Day in the Life

For stories about your characters

It was a good day to die..

...said no one ever in this game. Fcking 2 shot from a chest monster. RIP.

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.

Maj'Eyal Revisited - Sun Paladin Winner (Normal Roguelike)

I first discovered ToME more than 3 years ago and somehow managed a victory with a Dwarf Fighter; It's been quite a while since then, and Maj'Eyal sure has changed (for the better)!

Since that win however, I've been dying to try my luck with Roguelike Permadeath. After picking up the 'Ashes' DLC (and a copy of the base game, because why not?), I managed to have a rather successful run!

Highlights for My Skeleton Sun Paladin

-Several Unlocks: Brawler, Necromancer, Skirmisher, Red Hair(?), Bikini(?!)
-First time:
...defeating the Orc Ambush
...clearing the 'Room of Death' (level 43)
...defeating Atamathon (level 46)
-Saved all Escorts.
-Saved Melinda

Near Deaths

Only one. The weirdling beast was extremely challenging - perhaps it was the weapon - Bill's Trunk - which I was still using when I fought him, but I found it difficult to get through his heals. This was the only time when I had to "stair hop" in order to survive. Later on though, good two-handed weapons began dropping in abundance (see inventory) - the first notable pick up was the Golden Three-Edged Sword 'The Truth', after which it was smooth sailing.


On the whole, I found this Race/Class Combination very hardy. The skeleton's 'Reassemble' and 'Bone Armour' saved the day countless times. Actually, the barrier skill seemed quite lackluster by comparison, so I mostly relied on a Shielding Rune (for the instant shield).

Second Life popped twice in this playthrough (both times I was pushing my luck/being too aggressive), while Reassemble remained unused (it was good for pea ce of mind).

Running the Chant of Fortitude, the greatest danger came from Mental Effects - I kept a Biting Gale Rune handy to clear it up - to make sure that I could always use my Teleport Rune. Providence was another option, but it is better used near the beginning of an engagement to stay (generally) free of debilitating effects.


For a Sun Paladin specializing in two-handed weapons, Mark of Light was (surprisingly) the star of the show.

Using the fight against Atamathon as an example,

1) Mark of Light
2) Absorption Strike (lowering light resistance, damage)
3) Shielding/Reflection Rune + Execution (it's an automatic crit, which triggers Righteous Strength)
4) Flash of the Blade (deals both physical and light damage and provides invulnerability for one turn)
5) Death Dance (deals physical damage).
6) Teleport (and wait for the above skills to refresh)

Rinse & Repeat: 3 cycles for Atamathon.

What wasn't obvious at first (at least not to me), was how crucial crit chance actually is - with Righteous Strength, every crit increases both physical & light damage dealt - this effect stacks up to 3 times. Dealing high damage will result in terrific healing (more with healing modifiers), and so long as you are dealing enough damage, it will allow you to stay in the fight for 5 turns. By that time, most things should be mostly dead - if the situation still looks dangerous, you can teleport (or use "Path of the Sun" to get away).


Although I did pick up "Controlled Phase Door" with my final category point, it was unnecessary. Path of the Sun was enough - with 2 points, you could move 8 spaces without travel time.

For opponents still out of range, three Ranks of Sun Ray results in an Area of Effect Blind (highly effective on pesky archers), while mages can be killed outright with Wave of Power.

Once in melee range, opponents who try to flee can be pursued (tile by tile) with Fearless Cleave (which applies damage in a 3-wide arc while on the move).

Category, Class, Generic Points
-Generics felt a bit strapped (as was expected, playing a Skeleton).
-Class talents felt just right - there seemed to be really great synergy, with the exception of Weapon of Wrath:

It's actually a bit of a trap - it seems interesting on paper - but the fire damage didn't synergize well with my abilities OR equipment (which boosted light & physical damage). The damage is also 'capped', which provides very little incentive to stay at a lower health (it's hard to maintain just enough 'lost' health otherwise). By late-game, with most notable enemies having resist all, the damage from this became really pitiful. The Martyrdom effect is mostly insignificant (you wouldn't want to take hits 'big enough' to make the Martyrdom damage appreciable).

For me, it was something I bumped from 2 to 5 in one go, and was fortunately able to scale back after realizing how terrible it was. I see the appeal of having a different damage type, and if this is the intent, then the cap needs to be increased or otherwise adjusted. Otherwise, the element can be changed to (light) to provide better synergy.

-Category Points were in abundance; I had two 'extra' - one I spent upgrading the Crusader Tree, the other I spent on an extra inscription slot (Controlled Phase Door). However, if I could spend both upgrading the Crusader Tree, I would!


Sun Paladin was extremely fun to play - it was great storming High Peak, going toe to toe with the bosses, and summarily dispatching both of them in a handful of turns. The defensive skill-set allows for mistakes here or there and definitely made for a smooth introduction to the Permadeath: Roguelike" Setting.

Next Game?

I can't wait to check out some of the new unlocks (or try the other classes, which seem to have been reworked since I last saw them). With 1.3 on the horizon, this seems like a very exciting time for Maj'Eyal!

wanna learn how to edit the race/class

I want to learn how to make a race or class. I've figured that the best way to learn anything is to jump right in. I then went and downloaded the underpowered faerie race.

I found myself a program called scite that will allow me to access the .teaa files and edit the lua. Now the modified race will not show up. trying to learn to learn how to edit this blasted game is not fun at all.

Taelren's Journal Entry #1: Prox's Fall

By all the gods, am I glad to be alive! Normally I am not the sort of man that one would find writing a journal, being more given to shaping the future than to recording the past. Yet, after such travails as I have faced this day, I find myself craving some permanent reminder of the horrors I have faced, the wisdom I have gained, and the trials that I have overcome. Especially since there is no guarantee that my own particular breed of luck, wit, and willpower will be enough to pull me out of my next scrape. The reaper hounds me, dogging my heels with boundless endurance and mindless determination; only by the most daring acts of brilliant madness have I managed to keep one step ahead of him. I am getting ahead of myself, however. Perhaps I'd better start at the beginning.

I, Taelren, having completed the rite of golem-forging marking me as a full-fledged alchemist, decided today that I would explore the Trollmire, a foul place to the north-east of the town of Derth. As my golem servant, Kraal, cleared a path for me through the thick undergrowth, I heard the chittering of rats and the hissing of snakes. I was confident in my training and in Kraal however, and pressed on boldly. Between his massive axe and my alchemical bombs, the beasts of the Trollmire were kept at bay, though there was one moment of concern when we were set upon by a pack of six wolves at once. Kraal never slowed nor tired, hewing great grey bodies in half as casually as a farmer reaping wheat, seemingly ignoring the flames that licked him as I tossed an explosive firebomb into the midst of the fray.

It came to me in that moment how deeply I depended upon Kraal. I was powerful, yes, but I knew nothing of the combat arts, and my skills took time to ply. An alchemist without his golem was like unto a warrior without his armor; he might yet win a battle but even if he did, it would be at much greater risk of injury or death. Within moments, Kraal had slain the last of the wolves, and we pressed on. Scraps of notes that I found scattered throughout the muck hinted at the presence of trolls and treasure, and it was not overlong before I encountered both. A small pack of stone trolls yielded me new armor and a weapon for Kraal, plus many lesser iron objects which I quickly transmuted into gems for use in crafting alchemical bombs.

Suddenly, the normal heavy sound of Kraal's footsteps ahead of me was utterly drowned out by a loud thudding sound, followed by a thunderous crunch. My jaw dropped as I staggered backward, watching Kraal's limp body hurtle past my head as I dove for cover. Something had just knocked him aside as casually as I might swat a fly, and my cursory examination as he slammed into the ground made it obvious that he was badly hurt. With the mindless devotion all golems share, however, he picked himself up and charged around the copse of trees which blocked my view again, and I could clearly hear the sounds of savage battle up ahead. Against my better judgement, I plowed through the trees, feeling bark scrapemy flesh and tear my robes as I struggled to reach Kraal and discover what was happening.

It was then that I saw him; a troll that dwarfed any that we had encountered prior; a massive behemoth with skin like stone and a fierce countenance that struck terror into my heart. "Prox smash," it snarled, lunging toward Kraal again. I readied a bomb to hurl at the mighty beast, but it was too late; with one swing of the massive club it carried, it felled Kraal with a howl of victory. I stared, numb, as I watched my companion collapse in a lifeless heap. For this entire journey, he had been my sword and shield; now he was dead, and I was helpless to stop the monster that had lain him low. I ran backwards, tossing bombs behind me to slow Prox's pursuit as I went, and eventually made it to a safe place where I could perform a ritual that would revive Kraal.

Slowly, mud from the ground shaped itself into the familiar form of my friend. Breathing life into it, I watched as it's eyes opened, and I saw there the light of blind love and loyalty that I always associated with Kraal. "Come on, you great lug," I said affectionately, a feral light of rage burning in my own gaze. "Let's go kill the bastard." Making our way slowly through the forest towards the place where we could distantly hear the thunder of Prox's footsteps, we got to a spot where I could see him, but he couldn't see me. Lobbing another firebomb at his feet, I commanded Kraal to charge him. This time, with the element of surprise on our side, things went much better. I watched as the shielding rune that I had installed in Kraal when I made him snapped a force field up around him, and his axe began to take big chunks out of Prox's burning flesh.

The massive troll tried to rally, but this time, fury and surprise were on our side, and within just a minute, the mighty Prox tumbled to the earth, a smoldering, blood-spattered ruin. The gigantic club it had wielded fell from it's grasp, along with a bag it had worn at it's belt. Moving forward, I glanced at the club. While it was clearly to big for even Kraal to wield it effectively, I knew that my companion would one day soon have the strength to make a devastating weapon out of it, and so I commanded him to carry it as I began to search through the bag. I found there a phial of some strange elixir that gave off light more radiant than the best-made lantern, and silken robes that thrummed with arcane energy. I slipped the robes on, feeling the magic of them encase me. In the bag, I also found another note, telling of even greater treasures that lay beyond, guarded by a troll whose ferocity and power outstripped even Prox. I knew that we were not yet ready to face such a challenge, so Kraal followed me back to Derth, where I intended to rest and resupply before bracing this new challenge.

Undead races

Finally beat the Master, wanted to get Skeleton but got the other.
Spend entire day trying to get the Skeleton, but die while trying to lvl up for Master.
This game, srsly.

Yeek ArchMage

My Yeek Archmage has made it to Maj'Eyal, only dying three times, yeesh. This is way different from a zerker - I need to pay even more careful attention to my statuses and hit points, as the simplest poison can kill me if I move once too much.

It's a much different play style - the zerker's strength is to wade in and kill them fast, but the archmage is very weak, having to run a lot until he builds up some power. I'm over level 10, but still extremely fragile unless we're at range, and in the dungeons range is a rare thing.

I've got some sustains now, but they're pretty weak compared to the monsters I'm going up against, and Halfling Ruins is full of archers and skeleton mages ...


I've come back to TOME (after taking a year off for Masterwork Dwarf Fortress :-) ). I've won the game again with a Cornac Berzerker, and my previous experience has served me well. Most of the game is the same from last time, and I highly enjoyed it.

A few things I've noticed:

The zerker's Fearless Cleave is indispensable. Not sure I had that last time, but it really helps clean up those crowds. It's particularly handy for those bosses that try to run ...

The Prodigies are very nice. Picking up "I Carry The World!" is simply awesome for a Zerker (I ended with 145 STR), and then Steamroller makes him the Pinball Of Death.

The randarts are too overpowered- I've noticed that I now mostly ignore the yellow unique artifacts, as they cannot compete. You usually find them way too late to be useful, too, relative to when you found that really cool randart that's better and has a bunch of extra features to boot. (See my guy Ug for examples)

I'd like to see more item sets, and somehow a higher chance of getting another set item if you already have one.

I thought there was a bug with treasure chest items going into inventory instead of the Transmog Chest, but that was my mistake - hitting "g" while standing on it puts it into your inventory, duh. There are some other edge cases where items go directly to inventory, though - alas I cannot recall them now. (I think the Pearl did, after killing the sorcerors ...)

I like the changes in the Pride's layouts, and the bone walls in Rak'shor. Creepy.

Money needs to be more useful. I found myself collecting it anyway, but it just makes the counter on the screen go up. The stores are very expensive for what you get - it's usually just easier to hit the dungeons (except for those 'cure magical' and 'cure physical/mental' runes). Perhaps nerfing the randarts, buffing the stores, and rotating store stock, say, every five or ten character levels ...

Well, that's it for this time. Good luck, adventurers!

Level 25 bandit on the second level of Kor'Pul

After not much luck running arcane blades and shadow blades, I decided to read up on good novice classes, and ended up picking up a Dwarven alchemist.

As usual, I was too bold. I ran through the Dwarven start zone no problem, and thought I'd breeze through Kor'Pul. The game even fast-forwarded me to the third level! I cleared the third level without problem, and thought I'd work my way back up, cleaning up level 7-9 mobs with my level 12.

But, nestled in the rooms of the second level of Kor'Pul was a bandit. He hit me for 60+ in each of two turns dropping me almost before I knew what hit me. Examined the logs. Yep, he was a non-named random level 25 bandit, just hanging out in a level 9 dungeon. I'll have to be on the lookout for that next time. =/

Test Blog because Sean is a bundle of sticks

Please continue.

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