ToME: the Tales of Maj'Eyal

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PostPosted: Tue Feb 23, 2016 9:05 pm 
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Thalore

Joined: Fri Jun 13, 2014 6:28 pm
Posts: 164
Thought I'd make a thread before someone does with an inadvertently spoilery title :P

Anyway, hope you're enjoying Embers of Rage! If you've got any questions I can try to answer them, but I reserve the right to stay quiet about some things and/or be clueless about others.


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PostPosted: Wed Feb 24, 2016 8:04 pm 
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Cornac

Joined: Sun Dec 27, 2015 6:07 am
Posts: 41
Is there a way to save your lore, like you can in the regular campaign? I found the training dummies, and I found the Items Vault, but not this.

Do the strange black discs do anything?

Sawbutcher's have some insane damage potential. I once had a Brawler that could do 2800 damage/turn using only regular attacks, and I thought that was cool. The Sawbutcher I beat the game with can do 2600 damage/turn with regular attacks, but over 10,000 damage/turn just by walking with Saw Wheels.


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PostPosted: Wed Feb 24, 2016 10:54 pm 
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Wayist

Joined: Fri Nov 27, 2015 6:05 pm
Posts: 29
Okay, there is one question that has been bugging me for a while, which may get answered (I've just gotten to the main continent).

Atamos, Atamathon. I know the latter is technically a giant golem created by the Halflings, but the name suggests there is some connection. Either linguistic, or a suggestion of interaction between the Halflings and the Atamos waaaay back when.


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PostPosted: Wed Feb 24, 2016 11:02 pm 
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Ravenholme wrote:
Okay, there is one question that has been bugging me for a while, which may get answered (I've just gotten to the main continent).

Atamos, Atamathon. I know the latter is technically a giant golem created by the Halflings, but the name suggests there is some connection. Either linguistic, or a suggestion of interaction between the Halflings and the Atamos waaaay back when.

You have a mispelling: the name of the Steam Giants is Atmos, which is the greek word for "steam".


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PostPosted: Wed Feb 24, 2016 11:09 pm 
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Wayist

Joined: Fri Nov 27, 2015 6:05 pm
Posts: 29
LupusAter wrote:
Ravenholme wrote:
Okay, there is one question that has been bugging me for a while, which may get answered (I've just gotten to the main continent).

Atamos, Atamathon. I know the latter is technically a giant golem created by the Halflings, but the name suggests there is some connection. Either linguistic, or a suggestion of interaction between the Halflings and the Atamos waaaay back when.

You have a mispelling: the name of the Steam Giants is Atmos, which is the greek word for "steam".



Ah balls, and I thought I was onto something. Ah well!


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PostPosted: Thu Feb 25, 2016 12:08 am 
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Thalore

Joined: Fri Jun 13, 2014 6:28 pm
Posts: 164
chandl34 wrote:
Is there a way to save your lore, like you can in the regular campaign? I found the training dummies, and I found the Items Vault, but not this.


Well, all lore you find will be automatically "saved" - there's just no way to retrieve it all in this campaign. If you make a vanilla-campaign character and use the Yiikgur library, you'll be able to see the Embers lore from there.

Quote:
Do the strange black discs do anything?


There's something you missed on the second-to-last floor of the Palace of Fumes...


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PostPosted: Thu Feb 25, 2016 2:59 pm 
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Cornac

Joined: Tue Apr 23, 2013 2:18 pm
Posts: 32
In the victory screen it listed a potential baddy in the future as...I cannot remember the name but it was something like "League of Hal'Somethingerever." It was definately three letters, apostrophe, buncha letters.

...So uh, who on earth are they? The name definitely didn't ring a bell.


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PostPosted: Thu Feb 25, 2016 3:26 pm 
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Wayist

Joined: Fri Nov 27, 2015 6:05 pm
Posts: 29
ProfessorCirno wrote:
In the victory screen it listed a potential baddy in the future as...I cannot remember the name but it was something like "League of Hal'Somethingerever." It was definately three letters, apostrophe, buncha letters.

...So uh, who on earth are they? The name definitely didn't ring a bell.


Not finished it, but was it the Kar'Ha?b? The Troll pirate bunch, because I seem to recall DarkGod saying a while back that they would be the likely site of another expansion and their inclusion in the campaign certainly began to give more hints of how that would transpire.


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PostPosted: Thu Feb 25, 2016 4:01 pm 
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Wayist

Joined: Tue Feb 23, 2016 8:28 am
Posts: 23
The campaign was a lot of fun, great job!
I have a question about the unlockables - I finished the campaign once as an Orc Sawbutcher and every quest is finished according to the journal. I unlocked the Yeti and Whitehoove races, the rogue classes for EoR, the Psyshot class for EoR, and a new Wyrmic tree. So there´s still quite a lot of stuff to unlock, what would interest me most at the moment would be unlocking the Tinker classes for the Maj'Eyal campaign and the Wilder classes for EoR (I´d love to play a Sawbutcher in Maj'Eyal and a Whitehoove Wyrmic in EoR to try out the new Wyrmic tree!). I´m probably trying out a Yeti Psyshot next - any tips on what I should look out for to unlock new stuff?
I also have a question about the corrupted forest (the dungeon north of the Sunwall where you have to fight the treants and crystals) - was this supposed to be a quest? I entered the forest, killed the crystalline root bosses, but no quest ever showed up in my journal and I also didn´t get any new lore after beating the boss. Felt incomplete somehow... Is this different if you enter the dungeon as one of the Wilder classes or a character that went AM? (the lore that you find at the beginning of the Forest could be interpreted that way...)


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PostPosted: Thu Feb 25, 2016 4:31 pm 
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Wayist

Joined: Tue Feb 23, 2016 8:28 am
Posts: 23
Oh, and one additional question - is there absolutely no way to stop the conflict with the Sunwall? You do have the option to spare the remaining Steam Giants at the end (btw, the lore about the rocket is absolutely hilarious :-D ), so it felt a little strange that you *had* to kill everyone at the Sunwall, even after liberating the Orcs, besting Aeryn once AND destroying the Farportal. Would have been nice to have the option to make peace with the people from the Sunwall after that instead of having to kill everyone, you have demonstrated superiority after all and the Sunwall is no longer a threat without the Farportal (not to mention that they have treated the Orcs fairly instead of killing them all).


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PostPosted: Thu Feb 25, 2016 10:53 pm 
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Wayist

Joined: Tue Dec 18, 2012 6:53 am
Posts: 22
Arakes wrote:
(not to mention that they have treated the Orcs fairly instead of killing them all).


By that, you mean "put them all in a concentration camp under mind control, and tried to do the same to the Pride," right?

The reason you can make peace with the Steam Giants despite them attacking you unprovoked is because there wasn't any cycle of revenge to break, and because the war was started by one greedy bastard who dragged everyone along with him. The Sunwall and the Allied Kingdoms won't make peace unless you're enslaved or dead.


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PostPosted: Fri Feb 26, 2016 12:23 am 
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Cornac

Joined: Sun Dec 27, 2015 6:07 am
Posts: 41
Arakes wrote:
any tips on what I should look out for to unlock new stuff?


Looks like a new class group gets opened each time you complete the internment camp quest.


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PostPosted: Fri Feb 26, 2016 3:14 am 
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Cornac

Joined: Tue Apr 23, 2013 2:18 pm
Posts: 32
Ravenholme wrote:
ProfessorCirno wrote:
In the victory screen it listed a potential baddy in the future as...I cannot remember the name but it was something like "League of Hal'Somethingerever." It was definately three letters, apostrophe, buncha letters.

...So uh, who on earth are they? The name definitely didn't ring a bell.


Not finished it, but was it the Kar'Ha?b? The Troll pirate bunch, because I seem to recall DarkGod saying a while back that they would be the likely site of another expansion and their inclusion in the campaign certainly began to give more hints of how that would transpire.


Those're the ones! Thanks!


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PostPosted: Fri Feb 26, 2016 6:12 am 
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Thalore

Joined: Fri Jun 13, 2014 6:28 pm
Posts: 164
Ramidel wrote:
The reason you can make peace with the Steam Giants despite them attacking you unprovoked is because there wasn't any cycle of revenge to break, and because the war was started by one greedy bastard who dragged everyone along with him. The Sunwall and the Allied Kingdoms won't make peace unless you're enslaved or dead.


Pretty much this. Orcs vs. Sunwall is, sadly, more or less a situation of an unstoppable force vs. an immovable object - the Sunwall won't rest until the Orcs are no longer a threat, and the Orcs won't rest until their continent is free of foreign aggressors. Even if your character offered Aeryn a truce, there are almost no circumstances under which she'd accept it AND your fellow orcs wouldn't immediately revolt against you. (A temporary cooperation to stop the Loyalist's shenanigans might be acceptable, but seeing as neither you nor her knew anything about that at the time... plus, it's extremely unlikely this would be enough of a "bonding moment" to overcome eons of resentment.)

In any case, not all of the Sunwall citizens are dead. King Tolak mentions that he has several in his army, meaning that at least a few are back in Maj'Eyal, safe and sound (though probably even angrier at the Orcs than ever).


Last edited by Hogulus on Fri Feb 26, 2016 9:13 am, edited 1 time in total.

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PostPosted: Fri Feb 26, 2016 7:00 am 
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Cornac

Joined: Tue Apr 23, 2013 2:18 pm
Posts: 32
This just makes me wonder if it's possible to beat Embers without even doing that questline. Free the orcs and all that, then instead of assaulting Gates, just run past it and go after the giants.


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