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Tales of Maj'Eyal: Forbidden Cults

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4.9/5

( 1 Recenzja )

4.9

1 Recenzja

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Tales of Maj'Eyal: Forbidden Cults
Opis
Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming ev...
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Opinie użytkowników

4.9/5

( 1 Recenzja )

4.9

1 Recenzja

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Szczegóły produktu
2018, Netcore, ...
Wymagania systemowe
Windows 7 / 8 / 10, 512 MB RAM, OpenGL 2.1+, 512 MB available space...
Opis
Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:
  • Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?
  • Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.


Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:
  • Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.
  • Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.


Forbidden Cults adds many new zones for you to explore and die in:
  • Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.
  • The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!
  • The Godfeaster: Deep undergroud the ground shakes as ... -- redacted by corrupt forces --
  • The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --
  • Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally. Maybe you will even find The One That Writes...
  • Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?
  • The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...


What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:
  • Searing Horrors: You liked luminous horrors? You loved radiant horrors? You will absolutely adore their searing big brothers!
  • Nethergates: It sleeps. Maybe it should stay that way.
  • Netherworms: Vampiric worm masses that are bound to tickle your fancy! And tickle hard.
  • Fearful Symmetry: Geometry has never been so lively!
  • Entropic Shards: Take an entropic crystal, shatter it with tentacles. And die.
  • And more ...


"DarkGod, is that all?" Obviously not! You will also find your usual addition of:
  • Lore: Delve into the dark forgotten secrets of the world, where sanity is a very tenuous idea.
  • Artifacts: Discover new objects of power and use them to further your own goals.
  • New wyrmic tree: Unlock the scourge drake for your wyrmics.
  • Glass Golem: Unlock the glass golem option for your alchemists.
  • Events: Discover new strange contraptions in familiar zones. What could go wrong?
  • In-Game Achievements: Because there can never be enough!
Wymagania systemowe
Minimalne wymagania systemowe:
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Szczegóły gry
Gatunek:
Działa na:
Windows (7, 8, 10, 11), Linux (Ubuntu 16.04, Ubuntu 18.04), Mac OS X (10.9.0+)
Premiera:
{{'2018-05-16T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
Firma:
Rozmiar pliku:
122 MB
Linki:


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Posted on: May 20, 2018

Frenetic Fanaticism

The greatest Rogue of all time just got the D&D equivocal of the Underdark & Menzoberranzan added to the already immense world of Maj'Eyal. A World that already has deep dungeons, explorable aquatic depths, outer space, & extra planar dimensions akin to the heavenly & hellish, has gotten larger still. To get an expansion this large, this late in the game (after Embers of Rage was made semi-standalone), is a pleasant punishment from the DarkGod, indeed. Two more classes and thousands more ways to die?! Rapturous. I sacrifice my free time to you for favour. Hail~! The Cultism was already a plot linchpin for most of us (spoilers aside), causing the player to make ethical decisions based on skill and worth. The results can be very upsetting. There are worse things than death in Maj'Eyal. To delve deeper into this storyline is both exciting & horrific. The macabre lore is astounding, well written &/or translated. The rhetoric and magic is arcane, to say the least. To dig back this far in literature one might look to Beowulf or perhaps the Silmarillion; but one would also require astranged books of mythology, forbiddon magics, hidden histories, & most notably angelology & daemonology. For this sort of mysticism & lore one must transcribe the Dead Sea Scrolls, Aramaic mysteries, Sumerian legend, and further, much further back to Animism & the origins of cultism. Herein lies the roots of many mystic tranditions. Mayan styled ritual, savage ceremonies, insane mystery cults, rites out of the Book of the Dead, & many things most would rather pretend never existed in our crazed world history. This is powerful writing on par with some of the greatest loremasters of all time, if very humorous, tongue-in-cheek with a sardonic sensibility that might throw some, it's truly subversive in nature. Nothing is what it seems. Your choices matter more than any of us might ever know or fully understand. The game is too massive and the AI, which springs to life at times via the DarkGod, is too intelligent to comprehend with thousands of us playing for years now to little avail. Now, go forth & spend thine reincarnations attempting this mad puzzle called Maj'Eyal. Enjoy your deaths.


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