Tales of Maj'Eyal: Difference between revisions

Rescuing 1 sources and tagging 0 as dead. #IABot (v2.0beta9)
m (update links)
(Rescuing 1 sources and tagging 0 as dead. #IABot (v2.0beta9))
 
(6 intermediate revisions by 4 users not shown)
Line 1:
{{work}}
'''''Tales of <s> Middle Earth</s> [[Serial Numbers Filed Off|Maj'Eyal]]''''' is a [[Roguelike]] with a long history, stretching back at least 10 years. Originally titled [[Dragonriders of Pern|Pernband]], it was a variant of the classic Roguelike [[Angband]] with Pern influences -- although all Pern influences were removed following a Cease and Desist letter in the late 90s. It was then renamed Tales of Middle Earth, the various Tolkien elements refined and perfected, and development continued on it off and on for a decade.
 
Like its parent game and other games in the genre, TOME revolves around the player character delving into a dungeon with limited resources. What separates it from other Angband variants is it's scope -- whereas most Angband variants have a single dungeon and small town at the top, TOME contains an entire world map based on Tolkien's Middle Earth, complete with multiple towns and dozens of dungeons, all with different themes. In addition, the game has a quest system, giving the pointless dungeon crawling some actual point.
Line 10:
However, in 2010 development was restarted after the Author returned, resulting in TOME 4 -- a complete rewrite of the game. Moving away from "Tales of Middle Earth" to "Tales Of Maj'Eyal" to avoid the possibility of a second Cease and Desist letter, as well as making the High Fantasy elements (fireballs and teleportation spells) make more sense, the game is currently going through a development version of [[Wiki Magic]].
 
It can be downloaded [https://web.archive.org/web/20130615124052/http://tome.te4.org/ here] and/or can be purchase in [[GOG.com]].
 
-----
Line 19:
** Except the Sher'tul farportal, which can be explored repeatedly if you have enough energy to sustain it.
* [[Apocalyptic Log]]: [[Once an Episode|Once per dungeon]], you find the records left behind by some previous explorer. Typically, the final record either ends abruptly after a reference to the boss (and has bloodstains on it), or describes how the writer was corrupted or hypnotized into allying with the boss. It's almost surprising when a dungeon hints that the writer might have survived (e.g. {{spoiler|the apprentice mage in the Maze}}.)
* [[The Atoner]]: It's implied in the unlock texts that classes that are normally [[Always ChaoticExclusively Evil|inherently evil]] in-universe (Cursed, Reavers, etc.) have become this when they're player-characters.
* [[Body Horror]]: The vast majority of the enemies in the Deep Below are this. {{spoiler|They used to be a dwarven expedition which got corrupted by the presence of Amakthel. The boss is the transfiguration of the foreman's ''mouth''.}}
* [[Bow and Sword Inin Accord]]: While you can technically do this with Bulwarks, Berserkers, and Archers (they have access to both missile and melee skills...if you're willing to spend a skill category point for it, anyway), Temporal Wardens are the resident lords of this art. Not only do they have ''default'' melee and bow categories, Celerity lets them switch weapons ''without'' using up a turn.
* [[Burn the Witch]]: ''Very'' common during the Age of Dusk, when mages were thought to have activated the Spellblaze ''intentionally''. Not to mention thought to one and all be necromancers and warlocks. One document from the time says that this is a pretty ineffective way of ridding yourself of a warlock--like they ''wouldn't'' think to ward themselves against this--but still likes it ''for setting an example when magic sympathizers are killed this way''.
* [[Cosmetic Award]]: Some of the achievements are like this, but others unlock bonus classes and races. For example, dying to undead gives you the (very very LOW) chance to {{spoiler|unlock undead subraces.}} The achievements for getting {{spoiler|specific magic books unlock spellcaster classes.}} Both of these conditions were changed in later versions. You can now unlock the undead races by defeating The Master at the bottom of Dreadfell, and the extra spellcaster classes no longer exist -- They've been merged into the Archmage class, and unlocking them unlocks extra talent trees for Archmages.
Line 72:
* [[Unwinnable]]: This can happen if you {{spoiler|kill Aerwyn the Sun Paladin before she tells you about the slime tunnel. You need to go through the tunnel in order to reach the final dungeon.}}
** If you do the following, the special quest where there's an electric storm cloud above Derth becomes impossible to finish.
### Pick up the quest.
### Get Antimagic at Zigur, so you can't get help from Angolwen to dispel the cloud.
### Kill their leader, so you can't get help from Zigur to dispel the cloud.
### Complain that it's impossible.
* [[Worthless Yellow Rocks]]: The {{spoiler|Sher'tul fortress}} needs to be powered up by dumping objects in its reactor core. This produces useless gold as an undesirable byproduct, and is thus given to you to dispose of as you see fit.
 
=== Tales Of Middle Earth (TOME 1 / 2 / 3) provides examples of: ===
* [[Anti-Grinding]]: Completely averted. Want to spend a few decades loitering around at the bottom of the Sandworm Lair, looking for potions that will get you additional stats and spellbooks that you ''need'' for progression? Not only allowed, but encouraged. You do have a time limit in the name of food et all, but this is averted due to the ease of teleporting in and out of dungeons.
* [[Bonus Dungeon]]: Several. Only a few dungeons are actually required for the main game, the rest are optional but have bosses with set drops of varying use. Playing the trope more straight is [[Names to Run Away From Very Fast|The Void]], a huge dungeon with enemies that are scaled (somewhat unfairly) to your own level, and with ''no air'' -- finding an item that makes it so you don't need to breathe is a major part of the early postgame.
* [[Excuse Plot]]: Averted. The 2.X series follows the Tolkien worldverse somewhat closely, having the character go through the quest of the ring, ultimately destroying it on Mt. Doom -- or dooming the world by putting it on<ref>Who did you think you were? Bilbo? It instantly corrupts you if you as so much as touch it once</ref>. There's a [[Playable Epilogue]] after destroying the ring that involves you finding your way into the [[Bonus Dungeon]] to kill Mograth's soul itself.
* [[Final Death]]: There is a rare one shot item called the Blood of Life that will bring you back to life -- once -- if you die; and ultra-high level Necromancy can do this, but other than that, once you die, you're dead.
* [[Good Old Fisticuffs]]: A combat option for Loremasters. Monks specialize in it, but Loremasters and Possessors can do it as well. Gives bonuses to dodging as long as you avoid heavy armor, but also scales very well and avoids the problems (and benefits) of weapons. In addition, Possessor forms such as, say, Dragons are technically unarmed, meaning that a Possessor with Barehand Combat skill an fight just as well in Dragon Form as Humanoid Form.
* [[Linear Warriors, Quadratic Wizards]]: Played with. Wizards die a LOT early on, whereas Warriors... die a LOT early on. Both can get to very respectable levels of power, but Warriors are far more reliant on items. Meanwhile, a Wizard that loses his or her spellbook... [[Oh Crap|ugh.]] [[Game Breaker|Summoners, on the other hand...]]
* [[Lost Forever]]: By default off, but you can disable the system that protects unidentified artifacts from being lost, causing them to be lost forever if you leave a dungeon floor with them on (the tradeoff is that you are told, ''explicitly'', that an artifact exists on a floor you enter). In addition, any artifact that is [[I Ded]] and later lost is lost for good, even with this option on.
* [[Mythology Gag]] / [[Genius Bonus]]: Lots. Tolkien fans will recognize a ''lot'' of the true artifacts in the game.
* [[Ninja Pirate Zombie Robot]]: Part of the charm of the 2.X series -- the sheer number of class / race / subrace / skillpoint build combinations are nearly endless. Some are incredibly powerful. Some... aren't.
* [[Randomly Generated Levels]]: Everything not a town or special level. Dungeons do have themes, however -- for example, the Orc Caves are, well, caves; the Sandworm Lair is a long twisty dungeon of nothing but sand (easily dug through). The "Ironman" option changes the engine to always generate "interesting" rooms -- interesting as defined by special rooms filled with instant death.
* [[Randomly Drops]]: Very very random, although traditionally the best loot is found either on the floor of vaults or on Dragons (which can be scummed from Quylthulgs later in the game). "RandArts", randomly generated artifacts, are also worth a mention, as they can be based on any basic item in the game and have a rather large number of stats.
* [[Warp Whistle]]: Scrolls of Word of Recall, as well as the various spell versions. ''Required'' for any dungeon dive past a few floors. Bring extras, cause they're not fireproof. (Unless they are.)
* [[Yet Another Stupid Death]]: Lots. Getting paralyzed by an eye is one of the top early ones, however, leaving you to slowly starve to death as the eye paralyzes you over and over again. Later on, anything that uses water attacks -- as there is no water resistance in the game.
 
{{reflist}}
Line 97 ⟶ 82:
[[Category:Fantasy Video Games]]
[[Category:Tales of Maj Eyal]]
[[Category:Microsoft Windows]]
[[Category:Mac OS]]
[[Category:Linux]]
[[Category:GOG.com]]