Tales of Maj’Eyal is a roguelike RPG, featuring tactical turn-based combat and advanced character building. Play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.
Análises de usuários: Extremamente positivas (1,423 análises) - 95% das 1,423 análises de usuários deste jogo são positivas.
Data de lançamento: 31/dez/2012

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Atualizações recentes Ver todos (29)

8 de fevereiro

Ashes of Urh'Rok 1.0.5 is out!

My minions,

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


  • Allow demon statues to appear in Embers of Rage zones
  • Fixed unlocks countings
  • Update to new engine shield API
  • Doomelves start with one more infusion, like all other races

Have fun in Eyal!

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2 de fevereiro

Tales of Maj'Eyal 1.4.3 aka "Before the Rage" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.3 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:

  • A few bugfixes

Expanded changelist:
  • Fixed crash when using a gamepad
  • Possible fix to the reaver's plague bug
  • Fixed Oozewalk too (for real)
  • Prevent Telekinetic Leap from jumping walls (for real this time)
  • Fixed not seeing the "Play" button after doing a tutorial
  • Creeping Darkness will be a dark purple instead of black in ascii mode
  • Blighted Summoning creatures come up with max vim
  • Fix Cloak of Deception buff being lost if resurrected by the Eidolon.
  • Exiting the Eidolon plane triggers callbackOnChangeLevel.
  • Fix Stalk talent not updating EFF_STALKER and EFF_STALKED properly when hitting the stalked target, and not triggering learning hate pool when learned.
  • Clarified tooltip for Reality Smearing.
  • Prevents a talent from trying to deactivate twice in some very strange corner cases
  • Added a Levelup button to the charsheet

Have fun!

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“If you didn’t download TOME immediately then please do so now, unless you’re at work, in which case it’s acceptable to wait until your lunch break. Take your lunch break immediately.”
Rock Paper Shotgun

“Tales of Maj’Eyal (TOME) seems to be a roguelike that refuses to have the shortcomings that are taken for granted in the genre.”

“Even within a single class, there’s a lot of depth and tactical nuance to discover.”

Sobre este jogo

Tales of Maj’Eyal is a roguelike RPG, featuring tactical turn-based combat and advanced character building. Play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.
With a modern graphical and customisable interface, intuitive mouse control, streamlined mechanics and deep, challenging combat, online stats and character sheets, Tales of Maj’Eyal offers engaging roguelike gameplay for the 21st century.

Key features:
  • Focus on randomly generated tactical battles
  • Rich set of very unique classes
  • Unlocks & achievements progression
  • Rich world with its own history which slowly reveal during the game
  • No consumables, no grinding
  • Turn based: think before you act!
  • Simple, easy to use interface
  • Easy modding support with Workshop integration

Buyers will get all the extra features that normal donators get. You can test for free on te4.org

Requisitos de sistema

Mac OS X
SteamOS + Linux
    • SO: Windows 2000
    • Memória: 512 MB de RAM
    • Placa de vídeo: Any OpenGL capable
    • Armazenamento: 512 MB de espaço disponível
    • SO: Windows 2000
    • Memória: 1 GB de RAM
    • Placa de vídeo: OpenGL 2+
    • Armazenamento: 512 MB de espaço disponível
    • SO: OSX 10.6
    • Memória: 512 MB de RAM
    • Placa de vídeo: Any OpenGL capable
    • Armazenamento: 512 MB de espaço disponível
    • SO: OSX 10.6
    • Memória: 1 GB de RAM
    • Placa de vídeo: OpenGL 2+
    • Armazenamento: 512 MB de espaço disponível
    • Memória: 512 MB de RAM
    • Placa de vídeo: Any OpenGL capable
    • Armazenamento: 512 MB de espaço disponível
    • Memória: 1 GB de RAM
    • Placa de vídeo: OpenGL 2+
    • Armazenamento: 512 MB de espaço disponível
Análises úteis de usuários
2 de 2 pessoas (100%) acharam esta análise útil
1.2 hrs registradas
Publicada: 4 de fevereiro
A verdadeira experiência ROGUE. Muito bom o jogo, que isso! Lembro de jogar Nethack anos atrás em várias versões e outros jogos similares que eram até freeware na época e Tales of Maj'Eyal trouxe de volta essa sensação de exploração. O jogo é muito bom, tem toda uma ambientação de fantasia, cenários aleatórios, várias raças e classes pra jogar, customização infinita do seu personagem.

O mais legal de tudo é que eu, como um jogador de RPG quase que aposentado, acabo jogando esse tipo de jogo e minha imaginação vai longe visualizando as lutas, o cenário e tudo mais.

Extremamente divertido, complexo e com suporte até mesmo, mesmo tendo lançado mais de 3 anos atrás no Steam!

Breve apresentação do jogo:
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241 de 248 pessoas (97%) acharam esta análise útil
11 pessoas acharam esta análise engraçada
2,300.0 hrs registradas
Publicada: 18 de agosto de 2015
I've never written a steam review before but TOME is so good that I have to chime in with my 2c. This is the first rogue-like game that I've ever played and I was extremely skeptical of the genre before giving TOME a try but I can honestly say that TOME is the best game that I've played in a very, very long time, and as a D&D nerd who grew up in the 80's, this game hits so many of the right notes from an RPG perspective that I have simply not been able to put it down since the summer sale and I've only played 2 out of the like 30 classes.

The replay value is through the roof and the challenge is out of this world difficult, but like Dark Souls, it mostly feels very fair and does become more manageable as you get better at the game. I can't believe I only paid something like 2$ for this game as it is worth the price of a full AAA title easily. In fact, if I was a developer who had slaved away on a mediocre AAA title this game would make me seriously re-evaluate my life choices. As far as I can tell, this game was developed by one dude, and stands head and shoulders above so many titles that took 100+ people to create that it should serve as an inspiration to hobby game developers everywhere. I can't believe how good this game is, you have to buy it.
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49 de 52 pessoas (94%) acharam esta análise útil
3 pessoas acharam esta análise engraçada
157.2 hrs registradas
Publicada: 14 de dezembro de 2015
If you're already a roguelike fan, chances are you've played this game - and probably enjoyed it. So for the purposes of this review I'm going to assume you're had little to no experience with traditional roguelikes, and perhaps some experience with "Roguelites" such as Binding of Isaac, FTL, Rogue Legacy, Risk of Rain, or Spelunky (not an exhaustive list). These games share some similarities with more traditional roguelikes in that they feature procedural level generation, perma-death and often have steep difficulty curves... but are blended with other genres such as platformer or top-down action. Tales of Maj'Eyal is, however, a more traditional roguelike due to the way you control your character.

Turn-based games are typically seen as boring and time-consuming for obvious reasons, but in ToME (and in many other traditional roguelikes) everything is literally instantaneous. You can take turns as quickly as you want, you can move your character and issue commands as fast as you and your computer can process. There is no waiting for fancy character animations to finish playing. Enemies move as you move, so you don't need to wait for them to take a turn. In fact, something I love about ToME is that there is essentially no 'grinding'. You level up, you find items, you go through the game in a mostly linear fashion (although you can choose which order you do dungeons in), but around every corner awaits the possibility of death. Whether you are level 1 or maxed out, there is a potential for you to die if you make a mistake.

ToME is a tactical strategy game at heart. Very few deaths will happen because of bad luck, most of them will be a result of mistakes (usually a series of them). This is made possible because there is a plethora of escape options and vision scouting abilities, ensuring that luck plays no part in your experience. As you play you will encounter 'rare' monsters which have a wider range of abilities than most, often requiring you to play very carefully and think out every move you make. Excluding your primary damage-dealing abilities, nearly every ability your character has is for a unique purpose: faster movement, teleports, swapping positions, stunning, healing, shielding, evading, removing effects, and so on. Character positioning and knowing when and how to use your skills is the key to sucess in this game.

The basic gameplay is solid due to the strategy elements, but the variety of character customization and items you can find is where the real excitement comes from. There's quite a lot of different classes and races to choose from, many of which have very unique playstyles. Each character's passive and active abilities can be leveled up point-by-point so you can customize exactly what they're capable of, and you cannot max out everything so you must decide what works best for you. As you progress into the game, you'll find items with a huge list of modifiers and special traits. You will constantly be comparing two items and thinking about which is better, especially weapons. How much base damage a weapon deals is rarely the deciding factor in whether or not you will use it, as each individual item can have dozens of different effects and stat changes you to consider. The level of customization depth adds an incredible amount of replay value to the game.

The game's aesthetics, however, are not great. I mean the graphics are decent... for a roguelike, a genre that is often associated with graphics consisting of colored ascii colors and nothing else. But I won't beat around the bush on this one: the graphics look pretty bad when compared to almost anything else. And I don't just mean low quality, I mean the art style is terrible. Generic uninspired fantasy crap. The screen is often cluttered with ugly doodads and bulky objects, enemy sprites look ridiculous, I honestly feel most people will take one look at the game and go "This game looks like trash. I am not playing that." - and I don't blame you. I just hope you can look past the terrible aesthetics to find the beautiful game within. You know, inner beauty.

Above all, ToME is completely free. You can download the full version of their website, and if you enjoy it I strongly recommend buying a copy of it on steam or throwing the developer a direct donation. The game is consistently updated, has full mod support, and has an amazing website that tracks all of your character data and allows you to look up other players. I recommend this game to anyone who has enough patience to get past the learning curve.

Rating: A
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25 de 27 pessoas (93%) acharam esta análise útil
374.5 hrs registradas
Publicada: 4 de dezembro de 2015
This is the sort of game that makes you think:

"Why aren't more games like this?"
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20 de 22 pessoas (91%) acharam esta análise útil
21.0 hrs registradas
Publicada: 21 de dezembro de 2015
Wouldn't it be nice to have an RPG you could just play forever? To have a huge, randomized world to explore, hundreds of enemies to battle, nigh infinite loot to find, and dozens upon dozens of characters to try? Tales of Maj'Eyal certainly tries to be just that, and if you can get past some balance and aesthetic hangups, you might get your wish.

ToME, as I'm going to abbreviate it from here on, is a roguelike RPG of incredible scale. Right from character creation, you have dozens of combinations of races and classes to choose from, with more to unlock as you explore the world. There's plenty of exploring to do across said massive world as well, what with the layout of the continents and dungeons randomized each time. Enemies and loot are even more randomized, scattered throughout in ways that encourage you to explore every nook and cranny of every level of every dungeon. There are towns to visit and NPCs to take quests from, and though the main story quest is the same every time, your start and some elements later are determined by your race and your class.

Every time you start a new character, you're in for a dramatically different adventure, just as you would expect from a quality roguelike. Right from the start there's a huge amount of variance between the classes. You have everything from different flavors of warriors and archers to exotic professions like chronomancers and abominations. Leveling up gains you new stat points to spend, skill points in two separate classes of skills, and occasionally the chance to learn entirely new skills. Coupled with the ridiculous amount of loot to find, there's a lot of customizing to do, and dozens of skills to use on a single character between their class skills, racial skills learned skills, runes, infusions, and item-granted powers.

If all this sounds overwhelming, it really isn't because of how the game is played. ToME is turn-based at your pace, meaning things only happen when you move or attack. Attacking can be as simple as bumping into enemies to auto attack, or laying out combinations of skills over dozens of turns. And this is where the balance starts to become an issue, because for most fights you'll be doing the former. Most enemies in ToME are little more than filler, assuming you've been diligent in exploring and leveling. Despite the vast array of enemies to battle, many present little challenge. It's the rare unique enemies and ones with certain devastating abilities you have to watch out for, and in stark contrast with the rest of your foes these can end your life in one or two turns. Every single character I have lost has been to an unexpected boss or unique that wrecked me instantly after cleaving effortlessly through their minions.

To its credit, ToME has a wide assortment of difficulty settings, and the default level gives you several lives to experiment with before succumbing to permadeath. But it's a band-aid on a much deeper balance wound. Most of the adventuring in ToME presents so little challenge you can run on autopilot, until suddenly dying to the one thing in the room that poses a threat. This creates a strange whiplash effect between mounting boredom and sudden frustration. And the methods for overcoming a challenging boss won't always be clear thanks to the immense volume of stats and abilities that you normally don't have to keep much track of. Even after a dozen hours it can be hard for me to tell what my character is ready for.

The result is a game that's not too daunting to get into, but presents a real challenge to master. Every attempt is a long and gratifying series of small discoveries and victories before the inevitable end comes. There's plenty of unique items, new classes, and lore to uncover even if beating the game isn't in the cards. I still haven't come close to whatever the end is, but after 20 hours I'm still not tired of the meat grinder. Maybe I really can play this forever, and even if you can't, you'll get a lot of quality adventuring out of it.
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