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.
User reviews: Overwhelmingly Positive (1,181 reviews)
Release Date: Dec 31, 2012

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"This is an open source rogue-like that features turn-based combat and deep character building (choose from 9 races & 25 classes). Non-linear game - Fun!"

Recent updates View all (20)

March 29

Tales of Maj'Eyal 1.3.1 aka "Forever" is released!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.1 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:

  • Many imporatnt bugfixes!

Expanded changelist:
  • Fixed crash on some OSX versions
  • Added text to antimagic quest to explain why Ogres can do it
  • In developer mode an error popup forces all other dialogs to disappear; making sure even level generation errors do popup correctly
  • Removed preliminary gamepad until it can be fixed
  • Fixed digging into icewalls
  • Fixed Tirakai Maul; lets see what bug it does next!
  • Fix Block description
  • Fixed Frost Lord Chains
  • Fixed Time Stop + Contingency (hopefully)
  • Fix Temporal Fugue on traps
  • Updated Insane and Madness difficulties unlock texts
  • Reckless Charge can once again go through crowds
  • Fixed The Mouth sometimes erroring out
  • Icewall cooldown can not be lower than its duration
  • Made DamageType.initState available to addons
  • Fixed the description of Ogre Fury effect
  • Most races now start with an additional infusion or rune in inventory
  • Lore note that shows the old conclave ruins on the map now always pop even if already known
  • Cease to Exist can not be used by NPCs anymore
  • Make sure temporal warden clones can not self resurrrect
  • Fixed alchemists & summoners exiting the Dreams of the caldera
  • New hook "Zone:create" for when a zone.lua file is loaded
  • Fixed a memory leak in the chatlog
  • Breach checks saves on arrows now too
  • Hounds unravel duration reduced
  • Reduced Invigorate Paradox cost
  • Spacetime Stability bonus doubled while Tuning
  • Spacetime Tuning now tunes a flat amoutn each turn
  • Reduced damage on Temporal Hounds a bit
  • Increased the Paradox cost on many chronomancy talents (especially defensive ones)
  • Guardian Unity duration increased to 10
  • Paradox Spell Modifier now affects spell durations (rounds down)
  • Paradox spellpower modifier scales more normally under 300 paradox (caps at 50% at 150 paradox)
  • Redux now only effects one spell per cast. Cooldown reduced.
  • Reduced effectiveness of energy decomposition
  • Dimensional Shift now reduces the duration on only one effect
  • Shoot is once again bound to left click at birth for Temporal Wardens.
  • Fixed Temporal Hounds breaking with "scape" effects
  • Shantiz no longer destroys friendly projectiles
  • Shantiz AoE no longer hits friendly targets
  • Effect Reduction and Resist All on teleport now subject to diminishing returns
  • Fixed log fade
  • Fixed temporal bolt's initial hit reducing too many talent cooldowns
  • Fetter handling for blended threads and temporal bolt
  • Fix spatial tether msgs
  • Fixes a bug in game:delayedLogDamage that incorrectly determines player visibility for certain messages.
  • Updated messages for Spatial Tether
  • Reduced a little the flat level increases on nighmare/insane/madness as they only make the first few levels way harder than the rest

Have fun!

15 comments Read more

March 17

Tales of Maj'Eyal 1.3.0 aka "Dust to Dust" is released!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.0 ! See http://te4.org/

Enjoy and have fun in Eyal!

New content AKA: that's awesome:
  • Temporal Warden and Paradox Mage classes completely reworked. Check them out immediately!
  • Chronomancy spells can no longer fail or backfire (anomalies still occur).
  • Spellpower for Chronomancy spells is -50% at 0 Paradox to +50% at 600 Paradox.
  • Above 600 Paradox (modified by your Willpower), major anomalies will occur. Paradox bar now reflects how close you are to that threshold.
  • A new race was revealed, a fruit of a long-standing war. Check what contemporary documents in the old halfling ruins might say.
  • Slasul is no longer a pushover. That naga got gainz! Of course Ukllmswwik matches his performance.
  • Added a bunch of new unlockable splash screens.
  • Several sweet new icons for your talents.
  • Wyrmic talents are reorganized and provide passive benefits. It's a HUGE buff!
  • Angolwen sports a new fountain.

UI changes AKA: My stuff is in all the wrong places:
  • Several graphical effects now update more frequently.
  • Several graphical effects are now sweet and awesome.
  • Automatic Talent Use will now refuse to use talents which cooldown is lower than their use time, so you don't lock yourself out.
  • Tiles will flip depending on where they last bumped. All hail the sprite flip!
  • New UI option to display a grid over the map.
  • Addon list now shows addon version.
  • "Inspect creature" now displays creature's talents by categories.
  • More artifacts are shown up on player doll. Do brag before those custom tile users!
  • Game options are directly accessible from main menu now.
  • Dragging hotkey icons shows the place they'll end up on. If the hotkey would be dropped, it's clearly visible now.
  • ASCII mode will not show symbols upon symbols, only the top is seen (does not affect ASCII with background mode)
  • Better artifact power use descriptions
  • New gameplay option to auto-validate the default target; thus requiring only one keypress to fire a talent
  • Highlighted a few special grids for escorts and slime tunnels.
  • Rare mindstars now have description hints for their sets.

New mechanics AKA: I didn't know they changed it:
  • Some talents have been assigned "fixed cooldowns". That means they're immune to cooldown reduction and some cooldown-reducing effects.
  • Talents have been assigned speed (which you can override in addons). Acceptable speeds include "combat" (unarmed), "archery", "weapon", "mainhand", "offhand", "spell", "summon", "mind", "movement", and "standard" (1 turn).
  • Player rank (elite) and insteadeath immunity is universal across all game modes now. Hard game modes weren't being made any harder by fractional stat points.
  • Forced starting zones no longer have rare+ rank enemies.
  • Levelup dialog now shows error messages as flyers above Category points, instead of modal dialogs.
  • Items modified with talents can now be placed in Items Vault, but will lose their modified properties.
  • Reload is no longer granted to anyone. You'll still have it if you had it. You still won't use it ever!
  • Unstoppable is no longer Timeless. Neither is Draconic Will. They both are "other" effects which means that they cannot be stripped or affected.
  • Exploration mode now allows full respec anywhere. And I do mean FULL respec, with no puny "3/4 points" limitation.
  • Run/Rest now spots projectiles flying your way (but not your own, so beware!)
  • Run/Rest also stops if you saw someone for the fraction of time as they escape your field of vision at the end of your turn.
  • AI now only catches a glimpse of you through stealth, making them look in your general direction, not get a lock-on. This helps a bit.
  • Detrimental traps now have flat 5% chance to not trigger if you're bad at disarming them.
  • Dream Altar in a certain caldera no longer can kill you or do anything bad to you.
  • Waking up from a bad dream makes you lose life over several turns, not instantly.
  • On that note, Sleep no longer causes you to skip turns, yet you still cannot use anything but instant talents.
  • You can no longer wield an item by replacing another item that provided necessary requirements for it.
  • Sandworm Queen will now seek you out tirelessly if you are late to her lunch.
  • Tooltip now have a significant delay on up/down scrolling. Sidebars in levelup screen, prodigy screen, and birth screen now bounce as tooltips do.
  • Arcane Destruction (Arcane Blades) now actually scales and is not effectively a 1-point talent.
  • Shade of Kor'Pul got some cover around it. Now you can retreat when you get frozen! Well, after you get frozen. If you're still alive.
  • Shield Runes are now material level 2, down from 3.
  • You are now correctly afflicted with Cursed Aura as long as you have Unnatural Body, without having to be Cursed or Doomed.
  • Several glove egos have got disarm immunity on them. Keep that grip tight!
  • Phase Door runes now additionally grant you buffs "on teleport" from your equipment (adding to its own bonuses).
  • Debuffs to your powers can now not only cancel buffs out, but bring them below your baseline stats.
  • Rest should wait for air if you're able to catch a breath. It also waits for detrimental effects' durations and item cooldowns.
  • Summons now count their turns down once per game turn, not their own turn. Bloated oozes are more short-lived now, but no one liked them anyway.
  • You can now teleport within vaults and out of vaults, just not change your current vault by teleporting.
  • Lite "damage" now reduces the unlit value of grids with darkness if it can't remove them.
  • Nerfed Aeryn, buffed Argoniel. Now Argoniel can eventually kill Aeryn if left completely alone.
  • Elandar no longer ignores irresistible sun since Argoniel no longer has it
  • The Crystal Focus can now be applied to shields (updates the special_combat fields appropriately).
  • Out of Phase/Time Shield effect reductions can no longer stack to 100% and stack inverse-multiplicatively (50% + 50% = 75%).
  • Reduced the number of mental effects the Wintertide Phial will remove.
  • Penitence cures a more reasonable (fewer) number of diseases.
  • Cursed Sentry now remembers your weapon choice (which you can alter with a separate talent), the object is automatically picked up, but it's got a power level limitation now. Also it levels up them stats and uses better ammo.
  • Shop selling now rounds the whole stack price to 1 cent, rather than rounding up each object's price individually to 10 cents. Alchemists gems, no longer as shiny.

And more, see the full changelog there: http://te4.org/blogs/darkgod/2015/03/news/tales-majeyal-130-aka-dust-dust-released

Have fun in Eyal!

24 comments Read more

Reviews

“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.”
Dorkadia

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

About This Game

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

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 2000
    • Memory: 512 MB RAM
    • Graphics: Any OpenGL capable
    • Hard Drive: 512 MB available space
    Recommended:
    • OS: Windows 2000
    • Memory: 1 GB RAM
    • Graphics: OpenGL 2+
    • Hard Drive: 512 MB available space
    Minimum:
    • OS: OSX 10.6
    • Memory: 512 MB RAM
    • Graphics: Any OpenGL capable
    • Hard Drive: 512 MB available space
    Recommended:
    • OS: OSX 10.6
    • Memory: 1 GB RAM
    • Graphics: OpenGL 2+
    • Hard Drive: 512 MB available space
    Minimum:
    • Memory: 512 MB RAM
    • Graphics: Any OpenGL capable
    • Hard Drive: 512 MB available space
    Recommended:
    • Memory: 1 GB RAM
    • Graphics: OpenGL 2+
    • Hard Drive: 512 MB available space
Helpful customer reviews
193 of 205 people (94%) found this review helpful
1 person found this review funny
387.6 hrs on record
Posted: March 4
[posted this initially on the 3rd but reviews were broken at that time.]

I'll start this by telling you that I've been playing TOME since it was Tales of Middle Earth. That's right, originally it was based on Tolkien's work and was an offshoot of a long lineage of games directly related to Rogue, via Moria and then Angband. There was a middle variant in there at some point called Pernband.

Some back story:
At some point DarkGod (the main dev) decided to rewrite the client because the old angband client was full of spaghetti code and it became untenable. So came t-engine. Tome was then written as a module of T-engine (all made by DarkGod for no $$ I might add.)

In Tome 3 there were Jedi!!! and other fun ideas but it was chaotic. Tome 3 was a mess, (Tome 4 was much cleaner.) But it was still pretty opaque as Roguelikes go. I would tinker with it, have fun with lost souls etc and then get bored. So I went the way of many players got involved in other games only came back periodically when I got a yen for playing with Lightsabers again. At some point, I noticed Tome 4 was progressing and downloaded and everything was different.

Gone were most of the touches of the Angband and Tolkien worlds. You can still see a few here and there but TOME had become Tales Of Maj Eyal with an original story and a total reworking of the graphics and mechanics. On and off Ive done some beta testing (though my forums account from then was deleted more than once so I guess being inactive on the forums is a good way to get culled.)

At some point I managed a couple of end games. I won once and once I sacrificed my guy (I still don't know why that doesn't count as a win...)

Every time I came back more and more stuff was added and then I saw that they had finally made the leap to Steam. I wanted to buy it immediately because I believe in the game and the devs and why not support them? But I was reticent with all the other games I have and also had to wait for money to pay for it anyway.

I probably should not have waited but I did and when I did finally get the steam version I was not disappointed with either the basic game or the DLC (which I had no previous knowledge of.)

Divergent note that tangentially relates to this review:
Bob Dylan has said on songwriting that if you can't change a song, if you can't mess with the words or change the arrangements it is dead and you should bury it. That is a paraphrase because I don't have the exact quote on hand. But this is how I feel about games. TOME is a living game, always changing.

Many pay to play games are not. They merely make some stuff they took out initially available for DLCs when the wells run dry. TOME is not like those games. TOME is developed by a caring group of dedicated players and programmers who are making an epic play experience.

Yes epic. You have a ton of races and classes which unlock as you play. Sometimes the unlock is just something you were going to do anyway but sometimes in true RPG fashion you have to investigate and figure out some puzzle or quest to get the unlock you want. And you can unlock them in something like 9 different modes. The game offers 50 levels of experience in whatever build combo you choose. As you learn more about classes and races you find yourself getting deeper into the decision making process and you realize you have many more choices than you will quickly be able to play with. This could take a long time. As is without any further changes. And the game changes from game to game so you may not always get an event or area you thought you might. And different play styles create vastly different approaches and in-game storylines.

There was a lot of discussion when Maj'Eyal became the world of the game about how terribly difficult the game was (is) so now there are multiple modes for discovering the game. The most rewarding depends on your personality and proclivities as a gamer. You can play with Easy and Exploration and virtually never risk death, or you can unlock, insanity and madness modes and play only in true Roguelike fashion (1 life, though there are items you can find to hedge that bet.) Or you could play as I do on Normal with Adventurous. To each player their own. This is an innovation I wish more devs would think about. Multiple play modes for multiple types of players means more fun for everyone.

The game has a few pit falls. It is deep so it is not hard to get into trouble if you are tired, hungry or bored. Don't do that. Play when you are fresh and excited and keep it that way. You won't complete it in a day. (The main quest line takes a minimum of 10 hours I think if you skip everything else and I highly recomend you don't do that.)

You may also find that the game lore is hard to penetrate. This is partially due to writing style and partially because who wants to read so much of it? Yes you should read the lore the first time you encounter it at the very least. You may or may not glean valuable clues from it but if you need to you can go back to it later. Once you have unlocked certain features you will be able to access ALL of the lore you've ever seen as a player.

You may notice that I am not giving a lot of specifics here because part of the fun of this game is playing it unspoiled. You can of course look stuff up or ask for spoilers if you aren't into all that.

I will say the sound effects while fairly professional are not my cup of tea. I am not really a game sounds kind of player though. I typically turn sound off in games I play and I only checked them out in TOME out of curiousity. You might find them entertaining. Apparently, also there is music. Something I didn't check out. (I am an older guy with a very staid taste in music. If it isn't Classic Rock. Folk, Blues or Soul from the 60s-70s then it probably isn't on my mp3 player. Though I do enjoy more varied styles, when I am gaming that's mainly what I listen to.)

I write all this mainly to enthuse about how much I am enjoying playing TOME again and want you to know it is worth every penny to buy it on steam. The community addons alone make the game extremely customizable.

Gandolfo in game chat, Winter Wolf on Steam.
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116 of 119 people (97%) found this review helpful
1 person found this review funny
398.2 hrs on record
Posted: April 30
Well...how to start.

First, now that I have a few games under my belt and have a least started some of the overall learning curve (there is a lot of information to digest in this game), I would like to say BRAVO to the developer. This game is for any old school RPG'er that misses great mechanics and gameplay. I cannot stress enough how engaging this game is. Anyway, I will list some of the goods and bads of the game.

The Good

  • The developer, DarkGod, is very attentive to the boards and genuinely is interested in his customers. This is a positive that is almost nonexistent is most software. (Especially indy stuff.)
  • The choice of characters/classes is vast. Yes, you have to play to unlock all of them. That is part of the fun.
  • Character development is very customizable and detailed. For me this is a plus, for some this is the source of extreme confusion.
  • The UI is very friendly. Although, like a lot of the game, it does have a somewhat inclined learning curve. I have been playing for 60 odd hours and I am still finding ways to use it and new things I didn't know it could do with it.
  • The workshop support is tremendous. You can customize this game to suit your needs.
  • This is a Rogue Like game that has difficulty settings from casual to hard core. If you want, you CAN play with unlimited lives. Or, if you fancy a good challenge, you can play 1 life on crazy difficulty. The choice is yours. (I read a few reviews complaining that they died too quick. So set it on easy and learn to play; it is that simple.)
  • Tremendous amount of trophies. One ninth of them are very gettable for anyone. (The trophes are copied nine times for different levels of play. And, yes, if you do higher level trophies they will get all the same trophies below them. You just have to do a little dance to have it happen. If an old fart like me can figure it out (I read posts) then I imagine most people can do the same.)
  • The story is not bad at all. Far more engaging than most much more expensive games. If you think it is boring and unimaginative you probably haven't actually read and/or played through much of it.

The Bad

  • No, this game is not perfect. The biggest drawback, from some people's view, is the graphics. They are very yesterday, yesteryear, last decade possibly. (For me this is not that big of a deal, I will gladly trade eye-candy for good gameplay.)
  • I have experienced some game lag in different parts of the game. Not sure what causes them, but they are surely there. I have never had it crash, but I have had to wait 30-90 seconds for it to come out of an apparent mini-freeze.
  • This game can be unflinchingly mean and nasty at higher levels. For some this is a deal breaker. For me it is a lot of fun. So do with that what you want. (I have read many blog/posts about people rage quitting and never playing again. For those people...never play Magic the Gathering, you will end up hating life and your friends.)
  • The UI is very friendly. Although, like a lot of the game, it does have a somewhat inclined learning curve. Yes, I know this was listed in my "Goods," but it is most definitely a negative for a lot of people.
  • Kind of gets in the way of life if you get into it. It is a "just one more turn/zone/thingy type game that will overtake your life if you let it.

That is all that I can think of off the top of my head. I have an old head. (And, most of the other parts as well.) So, in closing, get the game. It is too cheap and well made to not have it in your library. If this is formatted incorrectly, I humbly apologize for my oldness and lack of modern techno-goodness; it has been years since I "formatted" anything and I imagine quite rusty.

***Sits back and waits to get troll-fired***
Was this review helpful? Yes No Funny
38 of 40 people (95%) found this review helpful
1 person found this review funny
158.7 hrs on record
Posted: March 17
This is it.

This is, in my opinion, the best roguelike on the market. ToME is an incredibly deep and strategic RPG/roguelike which takes place in an insanely lore-rich world of classic high fantasy.

The game is strategic in that time moves in "turns", meaning time ceases to move between actions or movements. This allows you to carefully plan each action, rather than requiring twitch reflexes. If you want fast paced action, look elsewhere. Animation is minimal, yet the graphics are extemely charming, and convey quite clearly everything that is happening.

Character creation is rich, deep, and super flexible, albeit extremely complex. I've played the same class a million times, but the result is always different depending on how I lay out the stats and skill points, which is probably my favorite part. I am constantly finding fun and oddball builds which get a million times farther than I expect. If you like making characters for tabletop rpgs you'll love this ♥♥♥♥.

The difficulty is pretty brutal, but it always feels fair. There are ways to turn this down for chickens, or up farther for masochists and vets. As you play, you get better at making characters and becoming better at survival. But there are a TON of things to unlock too. There are different classes, races, and starting items to unlock in addition to "campaigns", which are essentially different game modes. If you get bored of adventuring around the continent, turn on endless dungeon mode. Tired of that? Arena mode is a blast too.

Basically, this game is insanely fun, super challenging (and therefore rewarding), and the world is written with a very tasteful degree of seriousness. Humor can be found in dialogue but it is subtle and never breaks the immersion (no memes thank the lord.)

If you enjoy roguelikes and don't have this game, do yourself a favor and cop it! If you like it, go get that dlc too. My best character so far has been a halfling doombringer. if that doesnt convince you I dont know wat will
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12 of 12 people (100%) found this review helpful
1 person found this review funny
8.6 hrs on record
Posted: March 10
1370 Achievement. I cannot believe my eyes when i saw that. That's an insane amount of work needed to get all that.

Yes i have tested out the game and Yes It's great.

It remind me of 20+ years ago when i roll the first dice with my friends in school for old school DND and Realm of Despire TXT base game that i use to play on my 486.

Fan of old day DND is in for a treat for this game.
It may not have graphics but it's one that you will enjoy greatly.

Just one question to the developer though. Have you calculated how many estimated hour needed to get all that Achievments? Is it even possible?

Once again. Recommend to all old school RPG fans. You won't be disappointed.
Was this review helpful? Yes No Funny
12 of 16 people (75%) found this review helpful
1 person found this review funny
170.2 hrs on record
Posted: March 26
I hate roguelikes. I like difficult games but roguelikes are the antithesis of fun to me. I hate losing my progress, I hate not being able to save scum, I hate dying and losing the feeling of satisfaction just when my character is starting to get somewhere. That being said, I am in love with Tales of Maj'Eyal. It's (shockingly) a roguelike turn-based RPG with varying levels of roguelikeness. For example, when I die - and I die a lot - I choose to start over at level 1 with the same character rather than make an entirely new one every time.

At first glance it looks like some college kid's freshman project, but the UI is clean and has all the information you need without seeming overwhelming. The writing is often hilarious and the lore is deep and engaging. Character sheets, stats, and numbers make me gibber and hyperventilate, so if that's your thing prepare to pore over your character until your eyes bleed. The world has a surprising amount of depth with many races and political/social dynamics between them. At 7 bucks it's really a no-brainer if you like RPGs or turn-based combat; it's definitely one of the best games I'd played in the genre.
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