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Inadequately
Oct 9, 2012


What is this?

Tales of Maj'eyal (TOME 4) is a roguelike developed by Nicolas 'Darkgod' Casalini, based on his old Tales of Middle-Earth roguelike and revamped to be somewhat less copyright-infringing. Since its release in 2012, it has gained popularity with a large number of roguelike fans and non-fans alike, thanks to the game being fairly accessible and easy to pick up - the game includes an actual tileset, as well as a large number of difficulty modes and a mode that grants you extra lives if the whole 'one life' thing isn't your jam.

The game is still being actively developed - in fact, a major update that revamped several classes just dropped recently, and the developers are fairly active in the community. The update stirred up some interest in it, so I figured I'd show it off since I have some free time.

If you're interested in the game, you can download the game from the official Tome 4 website for free, or purchase it from Steam or GOG. I recommend the latter - it's currently on sale at the moment, and paying money for it in any form on any platform classifies you as a 'donator' and grants you donator perks forevermore.

How is this going to work?

This will be a screenshot LP of both Tome campaigns - Age of Ascendancy, the main campaign, and Embers of Rage, the eponymous campaign included in the most recent DLC. The game will be played on Nightmare Adventure - one difficulty level above the default difficulty of Normal, with multiple lives.

Updates will be posted every few days or whenever I'm free. Spoilers are fine - the game isn't exactly new, but please spoiler tag them at the very least.

Table of Contents

In a hole in the ground there lived a ___

Skeletor lives again

Let's go shopping

TIME COP

Kill Bill

Skeleton party

Breaking the Cursed

In the halls of the Bandit King

I like big vaults and I cannot lie

A-maze-ing

Over-the-shoulder boulder throwers

Thunderstruck

It's not ogre yet

Club Club Club

(G)unbearable

Big old Prodigy post

Corruption of the innocent

Bone Daddy: A Skeleton Dating Simulator

The Undead Poets Society

Mummies alive

It's fun to charter an accountant, and sail the wide accountant-sea

Arachnophobia

Resident Evil 3: Alchemist

Race to the bottom

Skeleton Party 2: Electric Boogaloo

Fifteen dragons in a dead orc's chest

The beginning of the end

The end

One Year Later

The Rise of Dr Orktopus

It's Not Over Yeti

Yar Har Fiddle Dee Dee

The Tale of the Horny Elf

An Unweiss Decision

Prison Break

Solar Eclipse

Ow The Edge

Maltoth the Mad

Inadequately fucked around with this message at 18:46 on Oct 11, 2017

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Inadequately
Oct 9, 2012
In a hole in the ground, there lived a ______

Before we begin in earnest, we have to pick a guy. In grand old goon tradition, I'm turning this task over to you folks and crossing my fingers. One thing to note: don't get too hung up on stat modifiers. Most starting stat modifiers tend to become fairly irrelevant after the first few levels, and even the largest bonus or harshest penalty tends to be fairly trivial to overcome once you hit late-game.




Cornac

Cornacs are Humans from the Northern part of the Allied Kingdoms. Humans are an inherently very adaptable race.

Stat Modifiers: None – they start with 12 in every stat.
Life Rating: 10 HP/lvl
EXP penalty: None
Special: No racial talents, extra category point, +1 extra skill & generic point at birth and every 10 levels

Cornacs are the only race to start with no racial talents – in exchange, they gain an extra category point, a limited resource that can be used to unlock additional skill trees or inscription slots. As of 1.5, they also start with and gain additional skill/generic points compared to other races – a fairly significant buff which gives them far more flexibility in their builds. An all-rounded race that does reasonably well in any class.



Higher

Highers are a special branch of humans that have been imbued with latent magic since the Age of Allure. They usually do not breed with other humans, preferring to keep their blood ‘pure’.

Stat Modifiers: +1 Strength, +1 Dex, +1 Magic, +1 Willpower
Life Rating: 11 HP/lvl
EXP penalty: 15%

Despite being presented as the ‘better’ human race, Highers are generally considered fairly lackluster. Their racial talents give them a health regeneration ability, additional sight range and blind resistance, and a bonus to elemental damage whenever they cast a spell. Their most notable racial is Highborn’s Bloom, which allows their talents to be cast without using up resources for a few turns, with some limitations. Highers are a race that does decently with resource-limited classes, especially Necromancer, though their additional sight range also allows for some gimmicky builds with ranged classes like Archer.



Shalore

Shaloren elves have close ties with the magic of the world, and produced in the past many great mages. Yet they remain quiet and try to hide their magic from the world, for they remember too well the Spellblaze - and the Spellhunt that followed.

Stat Modifiers: -2 Strength, +1 Dex, +2 Magic, +3 Willpower, +1 Cunning
Life Rating: 9 HP/lvl
EXP penalty: 25%

Generally considered one of the top-tier races. Shalore racial talents give them an activable global speed boost for a few turns, a passive increase in crit chance and crit multiplier, and a chance to turn invisible when taking heavy damage. However, their most notable racial is Timeless, a skill that reduces the length of almost all debuffs and talent cooldowns, and increases the length of almost all buffs. Nerfed several times – most recently in 1.5, where its cooldown was set to be an unmodifiable 50 turns, but still considered a gamebreakingly powerful skill. An excellent race for just about any class, especially magic-based ones.



Thalore

Thaloren elves have spent most of the ages hidden within their forests, seldom leaving them. The ages of the world passed by and yet they remained unchanged. Their affinity for nature and their reclusion have made them great protectors of the natural order, often opposing their Shalore cousins.

Stat Modifiers: +2 Strength, +3 Dex, +1 Con, -2 Magic, +1 Willpower
Life Rating: 11 HP/lvl
EXP penalty: 35%

Not quite as exciting as their magical cousins, both lore-wise and mechanically. Their racial talents give them an activable skill for a short-term damage boost/resistance increase, bonus physical and mental save (resistance against associated debuffs), bonus disease and blight resistance, and a skill that instantly summons two friendly treants for a few turns. A decent if not especially interesting race, though their high EXP penalty tends to put people off.



Doomelf

Doomelves are not a real race, they are Shaloren that have been taken by demons and transformed into harbingers of doom. They enjoy unleashing torments and suffering on their victims.

Stat Modifiers: -2 Strength, +1 Dex, +1 Con, +3 Magic, +2 Willpower
Life Rating: 9 HP/lvl
EXP penalty: 25%

A race added in the ‘Ashes of Urh’rok’ DLC. As corrupted Shaloren, their skills are twisted versions of Shalore racials – they gain a short-ranged teleport in place of a speed boost, debuff and crit resistance in place of a crit boost, and a chance to turn into a demon when taking a major hit instead of turning invisible. Their counterpart to Timeless is Pitiless, a single-target skill that increases talent cooldowns and debuff length on the target while reducing the length of buffs. Starting out with a teleport makes them a good pick for low-mobility classes, and Pitiless combos well with classes that rely on damage-over-time effects.



Halfling

Halflings are a race of very short stature, rarely exceeding four feet in height. They are like humans in that they can do just about anything they set their minds to, yet they excel at ordering and studying things. Halfling armies have brought many kingdoms to their knees and they kept a balance of power with the Human kingdoms during the Age of Allure.

Stat Modifiers: -3 Strength, +3 Dex, +1 Con, +3 Cunning
Life Rating: 12 HP/lvl
EXP penalty: 20%
Special: +5 Luck (a very slight all-round boost to various combat stats)

As mentioned in the description, Halflings are actually one of the more militaristic races in Maj’eyal, a fact reflected in their high life rating and racials. Halfling racial talents give them an activable buff for increased crit chance and saves, bonus evasion and defense upon taking a major hit, an all-round bonus to damage and saves that scales with the number of enemies around you, and an activable skill that removes and makes you immune to stun/pin/daze effects for a few turns. Halflings work well with any weapon-based class and/or classes that rely on crit-based effects.



Dwarf

Dwarves are a secretive people, hailing from their underground home of the Iron Throne. They are a sturdy race and are known for their masterwork, yet they are not well loved, having left other races to fend for themselves in past conflicts.

Stat Modifiers: +4 Strength, -2 Dex, +3 Con, -2 Magic, +3 Willpower
Life Rating: 12 HP/lvl
EXP penalty: 25%

A sturdy, defense-focused race. Dwarven racials give them an activable buff to armor and saves, a 15% chance to ignore any melee attack and gain a temporary armor buff in response, a passive boost to saves that scales with the amount of gold you have, and the ability to phase through thin walls. A decent race for any melee class, especially the defensive ones. Dwarves are the only race capable of becoming Stone Wardens.



Yeek

Yeeks are a mysterious race native to the tropical island of Rel. Although they are now nearly unheard of in Maj'Eyal, they spent many centuries as secret slaves to the Halfling nation of Nargol. They gained their freedom during the Age of Pyre and have since then followed 'The Way' - a unity of minds enforced by their powerful psionics.

Stat Modifiers: -3 Strength, -2 Dex, -5 Con, +6 Willpower, +5 Cunning
Life Rating: 7 HP/Lvl
EXP penalty: -15%
Special: Increased air capacity, 35% Confusion resistance

Yeeks are one of the more challenging races to master. Their starting stat modifiers are cripplingly bad, and their low life rating makes survival a challenge even after the early-game hump. On the plus side, their negative EXP penalty means they level up the fastest out of all the races. In addition, they have a pretty interesting starting racial: Dominant Will, a skill with a chance to instakill a low-level enemy and turn them into a controllable summon for a few turns. The rest of their racials give them additional confusion and silence resistance, a passive global speed boost, and the ability to instantly summon three additional Yeek buddies to your side for a few turns. Yeeks excel with mindpower-based classes and do well as casters, but going against the stereotype and making a melee Yeek can pay off, thanks to the bonus HP those classes give.



Ogre

Ogres are an altered form of Human, created in the Age of Allure as workers and warriors for the Conclave. Inscriptions have granted them magical and physical power far beyond their natural limits, but their dependence on runic magic made them a favored target during the Spellhunt, forcing them to take refuge among the Shalore. Their preference for simple and direct solutions has given them an undeserved reputation as dumb brutes, despite their extraordinary talent with runes and their humble, dutiful nature.

Stat Modifiers: +3 Strength, -1 Dex, +2 Magic, -2 Willpower, +2 Cunning
Life Rating: 13 HP/lvl
EXP penalty: 30%

Ogres are generally considered the other top-tier race alongside Shalore. Their racial tree focuses on boosting the power of infusions and runes – powerful utility skills that can be learnt by any class. Ogre racials give them a temporary buff to damage and stun resistance, a passive increase to infusion/rune stat scaling, a chance to reduce infusion/rune cooldown whenever you crit, and an activable buff that halves the cooldown timer of infusions/runes. While these are powerful effects in themselves, ogres have two other abilities of note – maxing out their second racial gives them the ability to wield a 2-handed weapon in their mainhand alone, and maxing out their last racial gives them the ability to unlock an additional inscription slot, though a category point must still be spent on this. Ogres are a good all-round choice for any class, especially dual-weapon classes where the 2-handed ability provides a substantial power boost.

Undead

Undead are humanoids that have been brought back to life by the corruption of dark magics. Undead can take many forms, from ghouls to vampires and liches.

There are two things to note about undead: being innately magical creatures, they cannot use wild-gifts or any equilibrium based skills, and as such cannot learn Antimagic. Their other quirk is slightly more crippling: they are unable to use infusions, and are limited to runes. As infusions are generally considered far more powerful than runes (and almost mandatory on higher difficulties), undead tend to be considered bottom-tier races, despite their powerful bonuses. The addition of medical injectors in Embers of Rage has alleviated this somewhat, and the upcoming rune rework is set to hopefully turn things around even further.



Ghouls

Ghouls are dumb, but resilient, rotting undead creatures, making good fighters. They have access to special ghoul talents and a wide range of undead abilities. The rotting bodies of ghouls also force them to act a bit more slowly than most creatures.

Stat Modifiers: +3 Strength, +1 Dex, +5 Con, -2 Willpower, -2 Cunning
Life Rating: 14 HP/lvl
EXP penalty: 20%
Special: 50% Stun/Freeze Resistance, 80% Poison Resistance, 100% Bleeding and Fear Resistance, -20% Global Speed

Despite their powerful bonuses, ghouls suffer from a very significant drawback. On top of being undead, ghouls have an innate 20% global speed penalty – for every four moves you make, enemies make five. As a result, ghouls are considered one of the hardest races to handle. Their racials limit the amount of damage they can take from a single blow, as well as giving them a Strength/Con boost, a short-ranged teleport with a temporary speed boost, an AOE vomit pool that damages the living and heals the undead for a few turns, and the ability to inflict a debilitating disease that becomes more and more powerful as you level it up. Ghouls are not the top pick for any class, but they tend to survive best with defense-focused melee classes. Alternatively, classes with innate/activable global speed boosts help to alleviate the ghoul’s major drawback slightly.



Skeleton

Skeletons are animated bones, undead creatures both strong and dexterous. They have access to special skeleton talents and a wide range of undead abilities.

Stat Modifiers: +3 Strength, +4 Dex
Life Rating: 12 HP/lvl
EXP penalty: 40%
Special: 100% Poison Resistance, 100% Bleed and Fear Resistance, no need to breathe

Generally considered the better of the two undead races, pretty much by default. Skeleton racials give them a Strength/Dex boost, a very powerful damage shield that scales with Dex, a passive debuff reduction ability, and a healing skill that gives you an additional life should you max it out. Skeletons do well as any strength/dex based class – essentially, practically any melee or ranged class. Their high EXP penalty means that they take a while to get going compared to other races, though this is less noticeable on higher difficulties.

Inadequately fucked around with this message at 17:12 on Jun 26, 2017

Inadequately
Oct 9, 2012
We also have to pick a class for our dude, represented here by one of their more iconic talents. 7 of these classes start available by default, the others are unlockable and/or DLC-dependent.

Warriors

Warriors train in all aspects of physical combat. They can be juggernauts of destruction wielding two-handed greatswords, or massive iron-clad protectors with gleaming shields.

Warriors are strength-based classes with a focus on hitting people in the face with weapons. Their main resource is Stamina. All classes will slowly regenerate stamina should they have/gain access to a stamina based skill, though stamina-based classes usually have additional skills to increase stamina regeneration.



Berserker

A Berserker wields huge two-handed weapons of destruction, bringing pain and death to his foes as he cleaves them in two. A Berserker usually forfeits all ideas of self-defense to concentrate on what he does best: killing things. Their most important stats are Strength and Constitution.

Life Rating: +3 HP/lvl
Stat Modifiers: +5 Strength, +1 Dex, +3 Con

One of the default classes available. Berserkers are 2-handed weapon users who sacrifice defense, health and accuracy for additional damage. As one of the older classes, they tend to fall behind some of the other 2-handed users, both damage-wise and otherwise. However, they can still hold their own, largely due to their late-game access to Unstoppable, a costly skill that renders them unkillable for several turns.



Bulwark

A Bulwark specializes in weapon and shield combat, rarely leaving the cover of her many protective techniques. A good Bulwark is able to withstand terrible attacks from all sides, protected by her shield, and when the time comes lash out at her foes with incredible strength. Their most important stats are Strength and Dexterity.

Life Rating: +6 HP/lvl
Stat Modifiers: +5 Strength, +2 Dex, +2 Con

Another default class. Bulwarks are the opposite of Berserkers, sacrificing damage for additional defense. One of the older classes, and it shows – Bulwarks have been surpassed by pretty much every other shield-using class, and are considered to be the current class most desperately in need of a rework. Bulwarks are still a viable class, but require significant effort to get through the late-game, when even their powerful defenses start falling short.



Archer

Archers are dexterous ranged fighters, able to pin their foes to the ground and rain down a carpet of arrows on them. Skilled archers can fire special shots that pierce, cripple or pin their foes. Archers can become good with either longbows or slings. Their most important stats are Dexterity and Strength (bows) or Dexterity and Cunning (slings).

Life Rating: 0 HP/lvl
Stat Modifiers: +2 Strength, +5 Dex, +2 Cunning

One of the default classes. Pre-1.5, Archers were in a bad spot – high damage output, not much else going for them, and an annoying tendency to die from being pulled into their own arrows. The 1.5 revamp removed that issue, along with giving them a slew of other buffs that resulted in Archer becoming quite possibly the strongest ranged class in the current version. Archers can specialize in bows, which gives them bonuses to range and high-ranged attack damage, or in sling and shield, which gives them bonuses to mobility and attack speed.



Arcane Blade

The Arcane Blade is a warrior who has been touched by the gift of magic. Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging. They can cast spells from a limited selection but have the unique capacity to 'channel' their attack spells through their melee attacks. Their most important stats are Strength, Magic and Cunning.

Life Rating: +2 HP/lvl
Stat Modifiers: +3 Strength, +3 Magic, +3 Cunning

One of the default classes. The Arcane Blade gets a small selection of weapon trees and basic spell trees, and use Mana in addition to Stamina. Their playstyle is focused entirely around one skill: Arcane Combat, a skill which gives them a chance to proc a free* spellcast with every melee hit. This gives Arcane Blades near-unparalleled DPS mid to late-game, once this skill starts proccing spells reliably. Arcane Blades are no slouch defensively either, thanks to access to defensive utility spells and the damage-shield boosting Aegis spell tree.



Brawler

The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon. Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness. Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today.

Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect. The unarmed fighting styles the Brawler uses rely on maneuverability and having both hands available. As such, they cannot make use of their training wearing massive armour or while a weapon or shield is equipped. Their most important stats are Strength, Dexterity and Cunning.


Life Rating: +2 HP/lvl
Stat Modifiers: +3 Strength, +3 Dex, +3 Cunning

A very fun melee class that punches, wrassles and kicks enemies into submission. Brawlers are an unarmed combat class that cannot use weapons or wear heavy armor, but they gain additional damage from gloves/gauntlets and additional innate damage resistance based on strength. Their unique mechanic is combination points – basic attacks will rack up combination points, which can be channeled into devastating finishers for additional damage/debuffs.

Rogue

Rogues are masters of tricks; they can strike from the shadows, and lure monsters into deadly traps.

Rogues are similar to Warriors in most regards, but with a heavier focus on Dexterity and Cunning than Strength. Their main resource is also Stamina.



Rogue

Rogues are masters of tricks. A Rogue can get behind you unnoticed and stab you in the back for tremendous damage. Rogues usually prefer to dual-wield daggers. They can also become trapping experts, detecting and disarming traps as well as setting them. Their most important stats are Dexterity and Cunning.

Life Rating: +0 HP/lvl
Stat Modifiers: +1 Strength, +3 Dex, +5 Cun

One of the default classes. Your standard sneaky, backstabby archetype, rogues are a dual-weapon using class with additional utility trees in the form of poisons, traps and stealth. The other class to be majorly revamped in 1.5, rogues are now a good bit stronger than they were pre-1.5, and generally considered a lot more fun to play as well.



Shadowblade

Shadowblades are Rogues that are touched by the gift of magic, able to kill with their daggers under a veil of stealth while casting spells to enhance their performance and survival. Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging. They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts. Their most important stats are Dexterity, Magic and Cunning.

Life Rating: +0 HP/lvl
Stat Modifiers: +3 Dex, +3 Magic, +3 Cunning

Shadowblades are essentially rogues with their utility trees swapped out for spell trees that grant them additional speed, mobility and defense. Their main focus is on dual-weapon and darkness damage. At high levels they can take control of their own shadow, turn invisible and shred through crowds in a shadow-fueled berserker rage.



Marauder

The wilds of Maj'Eyal are not a safe place. Untamed beasts and wandering dragons may seem a great threat, but the true perils walk on two legs. Thieves and brigands, assassins and opportunistic adventurers, even mad wizards and magic-hating zealots all carry danger to those who venture beyond the safety of city walls.

Amidst this chaos wanders one class of rogue that has learned to take by force rather than subterfuge. With refined techniques, agile feats and brawn-backed blades the Marauder seeks out his targets and removes them by the most direct methods. He uses dual weapons backed by advanced combat training to become highly effective in battle, and he is unafraid to use the dirtiest tactics when the odds are against him. Their most important stats are Strength, Dexterity and Cunning.


Life Rating: +0 HP/lvl
Stat Modifiers: +4 Strength, +4 Dex, +1 Cunning

Essentially a cross between a rogue and a berserker, the marauder is a dual-weapon class that sacrifices all utility trees for additional damage-dealing capacity. The only other class that gets access to the previously mentioned Unstoppable skill, a high-level skill that renders them unkillable for several turns. 1.5 brought with it a slew of changes to marauder skills, shifting them from a glass cannon to a slightly tougher but weaker class, and debates continue as to whether said changes were for the better to this day.



Skirmisher

While able to take maximum advantage of their sling by using deft movements to avoid and confuse enemies that try to get close, the Skirmisher truly excels when fighting other ranged users. They have mastered the use of their shield as well as their sling and are nearly impossible to defeat in a standoff. Their most important stats are Dexterity and Cunning.

Life Rating: +0 HP/lvl
Stat Modifiers: +4 Dex, +1 Willpower, +4 Cunning

The skirmisher is a sling and shield-using class that focuses on high-powered single-target sniping shots…and not much else. Another older class that hasn’t really aged well, the skirmisher is decent at what it does, but not much else, and doesn’t have very much space to deviate from that build. Somewhat redundant thanks to the 1.5 archer rework. A rework is planned for skirmisher as well, and will most likely be the focus of a post 1.6 build.

Mage

Mages are the wielders of arcane powers, able to cast powerful spells of destruction or heal their wounds with nothing but a thought.

All mages use the Mana resource. Mana is a resource that all mages slowly regenerate, and most other mana-using non-mage classes eventually gain a regeneration skill. Should other classes gain access to a mana-based skill, they will not regenerate mana, and must resort to items or manasurge runes.



Alchemist

An Alchemist is a manipulator of materials using magic. They do not use the forbidden arcane arts practised by the mages of old - such perverters of nature have been shunned or actively hunted down since the Spellblaze. Alchemists can transmute gems to bring forth elemental effects, turning them into balls of fire, torrents of acid, and other effects. They can also reinforce armour with magical effects using gems, and channel arcane staffs to produce bolts of energy.

Though normally physically weak, most alchemists are accompanied by magical golems which they construct and use as bodyguards. These golems are enslaved to their master's will, and can grow in power as their master advances through the arts. Their most important stats are Magic and Constitution.


Life Rating: - 1 HP/lvl
Stat Modifiers: +3 Con, +5 Magic, +1 Willpower

One of the seven default classes. The Alchemist is a one-trick pony, the trick in question being ‘stand behind a tanky golem pal and throw magic bombs’. The magic bombs are decently strong, cover a wide area and can be charged up with different elemental infusions for varying effects. As a result, alchemists are generally considered a fairly easy class for new players to learn the game with. On the other hand, their playstyle is not especially interesting, and they struggle in late-game and on higher difficulties, when magic bomb damage starts falling off and the golem proves to be not quite tanky enough.



Archmage

An Archmage devotes his whole life to the study of magic above anything else. Most Archmagi lack basic skills that others take for granted (like general fighting sense), but they make up for it by their raw magical power. Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy. Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly. Their most important stats are Magic and Willpower.

Life Rating: -4 HP/lvl
Stat Modifiers: +5 Magic, +3 Willpower, +1 Cunning

Your standard fantasy wizzard. Archmages gain a large selection of offensive and utility spell trees, and can choose to specialize in one of five different damage types (the four classical elements and raw magical damage). Most of their defense lies in powerful damage shields and teleport-based mobility, and as such Archmages require careful play in order to survive. Nevertheless, they are often considered one of the strongest classes in the game, thanks to their sheer versatility and power.



Necromancer

While most magic is viewed with suspicion since the Spellblaze, the stigma surrounding the black art of Necromancy has been around since time immemorial. These dark spellcasters extinguish life, twist death, and raise armies of undead monsters to sate their lust for power and pursue their ultimate goal: Eternal life. Their most important stats are Magic and Willpower.

Life Rating: -3 HP/lvl
Stat Modifiers: +5 Magic, +3 Willpower, +1 Cunning

Necromancers are ice/darkness-focused casters with a minor in (spooky) skeleton minions. Their unique feature is soul-collection: anything that dies in range of their necrotic aura grants them a soul, which can be used to fuel their spells, eaten to restore health and mana, or channeled to summon a randomized minion. As a summon-based class necromancers are kind of clunky – relying on souls is somewhat inconvenient, and skeleton mages tend to have a loose grasp on the idea of ‘collateral damage’, though those problems can be alleviated should you survive long enough. Necromancers have a unique sidequest that allows them to turn themselves into a powerful lich, granting them a tremendous boost to their magical powers and resistances, but turning themselves undead, with the aforementioned downsides.

Wilders

Wilders are one with nature, in one manner or another. There are as many different Wilders as there are aspects of nature.

All Wilders use the Equilibrium resource, representing their oneness with nature. Equilibrium starts at zero, and increases with every equilibrium-based skill you use. The higher your equilibrium, the higher the chance that the next equilibrium-based skill you use fails to activate and nothing happens. Equilibrium failure rate is based on mindpower (itself based on Willpower and Cunning), and equilibrium will slowly drop by travelling on the world map, standing in a healing zone, or through various wild-gift talents. Undead cannot use equilibrium-based skills or become Wilders.



Summoner

Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side. Summons can range from a combat hound to a fire drake. Their most important stats are Willpower and Cunning.

Life Rating: +0 HP/lvl
Stat Modifiers: +1 Dex, +5 Willpower, +3 Cunning

If you’re used to god-slinging summoners, you might be somewhat disappointed – being a nature based class, the average summons are more along the line of ‘dog’ and ‘bug’, and top out at ‘medium-sized dragon’. Summoners are a fairly simple class to pick up, though not an especially interesting one, given that their playstyle tends to involve throwing dogs at the enemy while running away as far from the action as possible.



Wyrmic

Wyrmics are fighters who have learnt how to mimic some of the aspects of the dragons. They have access to talents normally belonging to the various kind of drakes. Their most important stats are Strength and Willpower.

Life Rating: +2 HP/lvl
Stat Modifiers: +5 Strength, +1 Con, +3 Willpower

A melee class that combines wild-gifts with stamina-based weapon skills. Wyrmics have access to wild-gifts themed around the various elemental dragons, which grant them various weapon-based skills, damaging elemental breaths, and passive bonuses that increase with your investment in active skills. An average if not especially exciting class, their most notable feature is that all canon wyrmics are apparently extremely into being devoured by a dragon.



Oozemancer

Oozemancers separate themselves from normal civilization so that they be more in harmony with Nature. Arcane forces are reviled by them, and their natural attunement to the wilds lets them do battle with abusive magic-users on an equal footing. They can spawn oozes to protect and attack from a distance while also being adept at harnessing the power of mindstars and psiblades. Their most important stats are Willpower and Cunning.

Life Rating: -3 HP/lvl
Stat Modifiers: +5 Willpower, +4 Cunning

My personal favourite class. Oozemancers are extremely tanky casters with a focus on nature and acid damage. They can split into slime buddies which absorb attacks upon taking damage, splatter enemies with slime balls and slime bolts, and drip a trail of semi-sentient sticky mucus to debilitate their foes. Oozemancers are the only class to start out Antimagic – spells, runes and arcane-powered equipment are off-limits to them, but they gain even greater anti-mage capabilities in exchange.



Stone Warden

Stone Wardens are dwarves trained in both the eldritch arts and the worship of nature. While other races are stuck in their belief that arcane forces and natural forces are meant to oppose, dwarves have found a way to combine them in harmony. Stone Wardens are armoured fighters, dual wielding shields to channel many of their powers. Their most important stats are Strength, Magic and Willpower.

Life Rating: +2 HP/lvl
Stat Modifiers: +2 Strength, +4 Magic, +3 Willpower

Pre-1.5, Stone Wardens used to be the donator-only class. Post-1.5, Possessors have taken that spot, and Stone Wardens are now free for all to play (after unlocking it). They have a few unique features, being a dwarf-only class, the only class to dual-wield shields, and the only class to start with both spells and wild-gifts. Stone Wardens are tanky melee fighters with a focus on physical, arcane and nature damage.

Celestial

Celestial classes are arcane users focused on the heavenly bodies. Most draw their power from the Sun and Moons.

Sun Paladins use Positive Energy for their main resource, while Anorithils use both Positive and Negative Energy. Positive/Negative Energy decays slowly every turn, but several celestial skills will slow down the decay rate and grant additional positive/negative energy on use. As a result, Celestial classes are generally more cooldown-focused than resource-based.



Sun Paladin

Sun Paladins hail from the Gates of Morning, the last bastion of the free people in the Far East. Their way of life is well represented by their motto 'The Sun is our giver, our purity, our essence. We carry the light into dark places, and against our strength none shall pass.'

They can channel the power of the Sun to smite all who seek to destroy the Sunwall. Competent in both weapon and shield combat and magic, they usually burn their foes from afar before bashing them in melee. Their most important stats are Strength and Magic.


Life Rating: +2 HP/lvl
Stat Modifiers: +5 Strength, +4 Magic

Standard fantasy paladin, with additional solar flavor (so, pretty much just a paladin). Smites evil with holy light, shields and heals themselves with solar power, all that jazz. Sun Paladins focus on physical and light damage, and can specialize in either 1h+shield for additional defense, or in 2-handed weapons for additional offense. (Ogres, of course, can do both at once, making them the premier choice.)



Anorithil

Anorithils hail from the Gates of Morning, the last bastion of the free people in the Far East. Their way of life is well represented by their motto 'We stand betwixt the Sun and Moon, where light and darkness meet. In the grey twilight we seek our destiny.'

They can channel the power of the Sun and the Moons to burn and tear apart all who seek to destroy the Sunwall. Masters of Sun and Moon magic, they usually burn their foes with Sun rays before calling the fury of the stars. Their most important stats are Magic and Cunning.


Life Rating: +0 HP/lvl
Stat Modifiers: +6 Magic, +3 Cun

Anorithils are a somewhat clunky caster class focusing on light and darkness damage. Early-game, their battle tactics focus on building up positive energy with weak spells, converting it to negative energy at a deficit, then nuking enemies with costly negative energy-based spells. Mid to late-game, their damage comes largely from a combination of two sources: Corona, a sustain which sprays out a hail of light/shadow bullets whenever one of your spells crit, and Circles, lingering pools of light which grant you various offensive/defensive bonuses and have a chance to crit any enemy that walks into them every turn. A fairly mediocre caster class, but not too bad defensively.

Defiler

Defilers are touched by the mark of evil. They are a blight on the world. Working to promote the cause of evil, they serve their masters, or seek to overthrow them and become masters themselves.

All Defilers use the Vim resource. Vim is a magical resource that cannot be regenerated – it is regained only from killing enemies. This is more of a concern for non-defilers should they somehow gain vim-based skills – most Defilers have additional skills for vim restoration that allows them to pretty much ignore the paltry amount of vim regained per kill.



Corruptor

A corruptor is a terrible foe, wielding dark magics that can sap the very soul of his target. They can harness the blight of evil, crushing souls, stealing life force to replenish themselves. The most powerful corruptors can even take on some demonic aspects for themselves. Their most important stats are Magic and Willpower.

Life Rating: +0 HP/lvl
Stat Modifier: +2 Con, +4 Magic, +3 Willpower

Glass-cannon mages with a monomaniacal focus on blight damage, corruptors can sicken foes with contagious diseases, hex them with a burning gaze, or blast them with corrupted fire. Corruptor gameplay tends to focus around two extremes: crippling enemies with a dozen different debilitating debuffs, before finishing them off with incredibly strong single-target blight bolt spells. However, they have very few utility or defensive spells, and almost all their damage is blight-based. As a result, corruptors can be difficult to master, but their sheer power is nearly unrivaled amongst the caster classes.



Reaver

Reavers are terrible foes, charging their enemies with a weapon in each hand. They can harness the blight of evil, infecting their foes with terrible contagious diseases while crushing their skulls with devastating combat techniques. Their main stats are Strength and Magic.

Life Rating: +2 HP/lvl
Stat Modifiers: +4 Strength, +1 Dex, +4 Magic

A dark counterpart to Arcane Blades, Reavers gain a free melee attack whenever casting a spell that uses up a turn. They share a large overlap in spell trees with the Corruptor, swapping out some of the higher-tier spell trees for vim-based melee skills. Reavers are the only class that can wield a regular 1-handed weapon in their offhand – all other classes are limited to offhand-specific weapons. As a result, a caster-focused Reaver dual-wielding shortstaves for additional blight damage and spellpower is a common build, though a melee-focused Reaver can work just as well.



Doombringer

Weapon in hand and sheathed in flame, a Doombringer is a terrifying force in combat. Doombringers are engines of war, cleaving and burning their way through entire armies. The most powerful Doombringers can harness the full power of their demonic ties and transform themselves into a gigantic demon. Their main stats are Strength and Magic.

Life Rating: +3 HP/lvl
Stat Modifier: +4 Strength, +2 Con, +2 Magic, +1 Cunning

One of the two classes added in the ‘Ashes of Uhr’rok’ DLC. Essentially demon-flavored Berserkers, Doombringers are a ludicrously powerful melee class and a strong contender for the hardest-hitting class as far as raw weapon damage goes. Doombringers can generate explosions with every swing, turn into a demon and smite opponents with double-edged attacks for even more damage, and drag opponents into Hell for one-on-one deathmatches. Far more focused on offense than defense, but they have a few tricks up their sleeves that allow them to keep fighting for far longer than they ought to be able to.



Demonologist

Contrary to popular beliefs, Demonologists are not the pawns of demons, they enact pacts with them, but always very carefully. They use those demonic powers for their own purpose, often evil, but a few have been known to use demonic powers to fight demons. Demonologists are melee fighters, bashing foes' skulls with their shields while calling down rains of fire and darkness. Their main stats are Strength and Magic.

Life Rating: +2 HP/lvl
Stat Modifiers: +3 Strength, +2 Con, +4 Magic

The other class added in the ‘Ashes of Uhr’rok’ DLC. The Bulwark to the Doombringer’s Berserker, though Demonologists are significantly tougher than their poor, neglected counterpart. This is largely thanks to their Demon Seed skill, which allows them to seed powerful enemies with a randomized demon. Upon defeat, the demonologist gains a randomized demon of the enemy’s level, which can be added to their gear for additional skills and/or summoned to help out in combat. In addition to demon-Pokemon, Demonologists have other vim-based defensive skills and powerful vim-based flame and darkness attacks. Demonologists take slightly longer to get going than Doombringers, but once fully kitted out with a suite of powerful demons, prove to be every inch as worthy as their violent brethren.

Afflicted

Afflicted classes have been twisted by their association with evil forces. They can use these forces to their advantage, but at a cost…

All Afflicted classes use the Hate resource. Hate is an interesting resource that maxes out at 100, and slowly decays to 50% of your Hate level at the end of your last battle. Hate is recovered by killing things, taking or dealing major damage or facing off against powerful enemies, though the Afflicted classes have additional methods of Hate regeneration. Interestingly, Hate is not considered a magical resource, and as a result Afflicted skills are not affected by Antimagic.

In addition, all Afflicted Classes start with the Cursed Form tree, which grants you additional damage and resistances, but reduces your healing modifier based on your current Hate level. They also have the opportunity to learn the Cursed Aura tree, which causes items you pick up to be afflicted with a randomized curse. However, with further investment, stacking items of the same curse type together can provide powerful bonuses.



Cursed

Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins. Their only master now is the hatred they carry for every living thing. Drawing strength from the death of all they encounter, the Cursed become terrifying combatants. Worse, any who approach the Cursed can be driven mad by their terrible aura. Their main stats are Strength and Willpower.

Life Rating: +2 HP/lvl
Stat Modifiers: +5 Strength, +4 Willpower

A melee class with a slew of passive defensive abilities and a focus on bump attacks. Cursed can stun enemies with their powerful Gloom, and go on a terrible Rampage when heavily damaged. They have a pretty unique design – many of their skills are actually anti-synergistic, and will conflict with each other. It makes for a pretty interesting class flavor-wise, but a fairly frustrating one to play in-game. Their focus on bump attacks makes them a deceptively simple class, but their relative dearth of useful activable skills means that the Cursed player often has to pull out all the stops just to survive.



Doomed

The Doomed are fallen mages who once wielded powerful magic wrought by ambition and dark bargains. Stripped of their magic by the dark forces that once served them, they have learned to harness the hatred that burns in their minds. Only time will tell if they can choose a new path or are doomed forever.

The Doomed strike from behind a veil of darkness or a host of shadows. They feed upon their enemies as they unleash their minds on all who confront them. Their main stats are Willpower and Cunning.


Life Rating: +0 HP/lvl
Stat Modifiers: +4 Willpower, +5 Cunning

Doomed are short-ranged, low mobility casters with a focus on mind, darkness and physical damage. Doomed can drive their enemies mad with psionic blasts, shield themselves with a deflecting field of pure hatred, and summon powerful shadows to smite enemies with spells. A decently bulky caster class with the right investment, and their access to Feed (a skill which siphons Hate from an enemy in sight) ensures that running out of Hate is rarely an issue, unlike Cursed.

Chronomancer

Exploiting a hole in the fabric of space-time, Chronomancers learn to pull threads from other timelines into their own. Pulling these threads create tension and the harder they pull, the more tension they produce. Constantly they manage this tension, which they call Paradox, to avoid or control the anomalies they inevitably unleash on the world around them.

All Chronomancy classes use Paradox, one of the more unique resources in TOME 4. Paradox ranges from 0 to 1000, and starts at a default level of 300. Below 300 paradox, Chronomancy spells lose spellpower and their effects decrease. Every Chronomancy spell cast increases paradox, and above 300 paradox, a Chronomancy spell gains increased spellpower. However, the higher your paradox rises, the higher the chance that your next Chronomancy spell will fail and create an anomaly, decreasing your paradox but causing a randomized space-time effect. Anomaly chance is based on willpower, and above 600 paradox, major anomalies have a chance to occur. Even minor anomalies can be a problem – creating a temporal duplicate of the boss currently stabbing your face in is no fun, for instance – but major anomalies are almost invariably lethal.



Temporal Warden

Their lifelines braided, Temporal Wardens have learned to work with their other selves across multiple timelines. Through their study of chronomancy, they learn to blend archery and dual-weapon fighting, seamlessly switching from one to the other. Their main stats are Magic, Dexterity and Willpower.

Life Rating: +2 HP/lvl
Stat Modifiers: +3 Dex, +4 Magic, +2 Willpower

Temporal Wardens are essentially rangers with added time powers. They can teleport from enemy to enemy in a single slash, summon temporal duplicates to fill the skies with arrows, and summon the Hounds of Tindalos to sear enemies with pure temporal damage. One of the few classes to combine melee and ranged damage, and gives bonuses for alternating between the two at higher levels.



Paradox Mage

A Paradox Mage studies the very fabric of spacetime, learning not just to bend it but shape it and remake it. Most Paradox Mages lack basic skills that others take for granted (like general fighting sense), but they make up for it through control of cosmic forces. Paradox Mages start off with knowledge of all but the most complex Chronomantic schools. Their main stats are Magic and Willpower.

Life Rating: +0 HP/lvl
Stat Modifiers: +5 Magic, +3 Willpower, +1 Cunning

A fan-favourite class amongst Tome players. What the Paradox Mage lacks in raw power, it makes up for with a ton of damage-reduction effects, utility/mobility spells, and crippling temporal debuffs to slow and frustrate enemies. A slow and steady class that requires keeping a close eye on that Paradox meter, but nearly unkillable if played carefully.

Psionics

Psionics find their power within themselves. Their highly trained minds can harness energy from many different sources and manipulate it to produce physical effects.

All Psionics use the Psi resource. A fairly ordinary resource, Psi will slowly regenerate as long as you know any psi-dependent skills. Psionic classes also have various other means of Psi regeneration.



Mindslayer

Mindslayers specialize in direct and brutal application of mental forces to their immediate surroundings. When Mindslayers do battle, they will most often be found in the thick of the fighting, vast energies churning around them and telekinetically-wielded weapons hewing nearby foes at the speed of thought. Their main stats are Willpower and Cunning.

Life Rating: -2 HP/lvl
Stat Modifiers: +1 Strength, +4 Willpower, +4 Cunning

A hybrid melee/caster class, Mindslayers are a unique class with almost no skill trees in common with other melee classes. Almost all their skills have different effects on both activation and deactivation, and various skills can be comboed off each other for varying effects. Their unique feature is the ability to telekinetically wield a weapon or gem, automatically attacking or blasting enemies whenever they move within range. A hard class to master, but potentially a very powerful one.



Solipsist

The Solipsist believes that reality is malleable and nothing more than the collective vision of those that experience it. They wield this knowledge to both create and destroy, to invade the minds of others, and to manipulate the dreams of those around them. This knowledge comes with a heavy price and the Solipsist must guard his thoughts, lest he come to believe that the world exists only within his own mind. Their main stats are Willpower and Cunning.

Life Rating: -4 HP/lvl, 50% Life Rating reduction
Stat Modifiers: +5 Willpower, +4 Cunning

Solipsists are pretty much your standard psionic caster. Blast foes with mind-bolts, toss ‘em around with telekinesis, terrify enemies to death with living nightmares. Their trademark skill tree is their namesake Solipsism tree. Investing in Solipsism skills increases their Psi, grants them additional bonuses for having high Psi and the ability to offload more damage to their Psi in place of health. However, each new Solipsism skill learnt decreases their potential HP and increases their Solipsism threshold. If their Psi falls below the solipsism threshold, the solipsist takes a major hit to their global speed as they are shaken out of their solipsistic haze.



Possessor

Possessors are a rare breed of psionics. Some call them body snatchers. Some call them nightmarish.
They are adept at stealing their foes corpses for their own use, discarding their own bodies for a while to use others. Their main stats are Willpower and Cunning.


Life Rating: -4 HP/lvl, 50% Life Rating reduction
Stat Modifiers: +2 Strength, +2 Dex, +3 Willpower, +2 Cunning

Possessors are the new donator-only class (a category that also includes people who bought the game or DLC on any platform, if you’re wondering if that includes you). Possessors are more akin to shapeshifters – if an enemy dies with an active ‘Possession’ debuff on them, the Possessor stores their body away in an interdimensional body bank, provided they have space for it. Stored bodies can be possessed and dismissed at any point, provided you have the required psi, but possessed bodies cannot heal in any way. In addition to possession-based skills, Possessors also start with a selection of psi-based melee attacks and the Solipsism tree.

Adventurer

Adventurers can learn to do a bit of everything, getting training in whatever they happen to find.

Life Rating: +0 HP/lvl
Stat Modifiers: +2 Strength, +2 Dex, +2 Con, +2 Magic, +2 Willpower, +2 Cunning

Adventurers are a bonus class unlocked as a reward for winning the game. They start with 7 cat points and the ability to unlock skill trees from almost any class in the game at 1.0 talent mastery for use. A fun class to mess around with, but I’m declaring them off-limits for now.

Tinkers

Tinker classes were introduced in the Embers of Rage DLC. We’ll be getting a more in-depth look in them when I tackle that particular campaign, but I’m declaring them off-limits for the main campaign. For now, all you need to know is that they exist, they use a new resource (steam) to power their attacks, and we’ll inevitably be running into a thoroughly unreasonable amount of them over the course of the campaign.

Velius
Feb 27, 2001
I guess the question is whether we want you to suffer or not. There are a few combinations I've wanted to try for a while but never have:

Ogre Reaver: Sure, some races can dual wield swords and daggers, but no other races can dual wield a Trident and a Whip! You are Balrog M. Bison, a perfectly normal Ogre who has lived on Maj'Eyal your whole life, and not a chronomancy-induced illegal immigrant. You can float points into weapon mastery but long term should use tridents and whips! Sure, the only good ones are tier 5 but you might get lucky!

Velius fucked around with this message at 17:35 on Jun 26, 2017

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Shalore Chronomancer

Seems like it has potential to be powerful but also hilarious.

Velius
Feb 27, 2001
Character option #2: Yeek Brawler. Not that awful a build idea, between the Yeek speed bonus and the brawlers damage reduction it's less squishy than most Yeeks. The gimmick here is size: You should try and become as big as you can, preferably +3 size categories, so you can power slam Dragons as a gigantic Hobbit.

Foreskin Problems
Nov 4, 2012

It's doing fine, actually.
Skeleton Brawler. Do it. Doitdoitdoit.

Odysseus S. Grant
Oct 12, 2011

Cats is the oldest and strongest emotion
of mankind
Voting for Cormac Cursed, rampage some fools.

ploots
Mar 19, 2010
Changing my vote to Ogre Reaver

ploots fucked around with this message at 20:19 on Jun 26, 2017

Commander Keene
Dec 21, 2016

Faster than the others



Ogre Arcane Blade. I've always loved "mage-knights"; they're one of my favorite fantasy archetypes. The idea of an ogre slinging spells also appeals to me. Obviously, only the heaviest weapons and armor you can use will do.

Velius posted:

Ogre Reaver: Sure, some races can dual wield swords and daggers, but no other races can dual wield a Trident and a Whip! You are Balrog M. Bison, a perfectly normal Ogre who has lived on Maj'Eyal your whole life, and not a chronomancy-induced illegal immigrant. You can float points into weapon mastery but long term should use tridents and whips! Sure, the only good ones are tier 5 but you might get lucky!
This is a good second choice.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
I keep telling myself I need to give this game another shot. Well, guess I'll follow.
Liking the idea of some kind of Ogre Mage, flavor up to you.

Miss Mowcher
Jul 24, 2007

Ribbit
Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

Raitzeno
Nov 24, 2007

What? It seemed like
a good idea at the time.

ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

Yesssssss.

Ramos
Jul 3, 2012


ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

Yes, please.

MagusofStars
Mar 31, 2012



ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage
This is perfect.

Also, are you going to run this similar to the previous thread as a contribute-your-own Megathread?

ChaseSP
Mar 25, 2013



ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

This.

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!

ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

You must destroy He-Man.

Velius
Feb 27, 2001
Paradox Mages are really good right now. They're potentially extremely fast, have a ton of ways to reduce or avoid damage, and have access to a number of good spell categories. They don't really have any weaknesses. So they're a good choice to explain the game, but because they're a spell casting class they can largely ignore the melee mechanics entirely.

Annath
Jan 11, 2009

Batatouille is a great and funny play on words for a video game creature and I love silly words like these
Clever Betty

Velius posted:

Character option #2: Yeek Brawler. Not that awful a build idea, between the Yeek speed bonus and the brawlers damage reduction it's less squishy than most Yeeks. The gimmick here is size: You should try and become as big as you can, preferably +3 size categories, so you can power slam Dragons as a gigantic Hobbit.

Seconding this suggestion.

Inadequately
Oct 9, 2012

MagusofStars posted:

This is perfect.

Also, are you going to run this similar to the previous thread as a contribute-your-own Megathread?

Sure, I'd be happy to see others contribute, though I'd like to ask people to hold off on stuff that hasn't been covered yet. Alternate zones/starting areas are fine once their counterpart has been cleared though. If anyone wants to show off Tome 2.X, that'd be fine too, since I'm not too familiar with that and probably won't cover it myself.

So far Skeleton Paradox Mage is winning. Certainly a very strong defensive combo, though Paradox Mage doesn't leverage the strength/dex bonuses all that much. With the Skeleton's massive EXP penalty, it'll be a while before a skeleton PM can get to the really good stuff, though.

Not too many requests to show off the fancy new stuff, surprisingly.

Stringbean
Aug 6, 2010

ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

Good stuff right here.

Phrosphor
Feb 25, 2007

Urbanisation

I never realised how many classes Tome had, that is quite a barrel.

TheGreatEvilKing
Mar 28, 2016





ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

Lazy Bear
Feb 1, 2013

Never too lazy to dance with the angels
Magic is evil. EVIL. Evil and bad and wrong. You need to channel the forces of nature and become an immortal juggernaut.

Cornac Wyrmic. Also go anti-magic as soon as it's feasible.

Smokebite
May 18, 2017

ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

We gotta do this.

Raitzeno
Nov 24, 2007

What? It seemed like
a good idea at the time.

Phrosphor posted:

I never realised how many classes Tome had, that is quite a barrel.

There's also dozens of user-created classes, running the gamut both from boring to interesting to really drat cool, and from weak to balanced to utterly broken. Some of the better classes have either been added to the main game, or replaced older and shittier versions of existing official classes.

PotatoManJack
Nov 9, 2009
Jumping on the Skeletor bandwagon - Skeleton / Paradox Mage

Prism
Dec 22, 2007

yospos
I support Skeleton Paradox Mage but not Skeletor.

A second choice is any kind of brawler.

GirlCalledBob
Jul 17, 2013
I tried playing this game and found the UI to be kinda unwieldly, though that could be because I'm generally a scrub casual gamer. Maybe this thread can convince me to give it another go.

Mycroft Holmes
Mar 26, 2010

by Azathoth

ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

VolticSurge
Jul 23, 2013

Just your friendly neighborhood photobomb raptor.



ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

Avalerion
Oct 19, 2012

Would't mind seeing a mindslayer, like the concept but could never make one work. For race cormac I guess?

LupusAter
Sep 5, 2011

Angry Diplomat, exemplifying why Corruptors are awesome posted:

Saw this, rolled up a throwaway Higher Corruptor named Veronica Skullblood with the intention of randomly dicking around to get a feel for the class before dying a stupid death somewhere. Oh my Goooooooood why have I never played this amazing goddamn class before:stare:

I am pretty much a walking Bubonic Plague. Everything I can't immediately kill with my two lovely projectile spells and ridiculous blood shockwave, I infect with every disease that ever existed, then atomize to motherfuck and back with Catalepsy (holy poo poo that spell is insane). If it's a group situation, I use Cyst Burst first and then Blood Spray to give a ridiculous fuckload of diseases to everything present, then use Catalepsy. If I need dudes to sit still while I cast Summon Dire Herpes on them, I hit them with Pacification to make them incapable of doing much of anything for roughly infinity years. If my enemies are immune to diseases and Blight damage, welp, Vimsense and Epidemic will fix that. There is literally nothing my mystical smallpox cannot kill.

Also I roll with Overkill active, so anything that dies to the Acatalypse produces a nova that hits everything nearby with a portion of the overflow damage. Every single fight is just a hilarious facemelting clusterfuck of ludicrously excessive Blight damage, with dudes withering away in seconds and then suddenly exploding for no reason because I infected everyone with nuclear influenza.

I got an Injured Seer escort on Wrathroot's level, ran into Wrathroot and three rare monsters, and still saved that fukken Seer:black101: I did die once, but that was to some absurd bullshit rare hornet that used a life feeding thing and a bunch of buffs to unblockably steal like 70 health per round from me or something idiotic like that while also dealing 100+ damage per hit; when I fought Wrathroot itself, I mowed that motherfucker down with nary a gently caress given.

This class is basically Alchemist, except you replace the golem with the ability to turn into a demon ghost in Hell, your bombs inflict AIDS damage and you make them out of people instead of gems, and instead of imbuing items with magic you get to imbue people with Turbo Ebola. Corruptor is a goddamn riot to play, and anyone who hasn't tried it really should.

Having made my point (or rather, having had my point made by someone else), I vote for Higher Corruptor.

disjoe
Feb 18, 2011


ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

Listen! I am not nice, I am not kind, and I am not wonderful!

Sylphosaurus
Sep 6, 2007
I vote for Skeletor as well, but as a Brawler instead of a mage. Dude has some mighty guns, it'd be a shame for him to let those go to waste.

titty_baby_
Nov 11, 2015

Foreskin Problems posted:

Skeleton Brawler. Do it. Doitdoitdoit.

ashnjack
Jun 8, 2010

FUCK FLOWERS. JUST...FUCK 'EM.

ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

This is, without a doubt, what needs to be done.

Miss Mowcher
Jul 24, 2007

Ribbit
We could go with Arcane Blade to show a bit of melee and spellcasting.


I chose Paradox Mage because I like the class and watching a LP could be useful to learn some new tricks (The class has some pretty cool skill too), but if another class would make for a better introduction, I'm all for it, Inadequately could provide some insight about the choices.

ploots
Mar 19, 2010
bpat's PM guide is great but kind of boring to play.

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PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

ZZZorcerer posted:

Somehow Skeletor came to this world via space-time fuckery



Skeleton / Paradox Mage

You know, I was gonna suggest one of the classes I have trouble with myself, to get some cool hints on how they'd be played? But this just sounds way too great. Skeletor vote from me. Though I'd really love to see a well-played Possessor or Doomed shown off, since those two are classes I just can never seem to get the hang of, and I'm not quite sure if I'm missing something, or if I'm just extremely unlucky.

Also, the no-infusions limit on undead isn't as bad as it sounds. Infusions are good, yes, but Runes have shields, which are way better than healing or regeneration, because they can be activated pre-emptively and never take up a turn to use(unlike regeneration infusions), as well as teleport phase/door escape options, which can get you out of trouble in situations where haste infusions can't do anything to save you. Skeletons also have the massive advantage of having both healing and shielding as racial talents, which means that for the poor classes that get no in-class healing/shielding options, playing as a Skeleton suddenly makes them far more buff(and less reliant on getting good rune drops, which is the game's major weakness: Getting good runes and infusions is really vital and it's also incredibly easy to have a weak character because you simply never get anything worth equipping in those categories).

At least, this holds true when playing on the normal difficulty, which has plenty of space for getting yourself killed if you're careless or unlucky, even so.

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