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Tales Of Maj'Eyal
Cheat Codes:
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Submitted by: David K.
Easy "Look at me, I'm playing a roguelike!:
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Select a different party member, then Right Click on yourself, and choose
to link in chat. This can easily be done with a Halfling alchemist who has
a Golem that you can switch to.
Infinite Dungeon Guide:
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Written by spartacus
A brief guide to the infinite dungeon.
-=Progressing Through the Dungeon=-
The infinite dungeon is, as the name suggest, a dungeon that never ends.
In general it is much more dangerous than the main campaigns, mainly due
to the fact that you wont get multiple T1 areas so initial levelling and
equipment gain is hard.
Elemental wizards appear from lvl 1, they are squishy but can 1 shot you
from distance for the first few levels so are very dangerous, especially as
most areas are unlit so you may not even see them.
Each level has 2 exits down and none up, and can contain special exits to
things like damp cave or the bearscape. after a few levels you start to get
stair bosses on the exits. Stair bosses are usually the most dangerous
thing on the level.
-=Loot=-
Quality can initially be better than AoA, not uncommon to get tier 5 items
on first level. quantity is worse and shops are unreliable as most levels
dont have an AAA and if they do it may not sell what you need.
-=Leveling=-
Leveling to 50
Mostly the same as AoA, maybe slightly more empasis on vision/telepathy
skills due to nearly everything being unlit.
-=Leveling after 50=-
You will only get 1 stat point per level, 1 class points every 2 levels and
1 generic point every 3 that is not a multiple of 2. Every 10 levels the max
talent cap increases. Due to the lower reward from leveling after 50 quest
become far more important. Especially generic points become very rare only
getting a couple every 10 levels. Stats get recapped at 100, so after you
hit 100 for every stat then stat point rewards from leveling/quest become
useless.
-=Dungeon Levels=-
Most levels are unlit. There are usually 2 stairs down which have a
description which will tell you the tile set the next level will use and
the overall shape of the level.
* Geometric = concentric circles – no vaults.
* Wilderness = random.
* Constructed = narrow grid corridors with large rooms, some rooms are lit.
* Excavated = mixture of narrow corridors and small rooms.
* Settled = open with small rooms.
* Subsided = narrow corridors with large round areas.
* Network of corridors = corridors only but can be 1-4 width – no vaults,
horizontal and vertical can have different widths.
* Cavern = wide random corridors.
Empty areas have no doors, other wise the terrain type just changes the
tile set used. Areas with vaults are useful if you are still hunting for
equipment, areas without vaults are generally easier for quest.
-=Quests Types=-
* Exterminator = kill all foes.
* Rush hour = leave level before time runs out (one exit revealed but
might not be closest).
* Near sighted = sight capped at 3 (but telepathy still works).
* Pacifist = leave level without killing anything (two rewards).
* Dream hunter = kill a dreaming horror.
* Multiplicity = wait until time runs out then leave level,
all foes can multiply.
* Mirror match = kill your mirror clone.
* Head hunter = kill 4 named demons without killing >=elite.
Note: several of the quest can bug out, typically seems to happen if you
get a temporal clone or inner demon, essentially anything that duplicates you.
-=Quest rewards=-
* Greater ego item, mostly useless.
* +3 stat points.
* +1 class point.
* +1 generic point.
* +1 category point.
* +1 prodigy point (very rare).
Temporal Warden: How to Play:
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The class also has a pretty unique ‘legit-retry-once-per-zone’ mechanic (tier 4
See the Thread skill from Chronomancy tree) which allows you to basically travel
a few turns back in time if something went wrong or you died (provided you had
activated the talent before the encounter). This mechanic is also accessible
through the Revisionist History prodigy – and even then, as a Temporal Warden,
you can have both.
Another personal pick of mine would probably be an Alchemist. Despite some
people calling this class weak on the forums, I would argue instead that Alchemist
is well suited to deal with probably anything the game can throw at you without
even looking it in the eyes. You also have a golem which can be geared to either
tank or deliver the damage while distracting your foes away from you. And it’s a
pretty straightforward class to develop and play – pick your element (or probably
few, if you know what you’re doing), throw the bombs in advance around corners,
distract your enemies with your golem; you can’t go wrong with building up high
dmg wide range bombs of a single chosen element ASAP while gearing yourself for
dmg pen and +% and your golem for tanking and survivability. Just remember that
you’re still a fragile mage and all the survivability advices still apply.
Some good racial picks for Alchemist would be Higher (vision range 10+, possible
telepathy, magic dmg bonuses), Ogre (more effective inscriptions +one more, can
wield two-handed staff in one hand/shield in the other) and Shalore (global speed
bonus, critical chance/power, invisibility, can increase buffs/decrease debuffs
duration). Any race except for Krog should do fine, but those are the ones that
synergize well with general Alchemist playstyle and abilities.
You will most likely need to buy at least one additional inscription slot for a
cat point so you could have a shield/mana surge/debuff cleanser as well as some
additional healing/escape/distraction option, or even another shield (you can
inscribe only max of two at a time though). As for prodigies, the list isn’t very
big, but isn’t a demanding either.
My personal favourites are Crafty Hands (two more item types to imbue with gems),
Eye of the Tiger (general all-around talent recharger), Worldly Knowledge (for
some of Group 3 talent trees), Meteoric Crash (for, well, a meteoric crash) and
Blighted Summoning (back in the days when it was offering an additional Reaver
talent tree to your golem; probably irrelevant rn but I suppose it could still be
of some use/fun, hadn’t tested it yet myself).
A word of caution: while Alchemist isn’t that lot of a reading talent-wise as
some other classes (unlike the aforementioned TW for instance), it still requires
a careful and thoughtful approach. Pay attention to what synergies you can have
with your chosen element and try to exploit it whenever possible. If you manage
to survive early game, you should tear through the rest without much of an effort
(yes, even the Crypt, though it’s probably a good idea to avoid it anyway).
Useful Tips and Tricks:
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I would recommend playing the Temporal Warden. The class has exceptional damage
output and boss killing ability, and scales very well into late game. Try playing
a halfling temporal warden. Halfling has a little more hp than normal at 12hp/
level and it has a passive that gives you 50% evade after getting hit for a
certain % of life. Being able to clear stuns/pins is also very nice.
You will want to put points into magic primarily as strength of purpose makes
your weapon damage scale with magic instead of strength. Dex secondary as it will
increase defense and improve bow damage.
Most of the time you want to stay ranged. Put a couple points into singularity
arrow as it is a good high damage nuke early. Arrow echoes is your boss killing
ability. You get four attacks for one turn’s initiative. Open with breach against
enemies with decent armor, then unleash with arrow echoes/singularity arrow/arrow
stitching etc. Once you unlock Warden’s Focus you also want to use that relatively
early in your damage routine.
You can use mines if you want, but they definitely aren’t necessary. I usually skip
them and just teleport away from enemies, or set up a wormhole to keep enemies from
getting on top of me. If you still feel like melee enemies are too difficult to
evade get a toque that summons a tentacle and put it right next to you. It will pin
enemies that get close.
Warden’s Call adds a LOT of damage if you have decent melee weapons, as the warden
that is summoned is a copy of yourself.
Fate weaving is very good damage reduction late game because of webs of fate. If
you can I would also take the celestial/chants category from an escort as it gives
very nice status clearing ability and range damage reduction. The elemental resists
are good in Vor as well. I would usually unlock chants as my third category point.
Since you have multiple exceptional teleports make sure to wear equipment that gives
you bonuses on teleport. Wear light armor or robes and put a couple points into light
armor and you should have no problem having high enough defense that most enemies
won’t be able to hit you. Best in class armor would be Worm’s Nest for flat damage
reduction, high int, move speed, great active, etc. It may get outclassed very late
game by a robe with high +damage%, +damage pen%, and other bonuses.
For prodigies take arcane might first. The second is very flexible. You can take a
defensive prodigy, or more offense.
Enemies you should be looking out for would be anyone with high enough accuracy to
hit you consistently and any mages. Solipsists can kill you with inner demons, but
arrow echoes are very good at killing them and you can teleport away if they seem
to be getting the upper hand.
Tips That Might Help to Survive:
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Written by Endy73
* Don’t open vaults and golden chests If you’re not sure that you can hande of
escape it.
* Don’t to the Dark Crypt and to the Last Hope Graveyard. Try to follow the
recommended zone progression from the game wiki. There are zones where your
character will be killed with a great probability if you’re not prepared
for them properly.
* Set recieved damage percentage to a low value (something like 10 ?? 20%) in
the game options. This will block your keyboard for you for a few seconds and
will remind you to think before pressing keys hectically.
* If you see a unique, elite or a boss inspect it and try to figure out what
tricks it can throw at you, The Inspect creature in the right click menu
helps with it.
* And see it like a chess-like game, It is more enjoying the process, learning
something new again and again than winning it once and going to something
else. But defeats will still be a bitter medicine of course. It is normal.
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