Spellweaver Class - ToME: the Tales of Maj'Eyal (2024)

Version 2.2 Changelog:
Silence actually applies to Spellwoven spells now.
Spellweavers have Combat Training available from the start (mostly for ASC working better in Arena and Infinite Dungeon, although if you want to try Heavy Armor Spellweaver be my guest).
Spellweavers start out with one more Spell Slot.
Most of Fire's damage is dealt through DoT now, also the DoT is now not affected by saves and powers (because having more than 60% of your damage get Shrugged Off hurts a lot)
Status inflict chances are generally better.
Attack Spell Slots now have a cooldown of 5 so that you can actually do something most turns.
Spellweaving Mastery now has max level 3 for all talents.
Grand Elementalist no longer needs extra elements known to learn. (It requires 10, which is what you start with, and is just for flavor since it should be impossible to fail)
Spellwoven talents now have a different color based on whether they are Attack, Teleport, or Shield spells, plus a greyscale version for uncrafted talents.
Illuminate has been correctly relabled to Luminescence, since that's what the effect is actually called, also its power has been listed (20).
Darklight Confusion effect clarified.
Spellweaver damage buffed slightly.
Acidic Pestilence damage is no longer ridiculous (as in more than three times damage ridiculous).
Spellweaver spells are now correctly treated as spells.
Spellweavers now get 4 default spells so that initial crafting for starts that start in combat (namely Doomelf) is less problems, plus less tedious.
Spellshattered Staff's STR requirement is now 10, so it's less of a problem for wearing it (it was only supposed to be flavor, I just forget that most people don't only play ghoul).
Gloves of the Woven Elementalist now have proper melee effects, as well as an activatable talent (which I will say is mostly on so that it can be randomly activated on hit since it's new).
Spellwoven talents are now slightly better set up for any clones of the player to use.
Buffed Fever diseases a bit.
Spellweaver attack spells now play talents/arcane sound effect. At some point I'll go change them to be based on elements but that'll take time and this takes minimal effort.
Nerfed the Controller Construct a bit because it seemed a touch too annoying to fight.
Grand Elementalist now gives one point in each Elementalist talent if you already know the category. This allows you to get to 20 points in True Elementalist, which will award you with a bonus element, Elemental Purification.
Added the Random element to Metaweaving. Chaos chaos.
Double shapes now work better with walls. This is about the third time I've fixed this problem, so hopefully I won't overhaul how special shapes work again and make it necessary again.
Fixed some minor typos and appearance issues (like Harmonic Paradise effects now use the right icon).

Hopefully the reduction in Attack Spell cooldown to 5 plus the additional baseline Spell Slot should help out with the problems people have had with not having enough slots to really be able to do much. If there's still issues, I might end up adding a bonus Spell Slot for shield and/or teleport spells, but this should be a solid first step.

Edit: Quick patch, here is Version 2.3:
Molten Drain now actually affects the right targets. Whoops.
Changeup now correctly displays its Spellweave Multiplier (0.5).
Gravechill armor stacks to 20
Double Shapes don't friendlyfire.

Edit: Erenion found description error and I want it out of the way, so super fast patch 2.4:
Fixed a description error in Fire element.

Edit: Version 2.5:
Silence works on crafted Attack and Shield spells
Shapes now check range consistently for their descriptions (really only noticable in that if you take Range Amplification Device, they'll update now).
Bolts are no longer blocked by allies.
Unending Melting now buffs Molten even when not sustained.
Change Spellwoven lightning damage does not remove Daze.
Range of elemental beam from Wovenwoods animals reduced to 7 (matching player beams)
Mana costs reduced for attack and teleport spells to 15, and shield spells to 20, elemental sustains sustained mana reduced to 35
Spellweaver's Precision wall creation typo fixed.
Bumped Square range to 6 (matching Burst)
Burst, Cone, Checkerboard, and Widebeam Spellweave Multiplier bumped to 0.85, Huge to 0.45, Abstract Flower and Doublespiral to 0.7, Eightpoint to 0.8.
Checkerboard and Grand Checkerboard sizes clarified.
Molten Shield and the other shields now display their current absorb value in the buff/sustain icon.
Relentless Hailstorm displays its current power in the sustain icon.
Elemental Nullification damage reduction increased to 30% since it means that you can only resist it with all resistance.
Elemental Purification elementless damage now ignores 50% of all resistance. No idea how balanced it is but since it's such a pain to get it deserves something cool.
The staff all damage effect from Elementalist has been moved to Adept. True Elementalist instead gains +10% all resistance piercing.
Touch now gets an extra one range if you are sustaining Range Amplification Device, because you deserve it for taking it.

Edit: Version 2.6:
Daze-safe lightning actually functions correctly. My bad. I should have been more careful about testing but I was very tired.
Gloves of the Woven Elementalist damage function made more strongly favoring stronger elements.
Hailstorm damage from Eyal's Storm no longer breaks dazes.

Edit: Version 2.7:
Adjusted dates on Spellweaver lore since I realized that the Mardrop Expedition would have arrived in Var'Eyal during early Age of Pyre, not halfway through the Age of Dusk as I previously calculalted for. I had mixed up the Naloren lands being sunk as due to the Spellblaze proper instead of the Cataclysm 1567 years later.
Powerful Opening Spellweave Multiplier is now 1 (which it said it was anyways but)
Corrected Changeup's description
Molten Shield renamed to Slag Shield because of Molten Molten Shields of Thorns.
Non-Duo lingering harm tiles now correctly don't cause friendly fire (duo ones already worked right).
Double shapes now correctly use element descriptor text instead of element names in crafted spells
Aeryn will now only give Spellweavers the special Spellweaver dialogue
Spellweavers now begin with Wovenhome revealed on the map.
Hailstorming effect display now more correct when used in a crafted spell as the first thing in a duo element.
Barrage now plays sound on each spell cast instead of just the last.
Crafted Changeup spells now actually list that you get Changeup
Forceful now simply doesn't apply status effects AT ALL.
Resistance Breaking and Elemental Shielding describe their effects better on crafted spells. Also, the double % symbol thing was fixed.
Crafted spell tooltips with Ruin now list Ruin instead of Eclipse.
Spellpower scaling is now listed on many talents that lacked it previously (including every element talent and Staff Resonance).
Resistance Breaking, Elemental Shielding, Exploit Weakness, and the Controller Construct now function correctly with daze-safe lightning.
Arcane manaburn lists manaburn numbers more accurately.
Relentless hailstorm will not generate completely meaningless crit messages when you overcharge it at 0 power (it didn't actually trigger anyways).
Checkerboard particle effects temporarily significantly-simplified to see if it helps with lag for some weaker machines. If it does I might make a setting or use an existing setting to set full vs. simple particles.

Version 2.8:
Weight increased to be higher than DLCs.
Various typos and text inconsistencies fixed.
Void Dance no longer lists the ID of the movement speed increase instead of the actual movement speed increase.
Lightning element spells now correctly charges up Relentless Hailstorm instead of triggering overcharge.
Lingering map effects are now one map effect, reducing lag in slower machines.
Wallweaving now has a special increase in cooldown duration (because making 5 turn walls is inherently good regardless of power), slightly reduced chances, and displays better details in crafted spells.
Particles now display more correctly with Wallweave double shapes.

Known bug: Special shapes including Gravity can sometimes multihit in very strange ways.

Spellweaver Class - ToME: the Tales of Maj'Eyal (2024)

FAQs

How do you unlock doomed in tales of maj eyal? ›

Doomed is a class introduced in the base game. It must be unlocked by killing your own shade in the Shadow Crypt in the Far East.

How do you skip turns in Tales of Maj Eyal? ›

You can skip a turn by pressing the 5 on the numpad or left clicking your character. It's smart to have something that can cure stuns though (physical wild infusion most often). What area did you see the level 35 enemy in? Was it in a sealed off area it warned you if you wanted to open, and what difficulty are you on?

How do you unlock infinite dungeon in tales of Maj Eyal? ›

Infinite Dungeon: The Neverending Descent is a campaign included in the base game of Tales of Maj'Eyal. It must be unlocked by opening the sealed door in the Ruined Dungeon and reading the last note.

Can you respec in Tales of Maj Eyal? ›

You can respec stats, talents, categories and prodigies freely at any time. You cannot respec stats below initial value.

How do you unlock paradox mage in tales of Maj Eyal? ›

Paradox Mage is a class introduced in the base game. It must be unlocked by playing as a Temporal Warden and getting "killed" by your future self in the Daikara.

How do you unlock Yeti in Tales of Maj Eyal? ›

Kruk Yeti is a race introduced in the Embers of Rage DLC. It is playable only in the Orcs: Embers of Rage campaign. It must be unlocked by using up eight charges of the Yeti Mind Controller.

Is Tales of Maj Eyal hard? ›

It's definitively harder than Dungeons of Dredmor. If you play it for a while, some classes are easy mode.

What is the max level in Tales of Maj Eyal? ›

In the Age of Ascendancy, Embers of Rage, and Arena Mode campaigns, there is an additional hard cap of 60 for the player. NPC stats can go higher than 60 for each level they have above level 50.

What is the best antimagic in tales of maj eyal? ›

Classes that work best with antimagic include: Mindslayer, Wyrmic, Solipsist, Doomed. To a lesser extent: Cursed. Oozemancer starts as anti-magic. Stone Wardens can not become anti-magic due to their mix of Wild-gift and Spellcasting abilities.

How to unlock classes in Tales of Maj Eyal? ›

Classes. Complete any story campaign - either "Maj'Eyal: the Age of Ascendancy" or "Embers of Rage". Note that completing Embers will unlock it in the main campaign, but will not unlock it in Embers itself unless you have already defeated the Internment Camp three times to unlock all main-campaign classes in Embers.

How do you unlock Gunslinger tales of Maj Eyal? ›

Gunslinger is a class introduced in the Embers of Rage DLC. It can be played in the Embers of Rage campaign immediately, but to play it and other Tinker classes in other campaigns, you must defeat Outpost Leader John with any two Tinker classes.

How do you unlock Stone Warden in Tales of Maj Eyal? ›

Stone Warden is a class introduced in the base game. It must be unlocked by, as a member of the Dwarf metarace (a Dwarf or Drem), having at least 10 raw levels of spell talents, and at least 10 raw levels of nature talents. Note that runes and taints are spell talents, and infusions are nature talents.

How do you unlock Marauder in Tales of Maj Eyal? ›

Marauder is a class introduced in the base game. It must be unlocked by doing over 600 damage in a single hit as a Rogue or Shadowblade. It is linked to the Size matters achievement, and so it cannot be unlocked on Easier mode, which lacks achievements.

How do you become a necromancer in Tales of Maj Eyal? ›

Necromancer is a class introduced in the base game. It must be unlocked by killing the necromancer Celia in the Last Hope Graveyard, after reading all 4 parts of the lore "how to be a necromancer". (The player can read them in the Sher'Tul Fortress's library after finding them on a previous character.)

How do I get better at Tales of Maj Eyal? ›

Written version:
  1. Use the auto-cast feature. If you right click an ability on your toolbar you can set autocast options. ...
  2. Understand armour hardiness. ...
  3. Be VERY careful about stuns. ...
  4. Be on the lookout for infusions and rune upgrades. ...
  5. Be very carefull with vaults and treasure chests.

How do you unlock brawler in tales of Maj Eyal? ›

Brawler is a class introduced in the base game. It must be unlocked by winning the arena fight in the Hidden Compound (the fight costs 150 gold to enter). New player Brawler advice is available at Brawler/notes.

How do you unlock Mindslayer tales of Maj Eyal? ›

Mindslayer is a class introduced in the base game. It must be unlocked by rescuing the Yeek Wayist from Subject Z in the Ruined halfling complex as a Yeek.

How do you unlock summoner in tales of Maj Eyal? ›

Summoner is a class introduced in the base game. It must be unlocked by seeing a character use the talent Summon (Honey Tree in Trollmire / Old Forest is your earliest bet). Other summoning talents do not count for the unlock.

References

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