (not also every 10 levels)
  • Devourer Frenzy now checks if the target knows Gnashing Bite, not if their name is "Devourer"
  • Fix bone shield resting forever on world map.
  • Fix callbackOnArcheryHit on Chant Radiant
  • Fix Celestial Surge so that it doesn't require an actor standing in the center to deal damage
  • Fix clones of self resurrecting NPCs to not self resurrect themselves
  • Fix Deeprock Form to always remove levels in Volcano and Throw Boulder
  • Fix description of gale force torque
  • Fix description of Harass Prey
  • Fix Dirge of Conquest having no effect
  • Fix Fearscape validating the requirement for "planetary orbit"
  • Fix Judgement self hurt
  • Fix many typos
  • Fix a slowdown that happened in the previous version for some GPUs
  • Fix Nightmare description
  • Fix oversized Splatter Sigils
  • Fix range display for Wave of Power
  • Fix Shadow Simulacrum AI
  • Fix the description of lich's shadows' spells
  • Fix Un'fezan's Cap
  • Fix Through the Crowd conflict with Lich last talent
  • Fix a bug where the WASD keys could get "stuck" if a dialog poped while pressing them in combo
  • Fix some missing sound effects
  • Fix Vimsense to correctly reduce mental save
  • Fix a bug between cloning, removing effects, and Corrosive Worm
  • Game's window title now changes to reflect the current campaign
  • Hook "DamageProjector:base" now receives the target
  • Increase positive/negative regen in rest
  • Increase range on Ungolmor's poison hit
  • Make random sentient staff able to actually spawn
  • Make wrathful ego on-block damage friendly-fire safe as the description implies
  • Monster pits now have their doors always on the sides, never on corners
  • New actor:combatBestpower() to get the best of spell/mind/physical power (useful for some items or very generic talents)
  • New callbackOnTalentPre (return true to cancel cast)
  • New chat format support along with an experimental visual editor (look for Remote Designer in the debug menu)
  • New hook "Actor:updateModdableTile:skin", before tatoos and after base skin
  • New hook "Player:winnerDescs"
  • Non-necromancers can gain the Lich quest if they spend 5 points in Blurred Mortality
  • Object:canAttachTinker now checks for a "forbid_tinkers" property to prevent items from receiving tinkers
  • Promote some remaining fake-rare elite enemies to rare, for they are basically a rare
  • Probability Travel mana cost reduced
  • Reduce the rate at which rares and randbosses learn new talent trees
  • Renamed Open Palm Block's block effect to "Open Palm Block" to differentiate it from Blocking
  • Self-reloading ammo doesn't break at values above 6
  • Telekinetic wielded weapons are now displayed as floating behind the character doll
  • Thorn Grab, Unseen Force now have a visual effect
  • Throwing knife can't garrote
  • Update demonfire damage check for fiery torment when determining if it should hurt or heal demons
  • Updated the worldmap seen from orbit to be more correct
  • Wintry ego on shield now uses mindcrit

  • Add Japanese and Korean translations
  • Fix Reckless Strike
  • Fix Dolleg mainhand seed description
  • Fix Doom Concordat not reviving seeds
  • Fix Hexed Shield to cast with the correct level
  • Updating a seed with a sustain talent will not sustain it if it was not sustained (And I hereby win the medal of saying "sustain" as much as possible in a single sentence!)

  • All artifacts should now have special doll tiles
  • Fix Assault Chassis Tail Weapon
  • Fix Craftsman's Eye not getting blind fight
  • Add Japanese and Korean translations
  • Fix mecharachnid unequipping armor
  • Fix the display of Mind Injector
  • Fix Dazzling Jump
  • Fix the scaling of many talents after the 1.7 update
  • Giant alligator is now taller
  • Lower Fumigate APR
  • More sanity check for innovation
  • Remove exp value of AAAs
  • Update psi-machine categories to match current escorts

  • Add combat training to Cultist of Entropy
  • Fix bonestaff chat appearing on other staves
  • Fix Cacophony effect description
  • Fix daze check for Lash Out
  • Add Japanese and Korean translations
  • Fix range in Accelerate description
  • Fix Revelation for Prophecy of Madness and Prophecy of Treason
  • Fix Split's wrong formula
  • Hypostasis achievement is correctly labelled as important
  • Update the Sourced Pits to work in the same framework as the caldera, conclave vault and sludgenest of vanilla

Have fun in Eyal!

My Cornac Necromancer -- Died to Vor

Just discovered that player blogs exist and decided to write down what I learned playing this character!

General Facts:
1) Once you understand the basics of the game, Nightmare seems much easier than Normal. Turns out, most rare creatures are really easy and getting lots of their drops is really good. At the very least they sell for decent chunks of gold.

2) Adept is ridiculously good for classes that have a lot of point demands like Necromancer. I won't say it's broken because there are other ubers that can be crazy good like that, but it's definitely a solid pick for Necromancer.

3) Conversely, I'm not sold on the Lich transformation. Obviously going Cornac -> Lich is strong, but there are some racial trees out there that I think are really good and in retrospect I was really wishing I had picked up Master of Disasters. Necromancers have so many baked-in and easily obtainable Spellpower bonuses that you are constantly spellshocking everything, and Corruption/Curses can ensure you're doing it very consistently.

4) Necromancers don't require much Willpower. Their spells and sustains are generally cheap on Mana and they have very powerful mana regen options. Also, no amount of Willpower in the world is really going to save you from a Mana Clash, but Consume Soul will. Even if you pick up Corruption/Curses like I did (and I heartily recommend), save the curses for challenging rares and bosses and you will have more than enough Vim.

About Necromancer Trees:
Spell/Glacial Waste -- Hiemal Shield should not be used the usual way. Instinctively you see that it's a sustain and go "Alright, so I turn this on and leave it on..." No. Necromancers are going to have a relatively high DieAt stat, and Hiemal Shield should be preserved until and flicked on when you are near death to get the maximum power out of it. If used in this manner, it would be pretty trivial to get something on the order of an effective 1k, self-healing damage shield. The retaliation damage Hiemal Shield does is very trivial and having 100% uptime on it is much less valuable than having the full-power shield effect on you when you're sub-1 HP. I went 4/2/1/4 with Adept last time, next time I'm leaning more towards 3/1/1/3 with Adept with the 1st, 2nd, and 4th skills being options for luxury points. Without Adept I think it's pretty much a hard 5/1/1/5.

Spell/Nightfall -- Invoke Darkness and River of Souls are the Necromancer's bread-and-butter of blowing stuff up, and while Night Sphere is a nice crowd control spell, it doesn't scale well with talent points IMO. I went 4/1/1/4 with Adept, next time I'm thinking 3/1/1/3 here, too. Without Adept you're definitely going to want 4-5/1/1/4-5 and might also want to bump Night Sphere's radius with a luxury point or two.

Spell/Age of Dusk -- I think on Nightmare this tree is a trap. It does all kinds of cool things, but the fact of the matter is that all those cool things it's doing rely on Dire Plague being active and ticking on a crowd of enemies. That's just not going to happen in Nightmare. In Nightmare you're going to cast Dire Plague, everything around you will die in 1-3 turns, and then all your investment in this tree will essentially give you random Invulnerability turns but otherwise be useless for some 20 turns until Dire Plague comes back off cooldown. I went with 5/3/3/3 with Adept last time, but I'm not going to unlock it next time. If you really want to play with this in a low difficulty, do 1/3-4/3-4/2-3 with Adept. Without Adept, add an extra point into Dire Plague just to make the soul rip chance higher than 1%.

Spell/Grave -- I saw this as a minion support tree and didn't really get into it. In retrospect, this tree deserves some investment even if you're not working with minions. The first two spells, Black Ice and Chill of the Tomb, are decent bread-and-butter combat spells in their own right with the minion support added on. The third spell, Corpselight, is... interesting. I'm not sure I'm sold on it, but it could be a good setup for a big crowd control combo in a dense room of enemies. Next time I run Necromancer I'm thinking of going with 3/3/1-3/1 in this tree with Adept.

Spell/Death -- This is the tree that led me to pick up Corruption/Curses. Rigor Mortis is a solid single-target nuke on a heavily debuffed target, easily critting for at least 1k damage as early as level 25. Utterly Destroyed is also an amazing one-point-wonder with Adept. Grim Shadow is a talent I really want to like, but honestly the radius is kind of weak, making it kind of a generic buff. Maybe it gets more value in higher difficulties. I went 4/1/4/1 with adept. Next time I'm not putting 4 points in Grim Shadow unless it's absolute luxury points -- I'm thinking 2 but maybe it's fine with 1.

Spell/Animus -- Sort of the engine that powers the Necromancer. Soul Leech is going to be your primary method of gaining your special resource -- souls. Torture Souls does a great job clearing levels with Spikes of Decrepitude, and Consume Soul and Reaping are just skills that make you better at doing what you're going to do. I went with 3/3/3/3 here with Adept, but I'm thinking more along the lines of 2/3/3/2 next time. Reaping definitely doesn't need more than 2 points with Adept, and Soul Leech is more about what you find you need. Maybe I'll put 1 or 2 more points into Soul Leech when I actually play.

Spell/Rime Wraith -- Maybe I wasn't playing it right, but Rime Wraith just doesn't flow with the rest of the class the way I was hoping. Maybe if you have minions it's better since the Wraith will fly around healing them, converting their damage, etc, but I think it just kinda sucks. This is the cat point I'm going to pocket and save in order to not go Cornac next time.

Spell/Dread -- These things seem like excellent support minions, and if you take Adept there's really no excuse to not throw at least 1's across the board here. Luxury points probably go to Soul Eater, but boosting the first or last skill for extra talent levels is also valid.

Other Class Trees -- I haven't played around with them, yet. My strategy for this playthrough was to do a solo Necromancer kind of play, but that really doesn't seem to be how the class is designed to work these days. Now it's all about the synergy between the Necromancer's blasting spells and the minions, and there are a lot of spells out there that buff minions. I will say, however, that the Ghouls will Retch and that Retch will heal undead, which is why my next start will definitely be a Skeleton (also, I finally unlocked Skeleton after killing that stupid Master way too many times and getting RNG screwed). My plans are to go for 3-4/1/4/0 in Spell/Master of Bones, 3-4/0/0/0 in Master of Flesh, and 3-5/1/1/1-3 in Master Necromancer.

About Generic Trees:
Combat Training and Staff Combat -- I went 5/1/1/0/0/0 in Combat Training and 1/1/1/1 in Staff Combat. This gives a nice blend of defenses and armor as well as a spammable spell that I can throw when everything else is on cooldown (happens a lot if you don't invest in both Grave and Nightfall). I'm probably going to stick with this because I'm probably going to wind up with a silly number of Generic talent points and even the last Staff Combat talent isn't bad when it's level 2.5-2.8 for free and you're throwing around Curse of Defenselessness.

Spell/Spectre -- I went 1/1/1/1 here and loved it. I can see myself eventually throwing more points into this tree, but this baseline investment is just really good. Ghost Walk is premium mobility, Spectral Sight and Intangibility enhance it very nicely, and Path to Beyond gives it an extra playline. I'd probably throw some more points into Ghost Walk but I don't know.

Spell/Necrosis -- This is the tree that actually drew me to playing Necromancer. I went in with 5/4/5/1 with 5 runes to maximize the benefits of the last two talents, and I'll probably do it again without regret. Across the Veil is just wildly powerful in the right (or, alternatively, wrong) circumstances, and Blurred Mortality and Runeskin enhance your durability so much. You even get some free spell crit for some reason. Spikes of Decrepitude is also a nice one-point-wonder most of the time, although the 2 souls sustain might not be worthwhile next time. I used it to tag things with Soul Leech so I could hit more enemies with Torture Souls, which is certainly a fun shtick but maybe not entirely effective.

Cunning/Survival -- I didn't put anything into Cunning/Survival because I'm not a fan of Track. I think it's even kind of weak as a Necromancer, but maybe I can do some shenanigans with it later. The points are definitely out there to go 1/1/1/1, and if you get Track and Adept then just get the freaking Danger Sense, it's free crit reduction.

Corruption/Curses -- I love this tree for Necromancer, it's fantastic. The Rigor Mortis Synergy, shredding 40%+ all res from anything thanks to a curse + Spell Shock, Curse of Death just doing tons of damage... The whole tree is great and well worth an unlock.

Technique/Conditioning, Cunning/Scoundrel, and Spell/Stone Alchemy -- I didn't get these trees but Escorts give notable rewards from them. Vitality, Unflinching Resolve, and Misdirection are all noteworthy pickups with Adept and your crazy spellpower plus Curse of Defenselessness means Stone Touch is going to be wildly overpowered. You can even shave off some stun resistance with a Biting Gale rune.

About Racial Trees:
As I said, I'm not actually a fan of the lich tree. Between Corruption/Curses and Spell/Master Necromancer I feel like I've got literally everything I could want from the Lich racial tree, plus I can pick up a good racial tree like Skeleton or Shalore or something and a good prodigy like Blighted Summoning or Master of Disasters. What the Lich tree *does* do is compress Corruption/Curses and Spell/Master Necromancer into one prodigy point, so if going Cornac isn't enough role compression from your category points you can go for Lich.

The Pikataclysm is upon us! RUN FOR YOUR LIVES!

What could be terrifying about little cute bunnies and eggs?
Nothing you say? Well, think again for the Pikataclysm has arrived to Eyal and will stay active until May 1st!
Beware of what lurks in this strange place, for sometimes, bunnies have big teeth.

The Pikataclysm is a yearly special server event, triggered every 10 minutes by the server to all players currently logged in. There are others such events, come find them all during the year!

I did it - finally got off the main continent

After years of effort trying to figure out the right way to get a character built which would survive the efforts to get off Maj'Eyal, I have finally gone East. No hacks, no looking at blog posts. Just playing an absurd amount of ToME until it finally happened. Getting the extra 50 strength was the breakthrough I needed.

My first character: a halfling rogue

I am starting as a rogue because I don't want to be killed by traps and also want to have the ability to swiftly dispatch enemies that pose a real threat. I am in Trollmire(?) forest running around in stealth and throwing daggers, feeling over powered.

I like the game a lot, so I donated and purchased all 3 DLC's. The contents only seem to apply for new characters, so I will make another rogue with more customized looks this time. I am only level 2 now, so it doesn't feel like a waste to start new to enjoy all the added contents.

Edit: I did not expect this blog post to show up on the main page. I thought it was going to be something like my personal journal which no one will read. For any visitors new to the game, I want to clarify that rogue class is not over powered. My first halfling rogue ended up dying in the same area while fighting a skeleton magus.

Notes about Writhing Ones in Russian

Хтоническое чудище слонялось по дороге,
Никто не замечал его в космической пыли -
Но мимо по дороге
Промчались злые боги,
Коварные, кошмарные, протопали-прошли.

Remi Malek - lv50 Cornac Rogue

Remi Malek is a lv50 Cornac Rogue(always with maxed Cunning/Trapping).

 The seer loves Remi Malek, he steals the show, he did.
 Remi is a loner who wear full BLACK clothes and apparel to avoid people.
 Remi is also close to mastering the full activation of his facial musculature, which is how you see light.
 Remi has learned and practiced, he steals the audience.
 BLACK is heavy and dense, it contains all of the spectrums in it.
 Wear BLACK(full), get unwanted attention; the opposite of what Remi is: avoids people.

 We've also(some of us, seers) learned that in Maj'Eyal there are TIME TRAVELERS and TEMPORAL FIENDS.

         The seers are issuing a challenge:
 The seer must share, through virtual screen, an image;
 The image is of: "Remi Malek, lv50 Cornac Rogue has sacrificed himself at lv 1X of High Peak.".
 The seer MUST make this happen, in order to learn who Remi Malek is.
         Please, elevate.

Who is Remi Malek?
E, opa, pera aí! Deixa eu chegar junto.
E, cara, quem é você mesmo? Seers são capazed de observar a sua própria observação.
Então... quem é você?
 Por favor, me conte detalhadamente o que aconteceu com REMI MALEK LV50 CORNAC ROGUE(ALWAYS WITH MAXED CUNNING/TRAPPING) no nível 6 de Dreadfell, por favor, precisa saber.

E, cara, por que tu ta fingindo que é um ser humano?
Esse jogo é legal, mas não acredita muito não.


The Gunsnake hisses
Gunfire disturbs the forest
My last breath escapes

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