Ok people who have lags can you please try that:From the thread (http://forums.te4.org/viewtopic.php?f=42&t=23480&start=90) about the problem, people have been reporting it working perfectly.
Edit the file game/loader/pre-init.lua and addCode: [Select]collectgarbage("setpause",100)
collectgarbage("setstepmul",400)
collectgarbage("restart")
at the top of it
Then run the game and see how it feels
Apparently, though i have not tested it yet myself, but a solution have been found for all those horrible engine stuttering and barely playable heavy slowdown.
It's not implemented in the current beta20 (but you can do it yourself) and will more likely be a part of the next beta.QuoteOk people who have lags can you please try that:From the thread (http://forums.te4.org/viewtopic.php?f=42&t=23480&start=90) about the problem, people have been reporting it working perfectly.
Edit the file game/loader/pre-init.lua and addCode: [Select]collectgarbage("setpause",100)
collectgarbage("setstepmul",400)
collectgarbage("restart")
at the top of it
Then run the game and see how it feels
Finally and hopefully, the greatness of this game system should not be crippled by those very very bad performance anymore.
Temporary fix: disable fbo
In your home/t-engine/4.0/settings/ edit/create the file fbo_active.cfg
inside put:
fbo_active = false
Linux version was terrislow for me last time I tried it
Bumping this, and a question: Places don't seem to respawn items anymore. Is there any place I can repeatedly raid in order to get more stuff? :O
They are basically better-than-thou humans. They're not really interested in being a ruling-class type thing, if the racial talent fluff is anything to go by, but they're apparently good at it. They're also probably inbred to a certain degree, but that doesn't necessarily have negative consequences for them (magic!). It probably would for the cornac humans. ... and of course, highers are still human, if with some odd quirks, with all that entails, and not the Thalore. That means they've probably screwed up something or other in the past, or are currently screwing up something or other in the present, or at least have a few of their members doing stuff-you-should-get-killed-for.
The rhaloren aren't that bad, really, as T4 factions go. I mean, they're not good, and they've got heavy ties with the corruptors (which isn't, quite, necessarily bad, but it's not good, either.), but they don't seem to be entirely terrible. The player ends up doing worse than they probably ever will, really.Spoiler (click to show/hide)
Highers aren't magic users, no, but they're touched by magic... which generally isn't the best of things, or at least has the potential to go south :P All the extra-normal power sources in T4 have been shown to go tits-up pretty easily. At least stamina's stuck with normal violence and murder, heh.
The only ones that can go AM are EQ, stamina, hate, and psi users. If you've got access to any other resource before you hit the world map for the first time, you won't even be able to see Zigur, much less join.
Not that joining up with the Ziguranth is a sign of anything even remotely good. Genocidal racist/misogynist child torturers, they are, among other atrocities. Mind you, what they're nominally going against (magic users) aren't much better (Hey guys, let's break the world!), but th'Zig folks are pretty sickening. I'll take my reckless advance of power (mages, corruptors, etc) over them any day of th'week.
As long as I'm not doing a challenge run, anyway :P
Okay is there any trick to playing a Yeek? Sure I have the mind control ability thing, but if any creature so much as lightly caresses my face I explode into a thousand pieces.
Haven't played in a long time, but I had decent luck with a Yeek Monk[...]
Dwarves... are dwarves. :P
Orcs are fantasy Klingons. Orcs are considered to be nearly mindless beasts by humans and halflings, despite being able to talk, write, and cast spells. ???
So... thoughts?
I'd restart, if it wasn't for the two lucky escort missions I've gotten.
Aegis heal is a bit more powerful, yeah, but healing light is free.(http://gamersmafia.com/storage/comments/509/9/its-free.jpg)
If you defile a noble's tomb in the Last Hope cementery, you get one of the cursed skill trees (I got cursed items. I dont know if you can get any other ones). You may or may not want this.
This time when i faced Bill the troll i was at level 6 after only having cleared the Trollmire levels, i could nearly kill him (going him down to less than 50 health) but Bill killed my character before i could get the final strike just as i was out of regen and wild infusion, and of course getting the Eidolon to give me another chance, Bill was of course being back at full health.
So I went to Kor'Pull , had my character getting to level 7, and got back to Trollmire (i noticed in this version monsters do not seem to respawn, unless it's depending of the difficulty, though in old version monsters were respawning after moving through 2 maps) and this time Bill didn't stood a chance, nice how just gaining a level (and stats+skills increase) can turn the tide toward my character victory.
Then managed to beat the Shade in Kor'Pull after getting more powerfull after killing Bill ;) but i remembered the Shade being much stronger in old version, killing my character too often at the level he was when reaching Kor'Pull end.
Anyways, really always a great game.
My necromancer is almost ready for Dreadfell. I heard that Melinda can move into your fortress? Is that true? How does she respond to the eldritch horr..err your butler?
You don't. There's a bug that causes you to lose items when swapping cursed gear.
Who's Eidolon?
Damn, I want to unlock the cool stuff legitimatedly, but barring archies most special classes require a lot of work :(
Seriously, I don't dare to try the chronos just yet, and I know for certain that trying to unlock necros is suicidal at this pointSpoiler (click to show/hide)
Necromancer unlock isn't very hard, but I edited my list to get it early. :P
PROTIP: Check all the tombs before entering the door at the end of the hallway. And do it at level 20-25. The boss herself isn't that difficult. Oh, and triggering the boss fight causes the exit to disappear.
Should I go for this?If you've got the cat point and generics to spare, the answer is an almost unqualified yes, strictly for elemental harmony. It is incredibly useful.
Hmm,Spoiler (click to show/hide)
Anyone tried to save Melinda in this version ?
In very old version, i had my character managing to save her, but at some point a new version was released with a better AI for casters was introduced (instead of moving toward you, they were running away from you), making it nearly impossible if you were not using a ranged character to kill all the casters before the countdown reached 0.
Is this quest having improved so it's possible again to save the lady if you're not using ranged attacks or should i not bother with the berzerker i'm running currently ?
The easiest way to save her is to still play a caster, and join the Grand Corruptor. Almost everyone will be friendly towards you. :D
The afflicted? Yeah, they're playable. Cursed unlock is pretty easy -- just wander around the kinda' inverted U portion of the forest north of last hope, and you'll figure out the rest. You can do it pretty much any time, but around level 10 is good for making sure it doesn't surprise you.
Doomed unlock, on the other hand, is a bit of a beast. Mostly because the place you unlock it is in the east and the fight scales to your ability in a particularly nasty way, heh. It's also incredibly easy to abuse for an easy victory, though, if you get that far and don't mind being unscrupulous :P
Or hit F2 (F3, or higher, if you've got other allies), or click on its box in the party members area (on the left), or hit ctrl+tab. In windows, anyway, by default. You can change the keybindings, of course -- the list's under 'party'. It works infinitely, from what I understand, but there's something like a 20-something turn delay between usages. The wait also isn't a very long wait, at all :-\
Found a strange town in the mountains. Had to dig to get there. Some buildings whose doors cant be opened. Any idea on what the hell is this?
EDIT: anyway, killed the worm. Toughest battle for my archie so far.Spoiler (click to show/hide)
As of now I'm venturing out of the Sher'tul fortress in order to massacre adventurer parties (something I'm becoming quite profficient at, since I acquired the capability of spawning a couple of shields on me in short notice) in order to power the fortress' reactor.
Which kind of makes me a villainous figure, I guess
My necromancer became a lich. Whoo! And I finally did the orc breeding pits.Spoiler (click to show/hide)
I just lost my promising level 13 Human (Cornac) Berzerker... [snip]
There's three cases of that -- combat training, from one of the last hope weapon shops, fateful aura, from doing something you'd expect to get cursed for, and antimagic, from doing the obvious. I'm not sure if the slime tree AM users can get access to nowadays needs a cat point or not.Bleh. Wanted to learn the healing tree from the Anorthil escort, since I have a surplus of generics and another healing skill would be exceedingly useful, but if I'm not gonna get access until level 20, it was a waste. Stupid summoners needing to unlock the augment tree.
For the rest of 'em, though, they're locked and a cat point is needed.
6738 kills: Bill the Stone Troll
How does digging work? I've got a pick, and have been trying to dig through a wall into the treasure troves I can see behind them, but after about 20 sets of swings, it still isn't open.Some rooms only let you dig on a specific tile.
(Complete newb here)
I keep seeing people saying you can buy extra rune/infusion slots using category points... How?
Thanks!Vaults. Quite useful, I'm stockpiling all my metal gear in the old forest until I hit 20 and pick up stone alchemy. Though I've already got more money then I need.
Another question: How do you deal with more items than you can carry? Is there somewhere to safely store things?
Thanks!
Another question: How do you deal with more items than you can carry? Is there somewhere to safely store things?
Where's that house
Curious because what would you do if you need to get stronger (grind)?Fulfill the other races' starting levels, kill adventurer parties or
Okay, probably maybe my last question for a while:
Do quests generally have any kind of time limit? A lot of the Alchemist ones so far have suggested so but I don't know if it's just flavor or actually a mechanic.
From what I can see of it, the Antimagic school isn't that good, considering you lose teleport, and pretty much all other equipment based movement abilities. Though, if you can get it before knocking out the escort quests, and don't mind scumming/praying to the RNG, you can get a decent phase door ability in the slime tree.
I have to explore the entire floor because what if I missed an enemy and as such like, six exp DXI'm the exact same way. I'd rather the game use a more standards "halls and room" method of level generation.
It's a terrible disability really
How do you choose to equip your golem (as an alchemist) instead of simply healing it? I was able to do it once, but I've not been able to do it again.Click on you're golems portrait below the map, that should let you take control, then just pick up the gear and equip it.
Or hit F2 (F3, or higher, if you've got other allies), or click on its box in the party members area (on the left), or hit ctrl+tab. In windows, anyway, by default. You can change the keybindings, of course -- the list's under 'party'.
It does halls-and-rooms in, uh. Kor'Pul, OF, N-whatever's Lair. Lake of Nur, yeek starting zones. Dreadfell, rhaloren camp, High Peak. It sorta' does it in Daikara and Tempest peak. Dark Crypt (but not shadow!). Lower bits of the halfling ruins. The rest of them use something else.
Sandworm Lair (It's what finally taught me to either read the te4_log.txt for artifacts or just not try to fully explore everything!), Trollmire (and by extension, the S-whatever Fens), and Maze are probably the worst of it for full exploration. Reknor (either version) is not terribly pleasant, either, nor is the Elven Ruins (Shadow crypt, trapped! quest). I guess the abashed expanse might be kinda' annoying to full explore, mostly due to the things attacking you.
Most everything else is quite easy to navigate and fully explore if you actually want to, especially the latter bit of that, as they tend to be pretty open.
I'm definitely glad T4 is experimenting with non-standard level generation, though. Halls and rooms gets bloody boring when you've done it nth million (okay, so maybe I've only buggered about halls-and-rooms a few hundred thousand times playing roguelikes. Point stands!) times. Plus different battlefields force you to think and use new and non-standard tactics. I'd say that's a pretty good thing, all around.
Plus some of them are kinda' pretty. I really like the aesthetics of the heart of the gloom, actually. Makes me feel like I'm in a tree.
You what needs to be nerfed? The goddamn bird in Derth. Every time the game is perfectly quit except for the occasional deafening SKAWWWW.
Edit:
HATE SKELETON ARCHERS. HATE HATE HATE.
I wished this game had auto-explore, but most of the players seem to dislike the idea. And, unsurprisingly, a lot of the players seem to dislike Crawl as well. :(
Okay, how's antimagic? Magic Shield? The one that increases spell save. :P
Should I be working on that now or later or not at all or what? And as a general charecter question, am I to assume I shouldn't be raising racial talents unless I'm using the stat that increases their effects? (Con for resilience of the dwarves, and so on?)
But even then, there's the master up that fortress, in the old version he was very very powerfull, and i'm not sure if i have the right level (23) to attempt this with probably only one life left (or two as i have the life phial), i wish i had not wasted some life stupidly.
Anyways, my current character (http://te4.org/characters/7727/tome/71d43d02-dfef-11e0-a676-0025900d6212)The thing about racials applies here, too. Even if you're investing in a scaling stat, the first tier racial talents are usually not worth investing in. They're primarily a once-a-battle thing -- lower cooldown isn't going to help much.
Question : is there any interest in powering up the fortress after you got to the point of getting the rod of calling upgrade already ?
Spellshield. It's generally not very useful unless you're specifically pumping saves. Saves are kinda' weird right now, as they're often not terribly useful unless you have a lot of them. Basically re: spellshield, you've probably got better things to be spending generics on. A point in it to unlock unending frenzy (1-3 points in that is generally quite helpful) is usually enough.
There is an issue with the Graveyard as well. The curse that occasionally protects the coffins can mess you up badly in the long run, since it is the one Cursed start with. So, if you don't need generics badly, you can actually get better gear eventually, but if you're already tight on generic points, it can screw you over.
Frumple, in case you didn't get my PM, I'd be interested in that class unlock spoiler. I too will still enjoy ToME, I just don't have the kinda time to put in to unlock all the classes!
It's a bit outdated
Incidentally is there anything plot relevant in the farportal room?
It's a bit outdated
Understatement. That build was probably made in b21... and we're in b33. :P
Sure. They run off different saturations, for one thing. The other thing is that undead can't use infusions. At all.
That's the major differences, though, that I can recall off the top of my head.
Is there any ways to save -only- when i want to save/quit the game ?
Hmm so I'm seeing items that have the size +1 category. Looked it up on google but couldn't find any info. What does it mean?
What potion is better from the halfling alchemist? +5 luck or 2 class points? I'm an elf shadow rogue btw.Probably the class points. Luck is nice, but class points are considerably more scares than +luck kit.
I don't get what you mean. I can't seem to find a page on the wiki that tells me what luck is for either.
a big reason for regular autosave is simply the aid it gives to testing and debugging.
Saturation increases the cooldown of the next inscription you use, basically. It stacks, too, so if you use an infusion while not saturated, it'll have the normal cooldown. The next infusion you use will have +1 cooldown, if you're still under saturation, the one after +2, etc.
Re: Rampage: The first talent gives you increased chance to crit for a period of time, while increase hate loss. Each talent after that adds something to the initial rampage active -- brutality increases the rampage duration and adds +damage (weapon power, I think) to the rampage, reflexes decreases rampage's cooldown and adds +global speed, and finally, instincts adds +accuracy and evasion to the rampage.
Generally less effort and risk in just waiting until your character dies to upgrade. It's possible to get old version characters to load in newer versions, but it's fairly likely to cause problems.
About what level should I attempt the Zigur arena? I tried at level 19 or so last time and my last fight was a level 30 corruptor. But I've heard of people doing it earlier then that and they seemed surprised that it wasn't beatable. Does it pull from a random pool of enemies or what?
[LOG] Arryn Redd hits The Shade for #LIGHT_RED#22 fire#LAST# damage.
============================== TACTICAL AI golem (servant of Arryn Redd)
golem (servant of Arryn Redd) 1195 tactical ai talents testing Knockback T_GOLEM_KNOCKBACK
golem (servant of Arryn Redd) 1195 tactical ai talents testing Combat Accuracy T_WEAPON_COMBAT
golem (servant of Arryn Redd) 1195 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
golem (servant of Arryn Redd) 1195 tactical ai talents can use Attack T_ATTACK attack weight 1.9957632565535
golem (servant of Arryn Redd) 1195 tactical ai talents testing Thick Skin T_THICK_SKIN
golem (servant of Arryn Redd) 1195 tactical ai talents testing Stamina Pool T_STAMINA_POOL
golem (servant of Arryn Redd) 1195 tactical ai talents testing Mana Pool T_MANA_POOL
golem (servant of Arryn Redd) 1195 tactical ai talents testing Armour Training T_ARMOUR_TRAINING
golem (servant of Arryn Redd) 1195 tactical ai talents testing Weapons Mastery T_WEAPONS_MASTERY
golem (servant of Arryn Redd) 1195 tactical ai talents testing Reflective Skin T_GOLEM_REFLECTIVE_SKIN
golem (servant of Arryn Redd) 1195 tactical ai talents testing Eye BeamT_GOLEM_BEAM
[DEBUG] hit a foe!
golem (servant of Arryn Redd) 1195 tactical ai talents can use Eye BeamT_GOLEM_BEAM attack weight 8.8757609341631
golem (servant of Arryn Redd) 1195 tactical ai talents testing Self-destruction T_GOLEM_DESTRUCT
golem (servant of Arryn Redd) 1195 tactical ai talents testing Rune: Shielding T_RUNE:_SHIELDING_1
Tactical ai report for golem (servant of Arryn Redd)
* attack 18.404465030774 (mult) nil
Tactical choice: attack T_GOLEM_BEAM
[LOG] Golem (servant of Arryn Redd) uses Eye Beam.
Hmm so I got all the alchemist quests active as the TOME4 wiki suggested, but one of the alchemists already completed the quest without my help. I got them pretty early on so I'm wondering if it was better to just talk to them later? Does the quest start on a timer once you speak to them and activate it or is it on a timer regardless if I speak to them or not?
About what level should I attempt the Zigur arena? I tried at level 19 or so last time and my last fight was a level 30 corruptor. But I've heard of people doing it earlier then that and they seemed surprised that it wasn't beatable. Does it pull from a random pool of enemies or what?
Yeah I always thought the music for the merchant trapped quest was odd. *Music Plays* "Hmm it seems like I am actually at an elven rock concert..."I could have sworn that music was remix from a Nintendo game, but I can't remember which.
it's stil too big for me. i'll try to remember to download this by the end of the month if i still have some traffic left
it's stil too big for me. i'll try to remember to download this by the end of the month if i still have some traffic left
Okay, got something for you to try, if you can spare the bandwidth. It's a very ghetto-style slimmed down version of T4 b34 (Just cut the music and most of the graphics out) that comes out to be about ten megs, roughly a forth of the normal T4 nomusic download. I have no idea if it will work, or work well, or anything along those lines, and completely disclaim myself of anything of that nature! But tentative test has it working, so it might function for you, too.
This is the link (http://www.mediafire.com/?xd88ph5yl5n24i4). It's to mediafire; tell me if that doesn't work or you have a preferred filehosting site, and I'll upload there, instead.
The merchant carefully hands you: Wide-Brimmed Pimp Hat (3 def, 0 armor)
Nybbas wears: Wide-Brimmed Pimp Hat (3 def, 0 armor).
About what level should I attempt the Zigur arena? I tried at level 19 or so last time and my last fight was a level 30 corruptor. But I've heard of people doing it earlier then that and they seemed surprised that it wasn't beatable. Does it pull from a random pool of enemies or what?
Anyone know a fix for the game just getting stuck at the first (loading) screen? 0%, not responding, regardless of time passed. Dual core 3.2 ghz here.
Lesson to learn : keep farportal for much later.
I wished I found a plain vorutun ring/amulet. I'm at level 50 and I still don't have one.I have the tome and a bunch of gems, but I don't think I'll find any plain vorutun jewelry in this playthrough.Spoiler (click to show/hide)
Anyone have any tips for summoners?See if this helps. (http://forums.te4.org/viewtopic.php?f=41&t=27606&hilit=summoner) I don't play summoners very often, so all I can really contribute is once you've got 5/5 hydra and some points into resilience, you can start keeping multiple hydras up simultaneously. This will pretty much steamroll the entirety of the west, in my experience.
Lesson to learn : keep farportal for much later.
Actually~
It's arguably (somewhat) safer to do farportals early. They scale to your character, so the stronger you are, the more powerful the foes you encounter in them. That fire wyrm was a classed random unique, which is more or less why it tore you a new one. Earlier in the game, it's less likely to generate vicious doom beasts like that.
Re: Spoiler: The only limit is your supply of plain amulets and gold. Plain voratun amulets are flipping rare, especially now that magetown seems to refuse to sell them (Scummed their ring shop at level 50 a good dozen times with no results :-\ Only stralite.). Best chance I've seen is Vor's Armory. I guess it's theoretically possible for an adventurer group to drop one, or for you to find one in a farportal, but...
Oh and a question, as i noticed i missed another optional dungeon, with the slaver and the arena on the bottom, i went the "good" path and just punched to death the arena master instead of accepting to compete in the arena with the slaves.
As it's not the only choice you can do differently ingame, i wonder, is there an importance in doing the right thing in Tome4 in the current beta ?
So for now, behaving good or evil does not impact the story/quests out of some unlocks or items ?
My elfzerker -- the shalore berserker that was the last 'zerker I got to the east, in... b31, I think -- took out the pride entrances fairly simply.Just looked at your log, you had no teleport/phase and healing runes ?
How do you assault an Orc Pride bastion with a berzerker ?
Is the movement infusion that good ?
I've never played warriors. I was able to do dreadfell with an alchie about that level, but I was pretty high in the golem trees by that point :)
It would be cool if the necromancers were granted a "ritual" tree, as suggested. As of now they're a bit lacking.
return self:combatTalentSpellDamage(t, min, max, (self.level + self:getMag()) * 1.2)
This is used instead of spellpower. The magic stat has a very definite impact on the trees in question, though spellpower does not. It's not just a prereq ;DIf it's your golem you can drop the weapon you want to give to him on the ground, right click the golem, select give order, and then take control or something similar. Pick it up as him, and there you go.
I think there's a button for switching control to golem but I forget it.
If it's your golem you can drop the weapon you want to give to him on the ground, right click the golem, select give order, and then take control or something similar. Pick it up as him, and there you go.
I think there's a button for switching control to golem but I forget it.
Oh hey, that works. Thanks!
Don't worry, that remains unlocked.
That being said, I've found doomed nigh-unplayable. I think that cursed are far more playable, as far as afflicted go. Their powers are really weaksauce, and having several of them linked to magic yet not receiving a spellpower bonus doesn't help. If you want to play a dark wizard, go for necros or corrupters instead.
Doomed need to be revamped badly. If I had to make a suggestion, I'd say that they ought to use some magic meter, and have talents that turn hatred into regeneration for that magic meter.
I always have maxed hate playing doomed,Yeah, because feed allows a more or less constant hate influx. Nonetheless their skills are weak, in general, so it doesn't make much of a difference.
have problems with hate as cursedThe idea with cursed is to boost your passive and sustained skills early on. Max gloom skills will provide you with free area damage around you, free replenishment of life, and weaken your enemies from time to time. And all this without spending hate.
Actually thats ridiculous, I must to use -50% hp talent to get vim all time. If you cant kill things with your vim depleting skills you lose all vim cost.Sanguisuge...
Always wind up getting out thanks to shield runes and regen infusions and the phase door rune I started the game withIMO you'd be better off with a movement infusion or a TP rune instead of a phase door one
Geez the disappearing dungeon one sounds harsh. Do they vanish as you play or is it just wonky at generation? Maybe I can walk around and cross check with a Tome4 world map for dungeons.
My Cursed dwarf seems pretty strong to me. I've got an artifact shield, ring, 1h ax and body armor though, along with some other decent stuff. On anything except for bosses he hardly takes damage due to all the armor and defense and the Gloom makes it easy to kill crowds of stuff while regenerating health from Dark Form. My infusions are: 1 200+ hp regen, 1 status cure/resistance, and 1 instant heal (which used to be a second health regen until I found the instant heal with as much health restoring power as the previous regen infusion)
The start as a cursed dwarf was very tough, I relied on Norgan to do most of the work on the escape from Reznor and I had to start over several times as the boss in that kept killing Norgan and then quickly myself.
I'm at level 18 and just killed the giant minotaur in the Maze. I had to use the stairs once to beat him.
I've put a lot of general skill points into the cursing of items, but due to finding so many artifacts and my reluctance to switch from them it hasn't been as useful as I had hoped.
The game isn't really meant to be played on insane unless you like dying over and over again for very little preventative reason from what I understand. It's there for masochists. :pThis sounds like a challenge to me.. I've now managed to get a summoner to level 4, which is promising - getting through the early game seems to be the toughest part, other classes I've played just seem to lack enough killing power to take down the level-boosted creatures.
I've now managed to get a summoner to level 4, which is promisingThat summoner bit the dust at level 11 (http://te4.org/characters/8653/tome/797e81e8-0add-11e1-8f52-0025900d6212), he got ambushed in the wilderness by a level 30 (or so) alchemist. Things seemed to be going quite well when I managed to take down the golem, until I realised I was also facing an invisible high level mage nuking all of my summons to death with temporal damage - before long all 6 were knocked out and on cooldown, leaving me defenceless.
I realised that I am going to have to unlock all the classes and races I unlocked ALL OVER AGAIN.
This makes me unhappy.
I realised that I am going to have to unlock all the classes and races I unlocked ALL OVER AGAIN.
This makes me unhappy.
You can unlock manually by editing some text files and adding several strings with class names (thats what i do)
Also your unlocks should persists if you have online profile.
The, uh. The arena fights aren't sparring. Those things are to the death. Bloodsport. There's a reason that guy's kinda' shady.
Auto-explore is great. I don't like the new saves system. I wish this game was harder. Normal mode is boring and insane mode seems to be impossible to win.
A lot of the time the game just ups and kills you with something you didn't know was comming.Roguelike is roguelike is roguelike :P
Though, to Feelgood... what would you improve? Do you prefer arena or infinite dungeon over the main campaign? What about normal is boring? The dev is interested in these things, heh.
Normal should be renamed easy. The new normal could be halfway between easy and insane.
Alchemists seem viable on insane - my Thaloren has reached the middle dungeons so far, having just nabbed the level 20 achievement. As long as the monsters ignore my squishy caster and attack my golem, I have no worries.
All in all I'm not sure I really love Tome 4 like I do Crawl. It has a majestic combat system and nothing to do with it - I find the majority of the fights much more boring than Crawl's combat despite the greater number of things to do
Dodge the adventuring parties? Those can be so swingy it's ridiculous. Mix in the limited amount of space you have to fight in, and escaping/hiding is even harder. They can drop some pretty cool gear though.
I'm fond of Cursed and Summoners myself, but the former's kind of difficult, especially in the recent revisions.
Dodge the adventuring parties? Those can be so swingy it's ridiculous. Mix in the limited amount of space you have to fight in, and escaping/hiding is even harder. They can drop some pretty cool gear though.
I'm fond of Cursed and Summoners myself, but the former's kind of difficult, especially in the recent revisions.
A lot has to do with the weird way the game handles skills
SOME skills are useful right when you put a single point into it but are never worth continual investment.
Others outright REQUIRE you to max them out just to be useful.
That said, while I've unlocked almost all the classes legitimately (I haven't got around to unlocking paradox magi yet, hum, though I've been through the rift a couple times with TWs), I unlocked them a lot earlier than that by editingAn action I wholeheartedly recommend for everyone, andSpoiler (click to show/hide)not sosubtly mention just about every time an unlock comes up. I vehemently hate the unlock system :P
T4's good enough I can happily edit my way around it and move on with enjoying the game, heh.
Re: easy classes, you can add mindslayer to that list (providing you can unlock the bastards, heh. As always, I recommend the easy method, i.e. a text editor), and probably necromancer (ditto the unlock condition). TWs are still fairly ridiculous (ly kite-y), but they have been sequentially toned down for a few versions. Anowhatsits are pretty vicious, too, but the resource management for them is a bit tiresome.
The game is fun
Oddly enough the parts that annoy me is when its terrible roguelike elements kick in. (enemies that will kill you UNLESS you knew they existed ahead of time, or HUUUGE difficulty spikes because of a mechanic that just kicked in that will get you killed unless you knew about it in advanced and planned accordingly).
I am sad that the only character I play well is the summoner so far. Though as I found out only maxed out summons are any good at actually doing their job (and not all summons are good) and otherwise you use unmaxed ones as fodder.
I wish I understood how to play Yeeks right. I always die within the first few levels when I'm playing as them but tend to do much better as other races/classes.Playing yeeks is mostly just a matter of playing something incredibly squishy. If you're aiming for an easier start, you pick a class particularly able to compensate for that (I.e. Archmage, alchemist, berserker, etc., so forth, so on.), either with massive firepower or some way to damage soak decently. The first two dungeons for yeeks take a bit of luck, though, sometimes. You usually want to start with the ritches and just carefully kite around killing stuff until you gain your first couple of levels and hopefully pick up some better kit. Then you either roll the dice on trying to take the queen, or you hop over to the lair to get another level or two off of non-boss mobs. Of course, that's assuming something like having two ritch pits generate in the tunnels doesn't happen.
I personally only encounter this kind of thing with ranged attackers or ranged spellcasters. No matter what my defense is, no matter what my saves are, a small group of them seem to be able to take 100-200 hp per turn before I can even get close to them.The game is fun
Oddly enough the parts that annoy me is when its terrible roguelike elements kick in. (enemies that will kill you UNLESS you knew they existed ahead of time, or HUUUGE difficulty spikes because of a mechanic that just kicked in that will get you killed unless you knew about it in advanced and planned accordingly).
I am sad that the only character I play well is the summoner so far. Though as I found out only maxed out summons are any good at actually doing their job (and not all summons are good) and otherwise you use unmaxed ones as fodder.
When I was playing, I never actually had that problem, there seemed to be way way less "you walk around a corner and die" deaths, which was a big part of the appeal for me. I was playing on Normal mode + Adventure (as opposed to roguelike, I forget the name of it, you get lives as you level up) though, so maybe that has something to do with it.
I personally only encounter this kind of thing with ranged attackers or ranged spellcasters. No matter what my defense is, no matter what my saves are, a small group of them seem to be able to take 100-200 hp per turn before I can even get close to them.The game is fun
Oddly enough the parts that annoy me is when its terrible roguelike elements kick in. (enemies that will kill you UNLESS you knew they existed ahead of time, or HUUUGE difficulty spikes because of a mechanic that just kicked in that will get you killed unless you knew about it in advanced and planned accordingly).
I am sad that the only character I play well is the summoner so far. Though as I found out only maxed out summons are any good at actually doing their job (and not all summons are good) and otherwise you use unmaxed ones as fodder.
When I was playing, I never actually had that problem, there seemed to be way way less "you walk around a corner and die" deaths, which was a big part of the appeal for me. I was playing on Normal mode + Adventure (as opposed to roguelike, I forget the name of it, you get lives as you level up) though, so maybe that has something to do with it.
It is meaningless to me to add my own class using such mechanics unless someone else can use them.Yeah, it's really easy to distribute addons for general use. Just throw it up on the forum and maybe sling an email (or drop in the IRC -- it's a good place to get some coding advice, too.) at DG once you've got it in testable shape. He'll probably slip it into the main site's add-on page.
Mind you it isn't so much that I am thinking of recognition. If I am using ingame tools then it is for me to use. If I am using out of game tools then it is for other people to use.
Ah yeah, I was a cornac. I did notice Defilers seemed to have very few generic skill trees, but I wasn't sure if Stone Alchemy was a generic or what. Thanks!It's an easy thing to miss before you're used to the game, but you can't get additional class trees. Everything you can pick up during the game is generic. So no worries about accidentally choosing a class tree you might not want to spare class points for, heh. You couldn't in the base game even if you wanted to.
Hello ToME thread.
Question, "stone alchemy" is a good choice for pretty much anyone if they manage to save an alchemist right?
Playing a human defiler. Already picked it, so if not, uhhh, oh well.
EDIT: Just died to a unique, oh well. Question still stands.
Oddly enough I have found myself thinking a lot about what I would add if I was told I could add one class to the game.
Holy fuck, this game is awesome. How do you beat the Reaver boss on the third floor as a dwarf berserker? He keeps ripping me to shreds. :(Zerker should just faceroll 'im, but if that innit working...
People are saying Reavers are really good now, anyone have any feedback on this?
... which one? The initial archmage quest?
Some are just trickier to get a functional build going
And those new random spawned elites, oh those elites ...Ha... yeah, some of the bosses are somewhat of a victim to power creep. Sorta', anyway. They still manage to kill plenty of scrubs :P
Sometime you may face a really strong one that is able to destroy you quicker than a dungeon boss, so be carefull
Flame (first spell) turns into a beam if leveled up to five. It's up to you to decide whether it's worth the additional points or not.You mean it goes throught ennemies ?
When playing a mage, it's always good to get LVL 3 manathrust, because when it gets to LVL 3, it becomes a beam. Arcane Blades don't get to use this skill though. ):You mean the manathrust that I have as a rune ?
If I remember correctly you can turn any gem you find into alchemist gems. I don't remember the exact skill used to do it, but look through your skills. It's there somewhere.
Yeah, it's "create alchemist gems". Unique alchie talent, you start off with it. It eats a normal gem and turns it into a few dozen alchemist gems. You can get normal gems either by picking them up off the ground or by extracting them from metal items (specifically melee weapons (barring whips), shields, massive and heavy armor, and any of the metal hats/gloves/boots. Lanterns or rings don't work.) with extract gems, in the stone alchemy tree.
Things to note about alchie gems is that each one has a different effect and, very importantly, higher tier alchie gems do more base bomb damage (though the additional effect may offset things a bit -- amethysts will do about the same damage as most tier three gems, ferex). There's a list of bomb effects somewhere on the wiki, I think. E: Right here, actually. (http://te4.org/wiki/gems)
Yeah, that's the Room of Death. There's a cheevo for killing those buggers. Most combos can't manage it, especially when they first walk in to the vor armory. Come back when you're 50 :P
As for escape methods on an alchie, you can itemize for it a bit. Double up or teleportation runes or go tele/movement infusion, get ahold of some escape items. Natively, you've got gem portal which is kinda' anemic but sometimes useful...
Dwarves have a similar talent for their forth racial, so you can kinda' stack it if you're feeling like it.
Shalore get a global speed boost from their first racial talent, which can help a lil'.
Everything else with some movement options (Yeeks, ghouls, though the latter involves some trade offs) is probably locked to you, currently.
Then there's a talent or two dealing with golem movement (invoke and some kind of swap-position, iirc) which can help a little, sometimes.
As for builds, the general alchemist build I use is an initial class point into golem power, then the rest into gem bomb until it hits 4/5 and alchemist protection opens up. Then I stuff every class point I get into alchemist protection until that maxes, and then the rest into the third tier bomb talent until that maxes. Usually a point into golem resilience in there somewhere. After that, things get friskier depending on what I'm doing, but that's my basic "get me through old forest" build. Ignoring generic investment, anyway :P
The big thing is that with maxed out alchie protection and the radius boosting talent, you don't need to invest in dexterity. Literally the other thing points in dex does for an alchie is increase your bomb throw range (at a rate of one per twenty dex, iirc)... and with the maxed radius booster, you hit out to a max of ten anyway, which is enough to get you through pretty much the whole game.
Defense wise, constitution is going to get you a lot more bang for your buck than dex (defense in particular is a pretty crappy, well, defensive stat in T4. Especially if you can't stack it pretty high, which alchies can't.). Standard stat spread, f'me at least, is to max out magic, and then alternate between con and willpower, keeping them even. Usually do this until I'm comfortable with my mana pool (not too hard, as alchies don't need terribly much compared to other mana classes) then switch to con/cunning, for the crit boost (which is small, but more helpful than mana I'll never need).
Anyone mind spoilering the Solipsist unlock? I did everything, including the god damn necromancer, but I hear it's a random unlock and stuff like that grinds my goat something fierce.
I do have a question however - should I be picking up the loot I find to sell or should I only do that for the really valuable stuff? I've been ignoring most everything except for gemstones and equipment that Matya can use or sell for an okay profit. Is that the right thing to do?
Anyone mind spoilering the Solipsist unlock? I did everything, including the god damn necromancer, but I hear it's a random unlock and stuff like that grinds my goat something fierce.
I do have a question however - should I be picking up the loot I find to sell or should I only do that for the really valuable stuff? I've been ignoring most everything except for gemstones and equipment that Matya can use or sell for an okay profit. Is that the right thing to do?It'll do until you clear out lake nur, which is at the bottom, so to speak, of the old forest. Probably safe to do around level fifteen, sixteen... twenty as an outlier. Beating the boss at the end (weirdling beast) and activating something with your rod of recall (and then having a little chat with what pops out) will give you an artifact that makes item management considerably simpler. Even better, once you've done it once, it'll unlock starting with the item at birth.
Any tips on where to go after you finish the starter dungeon? I tend to breeze through that, then wander the overland map until i find something interesting, whereupon I'm usually horribly overmatched and die in a heartbeat.There's at least five other dungeons in around the same level bracket as the starter. I recommend Norgos lair as a second dungeon (follow the treeline east from derth, there'll be a little opening that leads to a town and two dungeons; you want the one on the left. You can roll a thalore if you want to just start there.), or trollmire (probably your starting zone, for most races). Then withered heart (to the right in that little culdesac), kor'pul (just west of troll mire), scintillating caves (start a shalore; alternately, go south from derth a ways (past the mountain range on the left) and you'll find another little zig-zag opening in the trees) and then the rhaloren camp, just west of said caves. That's all the first tier dungeons that everyone has access to -- dwarves and yeeks get two more, undead and the celestial classes all get one extra (the extra doesn't stack :P).
Any tips on where to go after you finish the starter dungeon? I tend to breeze through that, then wander the overland map until i find something interesting, whereupon I'm usually horribly overmatched and die in a heartbeat.The other starter dungeons tend to be good places to go for more loot and experience. So the Trollmire, the Old Forest, the snowy one, the corrupted cave thing, and one or two more. Typically I'll stop right before the boss for my starting area and go clear out the others up until right before their bosses. Though the underwater temple in the Old Forest(?) end is something that you'll generally want to avoid for a while.
Oh well, what are you going to do?You can give a try at lowering the graphics settings, if you haven' already. Set particles to 0 or 1, disable mostly everything, etc. If you don't have a decent graphics card, T4 will happily consume your CPU to make up for the slack, heh. For me, if I don't have most everything off, T4 idles at 100% CPU... with everything off, it idles more along the lines of 5-10%, though it loves spiking up to 100% when resting, auto exploring, etc. T4's actually pretty intensive, as roguelikes go.
Oh well, what are you going to do?You can give a try at lowering the graphics settings, if you haven' already. Set particles to 0 or 1, disable mostly everything, etc. If you don't have a decent graphics card, T4 will happily consume your CPU to make up for the slack, heh. For me, if I don't have most everything off, T4 idles at 100% CPU... with everything off, it idles more along the lines of 5-10%, though it loves spiking up to 100% when resting, auto exploring, etc. T4's actually pretty intensive, as roguelikes go.
Alternately, check out the addons on t4's website and try the one called "reduced ultrashield particles". It fixes a known bug with some things in the game using a particularly intense particle effect, which can cause heavy spiking on weak GPU systems. It probably isn't helping you heating issues :P
I recall reading a while back that the caldera is extremely broken, they know about it, and the only fix is to save before going in, and back up that save to a different location. Otherwise, it should be fixed next beta. But I could be wrong.
Looks like lots of new fun is planned for the next version :I like the sound of [REDACTED] on an Archmage personally, though as I said on the ToME forums just a little bit ago I would probably have to improve my build and overall strategy for Granmeri by around 200% just to even be able to reach level 40 under ten percent of the time. If I go by the statistics I have built up for myself I can get Granmeri to around level 20 or higher about thirty percent of the time. That's over six runs that I've done with her so far and with the average level she rises to before game over time being about 17.
http://te4.org/blogs/darkgod/2012/09/news/sneak-peak-b43-new-featureprodigies
Those "prodigies" sounds like they're a great addition because they're rewarding for the player to manage to get a character surviving up to that point.
Why not try to start writing a story setup in the ToME4 world ? you're already creating descriptions and background for your characters, so why not get into the next step and write a story with them, could be a good way to focus your imagination out of your personnal problems.
Lots of people are coping with their personnal problems, their pain, etc .. with working and creating something, writing is one of the methods to achieve this as it get your own focus on something else than your own problems.
Additionally i'm sure the devs may be open to additional lore and stories could be perfect for helping on that point, the lore documents you find ingame are really helping to make the ToME4 world more interesting.
In any case, running the first few levels of several starter dungeons is generally advised before taking on a boss.
And mostly everything seems to be able to see my character when i have activated the stealth talent, looks like i'll have to put more points in it to improve its efficiency, as getting into high damage are requiring hitting something while being stealthy.
-a metric fuckton of useful advice I am saving to a txt for my own personal use-Thank you for the advice, I appreciate it. I'll make use of it sometime tonight as I've just thought out the concepts needed for me to make my Temporal Warden and Shadowblade. I'm working on concepts for Summoner, Archer and Arcane Blade as well, so I'll ask about those next time.
Soliphists are the only class that should have no trouble taking out soliphist rares, since their main threat is that they will sleep you for like 5 turns and do like 500 damage and eat through all your sheilds, if you have the lucid dreaming talent on (which you should always have on at least at level one as soon as you get it), then they can't sleep you, and become a pushover pretty much.
Soliphists
Soliphist rares Solophist rats Soliphist adventurers
If you are careful (and recognize them as soon as they appear ideally), then you should be able to take them out without that much problem, ESPECIALLY if you have played one before (otherwise they are kind of a black box).-a metric fuckton of useful advice I am saving to a txt for my own personal use-Thank you for the advice, I appreciate it. I'll make use of it sometime tonight as I've just thought out the concepts needed for me to make my Temporal Warden and Shadowblade. I'm working on concepts for Summoner, Archer and Arcane Blade as well, so I'll ask about those next time.
However I don't really find the t4 forums, IRC or the ingame chat to be as helpful as coming here and asking people in a thread that is both themed around the game and in a more comfortable environment. I always feel iffy about phpbb forums and IRC anyways, and ingame chat goes by too fast in the main window and not fast enough with the logs.Soliphists are the only class that should have no trouble taking out soliphist rares, since their main threat is that they will sleep you for like 5 turns and do like 500 damage and eat through all your sheilds, if you have the lucid dreaming talent on (which you should always have on at least at level one as soon as you get it), then they can't sleep you, and become a pushover pretty much.
I can regularly take out Soliphist rares with an Archmage and careful use of tactics. I fight at least three every other run from what I recall, but then again I'm talking about Solophist rats, slimes and skeletons. I haven't gotten a character past level 23 either and the worst I've fought was a pair of Soliphist adventurers. Never again.
Whoa Frumple, those there are some huge posts. Thanks! You too, Ranger :)Yeah agree with everything you say here (well, don't know about the Dreamforge talents, since I haven't really tried them out).
I generally prefer melee classes to ranged ones, and back in b038 melee TW was quite possible. Guess I'll try a generalist/ranged one.
I also tried Solipsist, and it's balls out easy. You can tank through almost anything and do incredible sustained damage. Really, really needs a nerf. You have great CC, you can base your entire defence on your mental saves, you have a controlled phase door... My first death was to a fellow Solipsist unique, albeit a snake. Then I died 3 times to the Minotaur since I hadn't anything to rid me of stun, so I got mad and quit.
Weirdly enough I feel I don't like the Solipsist. Sure, he plays great, is really powerful and has some fun talents... I don't actually know why I don't like it. Ever had this happen to you? There's a class in an rpg or whatever that you ... just don't like in general. Without a reason. Kind of the opposite of how I feel about Doomed and Cursed. Maybe it's the [miniature] lore, like ability description and even names of talents.
Wow, this feels dumb when I try to type it out. On the other hand the Dreamforge line of talents is incredible. I could base a god damn novel on that thing alone.
E: Strong disagreement on thought-forged, especially if you're planning on doing anything with feedback. They're your best source of getting feedback and easily one of the best summons in the game, with excellent scaling, random kit, and the ability to turn into damage monsters when under the effect of overmind. I'm still not 100% sure how well they do in the 40-50 level range, but my yeek solipsist that's in the thirties has been soloing farportal bosses with overmind thought-forged and the bonus you get from having a defender or warrior (especially warrior) up is pretty big. Major reqs, and having a second target around can never be underestimated.Hm... I only ever put 4 points in it early on, and it wasn't really very much help except as a distraction I guess.
I'd recommend 5/5 first tier, I think three into second (there's a point where they get two tlvls for one point investment, it's either two or three points invested), and 5/5 last tier (but a flat minimum of one, to get the feedback return), with as much in overmind as you can spare. 5/5 overmind on a bowman with a high level bow is an absolute monstrosity, and can do more damage in a single turn than a lot of things in the game.
With a three inscription warden, I'd go regen/wild/movement, barring artifact stuff... possibly shield instead of regen, if I was trying to diversify to avoid saturation trouble (and had some kit regen or something to help with resting an' crap). With a four, probably a shield rune or rune of the rift. Five, either another regen, a heal, or a second shield. Possibly a second movement infusion instead. Rune of the rift if I hadn't with the forth, perhaps.
Movement infusions are almost a definite if you're not undead, though, at least one. They combine with celerity and haste (just make sure to cast haste before popping the rune) in an incredible way. Two is usually overkill, but at the same time double movement infusion gives you supreme control over positioning, especially when stacked with the various mobility talents TWs have. Just one is probably enough, though.
-snipped-I second the thoughtform bit. 7 points into the tree, to get the three forms and feedback returns from them is extremely useful. Note that in my runs I typically found the berserker form most useful, with the defender immediately switched to if anything gets close, and bowman as a backup meatshield. In the times I've used it, bowman seems FAR more interested in staying away from critters close to me instead of shooting them, so it never worked out well except to throw a body between me and the horde if the other two died/cooling down.
Huh, just ran into an amusing bug.
I was in the temporal rift, and I used overmind to swap to my bowman. Except it didn't work properly, a error message popped up, and the game proceeded to run at 100X speed (and of course both me and my summon died in like ten turns), I didn't actually get the death message, and didn't go to the elodien plane, I just stood there dead (and luckily enough it didn't save like that), and the game kept running till it froze (after about a year had passed by).
Finally got to unlock the Paradox Mage with my Temporal Warden, a bit annoying is that doing so is preventing me to get into the temporal rift dungeon :/
Paradox mage is honestly the most fun class I've played in a game on a computer, but all the paradox classes got hit hard with nerfs. Temporal Warden kind of deserved it, because they were bonkers when spin fate upped defence, but Paradox mage is hardly better or easier than an alchemist, or an archmage, not to mention release Solipsist.
SO MUCH GOD DAMN FUN THOUGH.
Like, fuck you skeleton, eat GRAVITY kind of fun. Sadly I'm too bad to play a good PM now. Got one to level 40-something in b038, my best character in Tome4 ever.
Alchemist, you max magic, get con and willpower to a comfortable level, and then max cunning, with whatever ends up being left after all that going into con. I stop investing into wil when it hits about forty or so, con around the same point. Then I max cunning, for the crit boost. Then whatever's left goes into con. Alchies don't actually need that much mana, so they can skimp a bit on willpower, but con keeps them from splatting after the golem does and cunning is another damage multiplier (and a potential mana source, if you've got a mana-on-crit weapon; one of the better artifact staves provide that, so...).
Wardens are more complicated. Their primary stats are definitely willpower and magic, but depending on things you can skimp on magic a bit, using quantum feed and a high willpower to take up the slack. After those, though, you invest according to your build.
A melee heavy TW that's not going dual-daggers will invest more into strength than dex, and may or may not invest into magic beyond the minimum. It's up to them whether they use strength of purpose to pump their strength to ludicrous levels (hitting tremendously hard with the main hand) or to allow them to skimp a bit of strength (with the spare going into... whatever. Magic, dex, con... possibly cun, with a crit build.). A strength-centered TW will probably want to offhand a mindstar these days, and just not bother with dex once you've got enough for flurry or whatev'... at most enough to qualify for the fifth tier bows, and a lot of that can be supplemented with kit.
A dual-dagger TW will go into dex, and probably supplement that with bow use (since they're already using a dex-prime weapon and bows secondary scaling stat gets boosted by SoP). They may or may not invest in dex beyond the minimum needed to wear voratun daggers (48, iirc) and then boost something else (again, magic, con, or cun; the third helps with dagger damage a bit, on top of the crit).
Bow-warden will go dex, obviously, with spare points (after willpower and dex is maxed and magic is as high as you feel like going) going into strength, to boost bow damage, or magic, to improve the effectiveness of various talents. I'd probably emphasize magic with whatever's left over over strength, though -- bows do plenty of damage without much help, heh, and magic makes a lot of a warden's defining stuff better.
Caster-heavy warden will go about evenly into dex and strength, with emphasis depending on weapon choice (dual-dagger, staff, or other) after willpower and magic is maxed and con is comfortable.
Early game, I max willpower and stick the rest into whatever I need to hit talent or kit requirements. Mid, I tend to focus in on the latter part of that, hitting kit stat breakpoints and making sure I qualify for all the talents I plan on using. Late game, I tend to focus in on magic if it's not already maxed -- I find that my wardens do best when their utility skills are at their most powerful, and most of them scale off spellpower. Once will and magic are maxed, the rest go into whatever I'm emphasizing; probably dex if I'm not going heavy into non-dex scaling weapons, since it boosts both daggers (which you'll probably end up offhanding in the late game just for the spellpower boost on a couple of artifact daggers) and bows. There's a good chance I go cun, though, especially if I'm playing a shalore -- spellcrit helps wardens too, if not as much as a dedicated caster class, and the physcrit benefits stuff like flurry, too. It's pretty easy to get a crit chance in the mid-twenties (just about guaranteeing one or two crates per flurry) in the late game without really trying.
Emphasis into con depends a lot on how comfortable you are with the game... I find myself skimping on it considerably these days (using kit to qualify for thick skin), but some investment in it will definitely let your play less carefully, and is good for learning the game a bit better. More wiggle room for running into stuff you've never run into before and you're not quite sure how to deal with. You can never really go wrong with con, though, if you've got what you need elsewhere and aren't quite sure what to do with the leftovers. I just prefer to embody the "make the other poor bastard die for their country" philosophy :P If the enemy's dead before they can hurt you, you're in good shape, huhuhu.
^ I'm doing reasonably well with my current Dwarf Temporal Warden and I just killed the Master with him for the first time :D. Only death I had was on Urkis, and this is Roguelike mode and I'm getting into new territory for me so I'm kind of nervous.
From tons of trial and error and literally playing two dozen of them and killing off the best ones sometime around the T2 midgame, I've determined the following things about how to build a TW from the very beginning (this is just from my perspective, and I'm a relative newbie when it comes to this game).
For stats, you want to go really high up into Dexterity early on so you can pick up Flurry and Piercing Arrow early on. I also like having two points into Bow Mastery for faster reloading. Second priority after that would be Willpower, and finally Constitution. You take care of Strength by sustaining Strength of Purpose, and I didn't bother with Magic because I didn't feel that investing into and sustaining Quantum Feed was really all that worth it and that there really weren't all that many talents dependent on it.
For sustains, I went for maxing Weapon Folding, Strength of Purpose, and Displace Damage, which brought me up to a decently manageable 300 Paradox. Weapon Folding helped increase damage and clear paradox, Strength of Purpose boosted my saves and weapon damage, and Displace Damage just made me a lot more survivable. I also ended up picking up Chant of Fortitude and Premonition from escorts, but I'm really not sure how good as choices those were.
For the most part, my class points went into the aforementioned sustains, and then I got a point into all of the dual weapon talents and later ended up opening the other bow tree with my second category point to work up to that final skill that has the AoE ranged arrow stun, which is a really awesome skill. For generics, I mostly focused on getting a good number of points into Dimensional Step because it's such an awesome mobility talent, while picking up a few points into Weapon Accuracy, Weapon/Dagger Mastery, Thick Skin, and a single point in Armor Mastery. I also dumped a lot of my generics towards Money is Power, but that's not really applicable to you. So, I hope that helped :)
Caveat being if you go dual-dagger, plain weapon mastery won't do anything for you, only dagger mastery. Nowadays, the bonus only applies when you're wearing an applicable weapon (no more maxing sling/bow/dagger/weapon/staff and getting ridiculous physpower :P) and, so far as I know, only to the particular weapon (I.e. If you're wearing mace and dagger, weapon mastery boosts the mace, dagger the dagger, but the two don't stack as far as physpower or the % boost goes).
Similarly, if you get one-hand (mace, waraxe, longsword)/dagger, you'd get both if you were trying to boost both main and offhand damage (arguable usefulness, with the offhand damage penalty), and ignore dagger mastery if you're doing one-hand/mindstar... unless you were main-handing a dagger, I guess. Which might be alright with a heavy dex build...
Definite other TW talents are celerity (which is frankly a god-tier talent, and I recommend getting that to 5/5 ASAP... at least 3/5, so you can match speed with snakes), slow (AoE damage and slow over a duration, very nice), and haste (strong global speed boost, meshes well with the already low attack speed of bows). Then, like... the other stuff. Wardens have access to a lot of nice junk, heh.
In my opinion out of the ones I've fought Prox the Mighty, the Shade of Kor'Pul, and Bill the Stone Troll are the hardest in that order.
Banzai!
Though I'm sorta' mixed about the minotaur. I pretty much... never have problems with the guy, even with all the debuffs he spews out. But dude kills a lot of people so I'unno. Some confusion resist or a mental wild would help, maybe. Somewhat. A little. Debuff him first :P
In my opinion out of the ones I've fought Prox the Mighty, the Shade of Kor'Pul, and Bill the Stone Troll are the hardest in that order.
It puzzles me that you find Prox to be a hard boss. He's so damn slow and there's so much terrain to kite him that I've never found him to be much of a threat, even for relatively weak characters
edit : Dig? How would I actually realise to dig! I mean I thought "hey, maybe I should dig a bit" but the game was running so slow, and with the triple saves every time I change level it drove me insane! I'll try it later, thanks, hopefully it's that, I've been playing this fucker 2 days now.You shouldn't have to dig, if you do there was a slight glitch. If you dig out the whole map and the boss isn't there anyways, then there is a big glitch.
Edit : Nope, couldn't win. In High Peak I just started getting instagibbed, for no apparent reason.Yeah, high peak is kind of ridiculous hard even as a solipsist (I lost 4 of my lives there). I think its because you go 95% of the game being completely immune to 99% of all the enemies and being able to melee them to death without even using talents, then go to a place where you take real damage from every attack. You don't expect it and think you can sit in melee range of that rare/unique for like 5 turns and be totally fine, when since he is level 80 he kills you in two turns.
I had absolutely no idea whether to stack resistances, armor, defence, status resistances or saves, and I couldn't get all of them, especially since the best randarts I found were powered by arcane forces. So I tried to get all the resists I could, but I kept getting stunned and frozen, then I switched some gear for stun resistance, but just started getting blinded instead, and in the end I started taking way too much damage to handle.Honestly, I didn't find AM worth it for my solipsist, there are so many great arcane items and runes that it really hurt not being able to use them, I kept forgetting to put my AM shield on when I needed it, the first ability in the tree isn't much better then divination, and you already have a comic amount of damage shaving, so a bit more is kind of MEH.
I really don't think I'll be playing Tome 4 anymore, or at least for a while. It drags on and on and on, runs worse than Diablo 3 later on, and I'm starting to find certain parts of it retarded. Like the 20 different kinds of resists, damage, status effects and item stats; the ridiculous talents random rares can spawn with; and mostly, getting attacked outside of LOS. Sorry Tome, that's bullshit and there's no way you're convincing me otherwise.Yeah, the pacing starting in dreadfell gets really bad, going from fresh and quick to slow and tedious (for me at least).
Tales of Maj'Eyal is being greenlighted.
I'm hoping there will be a mod workshop similar to Dungeon of dredmor.
New progression path for high level characters: prodigies talents
Removal of traps in most zones, uness it's a vault
Many new artifacts & uniques
New quest zone for Cursed
Nerf of Solipists
Engine supports tile animations and movement "twitching"
Removal, addition and rebalancing of many egos.
Buff of Wyrmics
New minor even in many zones: glowing chests
Graphical updates
Many bugfixes & polishing
If it matters, you can very easily activate debug mode and debug-resurrect as many times as you feel like. Other than invalidating your character for the online vault (no effect on manual character dumps!), it's functionally identical to exploration mode infinite lives.
Not being able to win at a roguelike is nothing to be ashamed of or worry about, though :P There's plenty of people that's been playing RLs for years without a single victory, or only one or two (and then with specific games; I can walk Incursion up and down the sidewalk nearly blindfolded, but I've never beat Angband, ferex.).
Arcane Blade lost the cooldown penalty on flame/lightning/earthen missilesYay! My favorite class got buffed
Arcane Blade now has 2h-crippling, shield-offense and dualwield-offense trees locked at 1.0 mastery
Dark Empathy prevents minions from damaging the masterMore bugfixes and tweakings are always a very good thing
Dark Empathy prevents minions from damaging the masterA very very good thing
Dark Empathy prevents minions from damaging the masterReally very very good.
And so that lead me into a question as i never expected the story could go that way :Spoiler (click to show/hide)
Didn't checked this for like a year. Does zerk bloodtree is still utramegasuperstrong? I remember smashing orks in far east, easily outhealing all incoming damage. Me see it's about a time to unsheathe my rusty dwarvish broadaxe again...It's still solid, but the healing bug with it was fixed long, long ago and the bonus from it has turned static, so the upper limits are much, much lower (though you get more out of it with minimal hp/stam regen stacking, now) both for the regen and the stamina. Mortal terror's still sexy, though daze has been changed (I wouldn't say nerfed, but definitely changed. You can uses it to kick off debuffs now, if you feel like usin' the zerk's.). The third tier is still superfluous and unstoppable's still unstoppable.
Shadwflame tree's probably the better idea for an initial investment (every talent but the second -- never max that, ever, it causes the radius to equal the range, i.e. you blow yourself to hell with it -- is pretty solid, especially nowadays if you find an undeath belt), but bone's not exactly a bad idea either (shield, as you note, is good, and the rest adds a bit of damage type variety to your arsenal.).I had a feeling just a few moments ago that someone was going to mention Corruption/Torment - which is locked on Corruptor - and that I should go with it, as well as that it would be you Frumple that would give me that advice. Thank you for the advice. I appreciate it.
Torment... I forget if that's locked on corruptors, since I don't recall it being so on reavers. If it is, then that's probably an even better idea to go for, first, as both shadowflame and bone's sexiest bits on a corruptor are hefty cost sustains and willful tormenter gives you a good chunk more vim to play with. I hear good things about overkill (especially on a corruptor) and blood vengeance, too. Blood lock's kinda' situational, and even beyond that is kinda' useless when you've got curse of death.
I hear good things about overkill (especially on a corruptor) and blood vengeance, too. Blood lock's kinda' situational, and even beyond that is kinda' useless when you've got curse of death.
Spoiler: Re New Class (click to show/hide)
Any tips for infinite dungeon mode?Don't. Open. The Goddamn. Vaults.
I found that difficulty is a lot dependant on what combo you use and in which zone you are.Thank you for the advice, I will have to try that sometime.
Be warned that Yeek Archimage despite being very powerfull combo is an extremely low health one, meaning that you can be killed extremely easily, and even 1 shot-killed regularly.
So you must invest some point in Constitution to avoid many, many 1 shot-killed situations.
A tactic i have used to unlock Mindslayer with a Yeek Archimage :Spoiler (click to show/hide)
Spoiler: "Unlocking Mindslayer" (click to show/hide)
First time since i play and explore farportal that i see this and i explored a lot of them with my many characters, so is there more to this ?
When is someone usually able to go into the farportals in this game? Is there some sort of requirement that has to be met?
When is someone usually able to go into the farportals in this game? Is there some sort of requirement that has to be met?
Your fortress needs a certain amount of energy. And there's a mini boss in the room.
Just finally won the easy mode with my antimagic dwarf bulwark (http://te4.org/characters/7727/tome/21fa472f-2456-47fe-a242-b8d8e9985b9a), antimagic really helped in the last battle, though as there were plenty of difficult zone for this character despite it being the easy mode i doubt i will ever try antimagic in normal again, it cuts you from too many usefull items and escape solution (though it's really great against some bosses).
Be carefull about Farportals :Spoiler (click to show/hide)
If the game frustrate you, give a try to easy mode, it's still challenging (of course depending on your race/classe combo) but you will see much much less 1/2 shot killed situations.
Though if you haven't unlocked anything or does not have most achievements, easy mode prevents you to get them
Y'all make me feel inept. I have yet to get a character to lvl 20 (outside of the Arena). Have beaten all the second-tier dungeons (Old Forest through Daikara) a couple of times, beat the Sher'Tul Ruins once. How on earth do you get to the Far East to unlock all those nifty priest/paladin classes?
I've gotten to where I can reliably get a character to lvl 10, but it's that 10-20 range where I inevitably bite off more than I can chew. Although I've got a Dwarf Cursed that's kicking some serious butt right now. Made it to lvl 14 before getting his first death (note to self: don't take on an entire garrison full of storm giants).
Any advice for melee Mindslayers? I'm a sucker for equipment gimmicks (Celerity, Corrupted Strength, and Beyond the Flesh are all pretty awesome skills) but I'm not quite sure how to make these guys work. Just spike shields and auras whenever possible and hit things to death? And what should my priorities be? If I understand correctly, the shields are pretty important, right?
^ I don't think it is, though. It's still on Greenlight.
I don't want to be that guy but has anyone else noticed that the Tales of Maj'Eyal community has kind of deteriorated since it's inclusion on Steam? Every time I get into that game now people tend to be assholes of some kind.It's my experience that the Internet is composed primarily of assholes, especially in the context of online gaming.
^ I don't think it is, though. It's still on Greenlight.I still see assholes every time I'm on though. Honestly I hope that the Steam Greenlight fails horribly because if this does get on Steam I will probably play Tales of Maj'Eyal exclusively offline.
Pretty much this. I don't like the Steam community from what I've seen so far. Then again most of whom I've seen in the Steam community from brief glimpses into it would count as either sexual deviants, powergamers, elitists, hipsters, idiots, assholes, and the occasional /b/tard.^ I don't think it is, though. It's still on Greenlight.
I think dei's talking about the awareness Greenlight gave to the free version. Otherwise, yeah, not available on Steam.
I've been on the internet for close to fourteen or fifteen years now. Until the Steam Greenlight Tales of Maj'Eyal was the only online game that I had played which did not have assholes for the most part. Steam ruined that.I don't want to be that guy but has anyone else noticed that the Tales of Maj'Eyal community has kind of deteriorated since it's inclusion on Steam? Every time I get into that game now people tend to be assholes of some kind.It's my experience that the Internet is composed primarily of assholes, especially in the context of online gaming.
Ehn. The uncivil folks may be a bit more common, but the average fellow using the chat still seems fairly alright. I'm not exactly on 24/7, though, so maybe I've just been getting lucky. Regardless, you can always filter the chat out. I've actually been doing that recently simply because the message log causes massive lag when I open it, after a while. If I don't see the text, I don't feel compelled to answer questions, heh....I'm tempted to filter the chat out myself but to be honest with you part of what drew me to Tales of Maj'Eyal was the online chat. I play online games not just because they are fun but because I want to socialize. I have no offline friends who play video games or have any interest in what a nerd like myself would like, so I play online games to fill that gap that is unable to be filled offline.
Burninator is fun...I want Gwai's Burninator very much now. It would make the game a lot easier in some cases if one of my characters had it. I could nuke the shit out of Dreadfell...Spoiler (click to show/hide)
Especially with overkill. I killed most of them with one shot. I think that was the easiest time I had getting that achievement.
I feel your pain Dei, RotMG went to the dogs after they went on Steam. I was very happy with the community there before, but now it's all about "loot", "add more endgame content", "scammers", and "omgthispersonhaxbanplz". Add me to the "It's Popular now it sucks (http://Aren'tyougladthisisn'tatvtropelink.fakelink)" elitist bandwagon.I'm glad someone agrees. I wouldn't go as far as to say Tales of Maj'Eyal sucks now, but personally in order for me to even get along with the community now I have to resort to my "training" from my days on 4chan's /b/ board.
Also, I ate the heart of the sandworm queen and, if I'm reading this right, I can get +6 to ALL STATS whenever I get zapped by lightning?
Maybe I WILL finish Derth's Quest this time.
I don't want to be that guy but has anyone else noticed that the Tales of Maj'Eyal community has kind of deteriorated since it's inclusion on Steam? Every time I get into that game now people tend to be assholes of some kind.It's my experience that the Internet is composed primarily of assholes, especially in the context of online gaming.
Welp I just cruised through almost the entire west on a Cornac Cursed, lost one life due to... something, in the Sandworm Lair, went antimagic, saved The Wayist, then lost all my lives in Melinda's God Damn Crypt because if I can't beat it on an antimagic cursed why would I even play.Welcome to pretty much every damn roguelike ever made.
Now I have to do all the god damn early game dungeons again and the thought alone saps my entire will to live.
My level 36 corruptor died in Vor's Armory. I got bored with one-shotting everything with impunity, so I started playing recklessly. Elemental Harmony still stacks with other speed sources. I started every fight with a 90% global speed boost. It was fun.S'pretty much always interest of some sort in T4 let's plays, methinks. We don't have nearly enough of them yet :P
I was thinking of doing a Let's Play of this game on nightmare/roguelike. Any interest?
My level 36 corruptor died in Vor's Armory. I got bored with one-shotting everything with impunity, so I started playing recklessly. Elemental Harmony still stacks with other speed sources. I started every fight with a 90% global speed boost. It was fun.
I was thinking of doing a Let's Play of this game on nightmare/roguelike. Any interest?
Bloodbath's still fairly solid -- 25+ hp regen isn't really anything to laugh at, and the stamina boost plus some unending frenzy is still enough to keep shattering impact running fairly easily. Mortal terror is still incredible and unstoppable is still unstoppable. Endgame 'zerkers continue doing what they do by murdering everything with violence.
If you still want crazy regen, go antimagic and pick up fungus.
Can anyone suggest some combos that are interesting but aren't super-frustrating to set up? I mostly prefer either up-close and personal melee guys or blasters, and have pretty much everything unlocked except the Far East classes, Solipsists, Marauders, Skeletons, and Pyro/Cryo trees.
Well, look on the bright side, such as it is.This, so much. I've a complete ToME casual, but one of the first lessons I learned was the importance of teleports in there. Sort of like the importance of waterbreathing gear in oh-god-oh-god-giant-squid-things-can't-find-any-air-pockets dungeon.
The sand itself can't kill you. It can trap you, so you suffocate, and it can hurt you, so a worm mass can murder you, but the damage from the sand falling can't kill. It halves your health every time it lands on you, but, so far as I'm aware, it won't kill even if you're on 1 hp.
Anyway, sandworm lair gets pretty routine after a while. It is recommended that bring along a source of teleportation (runes, psychoport torque), though. Just in case.
Thalore are in a pretty good place right now, but not exactly optimised for archery. Willpower scaling on the first and forth tier talents and primarily defensive on the other two. Forth tier's a summons which can be pretty useful for archers, though, as meatshields and distractions, and the damage buff from the first tier talent's a'ight. Still thaloren are generally better for either more tanky classes (to further emphasize that) or flimsier ones (to help shore that up). They're not going to do poorly on archers, though, as with the recent buffs they do pretty alright with everything (no one's going to argue too hard with two meatshields and an extra 10% passive resall). Downside being a XP penalty but... eh.
Halflings... I just don't play much. Their racials I hear are good (and with lucky day and a couple pieces of luck kit, can provide a few turns of 100% evasion) and they've got a good life rating, so they're fairly sturdy. Looking over the racials again, they're actually pretty decent insofar as offense goes (solid crit buff, especially if you're pumping cunning which most archers will to some degree for the crit, plus an alright physpower booster). Halflings are pretty standard go-to slingers, since they've got the cun scale going. Halflings make pretty good everything, really, since cunning's nice in general and they're fairly sturdy. Downside being... a XP penalty (there may be a pattern building, here) and a minor strength penalty which makes getting a bow archer off the ground slightly (but only slightly) more annoying.
White elephant in the room, though, are skeletons. Skeletons make basically freaking ridiculous and terribly hard to kill archers since bone armor scales with dex and their first tier bumps up both dex and strength (a bow archer's primaries). Downside being no infusions and I guess XP penalty but eh. You get to skeleton master archer back at them, heh.
I like ghoul archers, too, heh, but I like ghoul just about anything so eh. Still, leap helps with archer mobility and the fast attack speed on bows/slings helps offset the ghoul global penalty, so it's a pretty good (if somewhat aesthetically silly) combo. Downside being, y'know, ghoul. And a XP penalty.
I love shalore archers... A bit squashy but Volleys of arrows
Be sure to find a large quiver (Little trick: use two bows and two quivers. In many cases it's better solution to switch than reload talent)
Skeleton archers are good, but not for dexterity but for their awesome generics
Started a Yeek Archmage specializing in Arcane, Phantasm and Aegis. It's going somewhat well, although he's already died twice early to poor luck (and being squishy enough to instagib with a lucky crit).
When playing Yeek Archimage i -highly- recommend to put many , many points in constitution.Yeah, I don't expect him to make it all that far, just trying out a few things. For one, sinking a ton of points into Manathrust early pays off bigtime. Most of the critters you're up against in the starter dungeons have some measure of fire or cold or lightning resistance. They have very little arcane resistance. It's got a cooldown timer of 3, which is comparable to the starting fire spell, and a mana cost of 10, which is comparable to lightning bolt. Becomes a beam at lvl 3. By backing up into a corridor, a single manathurst can take out a whole stack of critters. I'm pleased with it.
The problem with Yeek Archimage is that they're very powerfull, so much that you forget that they have insanely low health.
So low that everything at some point of the game will be able to one shot kill your character if you have not increased constution.
Skeleton archers are good, but not for dexterity but for their awesome genericsThis. So very much this.
Dwarves are almost always a good choice, for example. They have an early racial that boosts saves, and a later racial that ALWAYS boosts all saves based on amount of gold you have. I think, unless it was changed, that 5 points brings it down to 60 gold per +1, and like +20 to all saves.
Skeleton archers are good, but not for dexterity but for their awesome genericsThis. So very much this.
Don't pick your race for stats. The best stat boost you get is +6 will from yeeks. Everything else is lower then that.That's two levels. It might help your early game a tad, but long term, once you get past about level 5, it really doesn't matter too much.
However, your racial generics/free category point are really what matters(Aside from undead boosts). Dwarves are almost always a good choice, for example. They have an early racial that boosts saves, and a later racial that ALWAYS boosts all saves based on amount of gold you have. I think, unless it was changed, that 5 points brings it down to 60 gold per +1, and like +20 to all saves. That means that at level 21, you basically buy slotless +20 saves for 1200 gold and 5 generics. At level 24, you can get yourself a cutrate teleport effect. All the effects scale based on Con, which everyone needs and uses. So, dwarves fit almost any class, though some of it is redundant.
Pick your race for the talents, not for the stats. Only exception might be the life stat, if you plan on skimping on Con.
By that logic, I should use Shalore for Dexterity-based characters and Thalore for Willpower-based characters, which to me is kind of ass-backwards since I am used to picking a race based on their stat bonuses and not their racial abilities. You can blame Dungeons and Dragons and that glorious bastard Gary Gygax for that. My apologies, it's just that I tend to be a creature of habit.Any race can do any class decently well (well, except undead and wilders unless you muck around with the code a bit), but yeah, the racial stats outside of XP penalty and life rating are pretty much irrelevant past level one or two, frankly. Most of the racial stat modifiers are less than what you'd get from a middling ego. They're there, but the difference in the long run is maybe a point or two of foopower or something. Not much.
To be honest with you I don't see that as a reason to make my characters short, hairy manic-depressive alcoholics that for the most part hate arcane magicks and aren't waifu material.Dwarves are actually kinda' okay (comparatively, anyway) with magic in T4, and in general aren't really much like DF dwarves (outside of the digging too deep part). No opinion on the waifu part, all @s look the same to me :P
I don't mind squishy characters to begin with because I've grown accustomed to playing such a character. Therefore I usually ignore the Life attribute when making a choice of what race to use for my characters.Yeah, once you get used to playing low health races, it's not that bad. That said, life rating makes pretty noticeable difference. Hundred+ extra HP by the end game can mean you didn't get one-shot, heh.
Does that affect anything, or is it just a cool random event?
And second - I feel like doing a caster now. I hear Corruptors are the new thing as far as incredible damage is concerned, but how's their survivability? If I want to kill entire rooms but I prefer to still not keel over after a slight breeze should I go with a Corruptor, or an Archmage?
If you've unlocked Necromancer, here's another method:Yeah, haven't gotten anywhere close to unlocking Necromancer yet. The point about being able to get to the Arena is a good one. Usually sitting at lvl 8 by the time I'm done with both Yeek starter dungeons.
Pump up Invoke Darkness first on the class side and Phase Door on the generic side, and then go for the undead minions talent after that on the class side. When you've cleared out both the ritch pit and Murgol's lair (not too hard, Invoke Darkness is really strong early on), go to the tunnel and slowly walk to the left. The moment you see the Wayist, Phase Door him away to the very end of the room near the entrance as Robsoie has suggested, then summon your minions in front of you to be meatshields and do some damage, before blasting Subject Z with Invoke Darkness (once you've maxed it, it doesn't hurt your minions). Should be an easy unlock, I did it on my first try.
My "standard unlocking build" are alchemists.
Golems fall off pretty quickly, seeing as they only have 2 hands, a body, and 2 gem slots, minimal stat gains per level, and almost no skills. There are tricks to making them more potent, such as scumming escorts for certain ones, not sure which would be best, then giving the reward to the golem. Something that heals them would be useful, I think. But, yeah. A golem later on isn't much more useful then a meatshield to hide behind.My "standard unlocking build" are alchemists.
Hmm....I don't know that I've ever even tried a Yeek Alchemist. Suppose it couldn't hurt. I tend to make my alchemists all about the golems and ditch bombs and gemworking for the most part.
Hey DarrenGrey, if you're still reading this thread, you said you were the main lore guy, right?
Why the hell is everything so depressing in the main module :( I love the gameplay, but every bit of lore, especially later on, depresses the hell out of me. Like, I don't want to, but I also don't want to waste two hours to patrols, why can't there be a "I'm a big babby pls" solution?Spoiler (click to show/hide)
Also I just remembered : Can I become Antimagic and just kill the stupid zigguranth so they, too, stop depressing me?
Maybe I should try the Temporal Rift. My one previous attempt was instadeath, but my brawler dude is lvl 25.
Temporal Rift with a melee character is pretty suicidal. Movement Speed of everything is greatly reduced, so even taking one step means your enemies can attack you several times from afar.Which is largely why you don't move, or if you do, it's via stuff like rush. Temporal Rift's actually not that bad with melee, you just have to be quite careful about positioning and largely let the elementals come to you. And not try to fight more than one or two at a time, really. Once you're past the initial time!E gauntlet, it's a bit less tetchy (until you hit the twins, anyway. They can mess you up if you're not careful. Stay in the little starting corridor, if you can manage it.).
Well crap. Suggestions? Last Hope Graveyard seems like a bad idea, although if I take on the crypts individually, I should be able to beat even greater undead into submission, mano-a-corpseo.Ring of blood isn't really an XP joint, per se. It's mostly there for the awesome ring. 25 should be fine for starting to duck into dreadfell, but... yeah, you've got problems with that. Could try to clear out the ruined dungeon if not already done so, but i hear it's turned nasty recently so... maybe not. Caldera definitely didn't seem beefier than dreadfell (finally got a damn character that spawned it, yesterday), but it does have its (somewhat annoying) gimmick. Graveyard's eternally iffy. If the RNG doesn't decide to screw you, you're fine. If the RNG does decide to screw you, you're stuck in a small room with a murderbeast.
Oh, I suppose I need to go find the Ring of Blood. Place like that is right up my alley, being mostly physical and melee. Not a whole lot to grind though.
Peeked into the elven ruins, but yeah...way over my level. Killed a handful of things then got out while the getting was good.
I *think* the Caldera is available, but according to the Wiki that's a beefier zone than Dreadfell is. I really want to get a character to the East so I can unlock anorithils and sun paladins.
Suddenly:I did end up switching out points for mind sear, though, I don't want to keep it so will have to make sure to take it out every level. Can you actually mind sear through thought forged and not hurt them? Didn't realize that.
Mind sear!
And they all die. But yeah :P Point in thought forged critters early on really helps yeek solipsists, by the way. They don't exactly need it, but a meat shield you can mind sear through makes getting off the island even more of a breeze.
No, unless it was changed, mind sear hurts them as well. It isn't that big of a deal though, and hitting them once or twice with it might do some decent damage to them, but they are pretty tanky so they can handle it.Suddenly:I did end up switching out points for mind sear, though, I don't want to keep it so will have to make sure to take it out every level. Can you actually mind sear through thought forged and not hurt them? Didn't realize that.
Mind sear!
And they all die. But yeah :P Point in thought forged critters early on really helps yeek solipsists, by the way. They don't exactly need it, but a meat shield you can mind sear through makes getting off the island even more of a breeze.
No, unless it was changed, mind sear hurts them as well. It isn't that big of a deal though, and hitting them once or twice with it might do some decent damage to them, but they are pretty tanky so they can handle it.Suddenly:I did end up switching out points for mind sear, though, I don't want to keep it so will have to make sure to take it out every level. Can you actually mind sear through thought forged and not hurt them? Didn't realize that.
Mind sear!
And they all die. But yeah :P Point in thought forged critters early on really helps yeek solipsists, by the way. They don't exactly need it, but a meat shield you can mind sear through makes getting off the island even more of a breeze.
They can ignore sleep though (once you get them the ability that gives them lucid dreaming), which is quite useful.
Impending Doom is affected by spell save
Impending Doom now "only" reduces healing factor by 100% instead of outright preventing healingYay, my regeneration tanks are happy
When reaching 0 air you now start suffocating instead of outright dying. Suffocating makes you loose life very quickly and can not be prevented by shields/absorbs/Good.
Brawlers now get the Mobility tree at 1.2
Bellowing roar, sand breath, balance your str/wil and con, work toward assault if you are going shield and sink a point in it, 5/1/5/1 fungus, 5/5/X/5 combat training, 4/1/5/5 the higher draconic tree, X/5/X/X the acid tree.
Xs are variable in that you may find some things more or less useful or you might want a different breath than the acid one. You usually want 3 breaths by end game though. Venom breath sucks, fire is 'average' (only does damage), sand is the best, acid is decent, cold is decent, lightning is good but variable damage.
Apart from that bear in mind it seems Lightning and Ice breath's status effects appear to work with spell power not mind power, or at least I never ever affected anything with them and I unlocked the Ice Tree on my wyrmic, so I spammed a fair bit of it. Might be worth it to go with sand -> acid -> fire, in this order.
Other than that I ate an oozing horror and felt really disgusted with myself, so don't do that, I guess x]
Buy it from Last Hope weapon vendors for 50g.
There is a place in the fortress (up then left from the main area) that you can get all the lore you have ever collected into your game.
So if you have ever gotten that scroll in any game and you check the area, they it will could for the purposes of the game.
There is a place in the fortress (up then left from the main area) that you can get all the lore you have ever collected into your game.As I understand it, that part is bugged at the moment and the lore doesn't carry from char to char properly. Maybe next version it'll get fixed.
So if you have ever gotten that scroll in any game and you check the area, they it will could for the purposes of the game.
Also gratz Darkmere! What are you planning on playing next?
I've tried this game and had the most luck with an alchemist. There's a pretty nifty combo if you start as a Cornac, with Heat and Smoke bomb, it gives you a massive area of damage over time. The golem is also very useful for tanking while you deal damage from behind. Other classes were kinda weak in comparison.
That's the entire point of the ambush and the achievement you get for surviving it - it's the unlikely outcome, so you've achieved something :P
It's a known bug. I believe it can occur when you double-die, so to say - a single attack kills you and kills you again - but I'm not really sure since it's never happened to me and people usually don't figure out it happened until later, so they don't notice the event itself.AHA. Yes, that did happen to me. Died, and then died again on the Eidolon Plane in the same turn. Wasn't quite sure WTF that was all about, but I just assumed it was a peril of being a Paradox Mage or something to do with having been killed by my future self (though that wasn't actually what double-killed me).
(Enjoy the image of a skeleton shooting himself fatally in the head with an arrow)Not nearly amusing as autophage, uh. -ation. Though I think you can only do that on higher difficulties now or something. Still. When you don't have instakill immunity, you can swallow yourself. And if you're below the instakill threshold... it can. Swallow yourself. It's right up there with the whole yeek-devours-greater-multihued-wyrm thing. And consuming time Elementals. And ghosts.
Well if you're not into the whole "playing games for fun" concept, you can always try a Cornac Cursed, go antimagic and snore your way through the game.
I didn't know you could close the portals either. How do you do it? I'd guess stand on one and use Orb of Many Ways?
Been playing this game for a while now, got all the way to the Far East before getting my arse handed to by the orc prides. :P Urkis(Not from the prides.) still stumps me, as far as I care.
That's the most annoying thing about Tome. Numerous times I die to a rare or unique, then go back and thrash them to the ground. I don't know if it's rolls, or cooldowns or what, but god damn it makes me want to punch stuff.
Improved UI, notably the chat, allowing you to join custom channels, read multiple channels at once, ...
New spell effects
The Oozemancer: a new class, inherently antimagic, dedicated to protect Nature against the assaults of arcane forces
New zone: the sludgenest
A huge list of improvements to many classes and features!
Staff Mastery is trainable in Angolwen
Mindstar Mastery is trainable in Zigur
Although the bit where bosses can deal more damage than I have health... Yea, that was a fun way to die.
I knew the shade was there, I knew it had an ice nuke, I just didn't know it had so much better sight rage than I did.
Easy, Normal and Nightmare mode players are immune to instadeath attacks (but not Insane ones, they are insane after all)
Having played archmage a few more times, I think the most important skill is helping a thief and getting that perk that lets you see guys in the dark.Archmages should use illuminate and\or arcane eye for such tasks
Especially for shalore. The ability to turn on your shield before getting hit is practically game breaking.
I was just thinking somebody could make a significant improvement to escort quests by adding a disposition value.
Right now it seems that you can command your escort to stay still for a while, but only once, and this can sort of such when you get escorts on boss levels.
If instead your escort had a disposition towards you and following orders would drain that disposition, while seeing you kill monsters would cause it to rise, then at least harder levels are still skill based rather than RNG.
The code for all the behaviors is already in game, all you need is an int value to figure out what to do for a given command, either obey or loose their nerve and run for the portal like a loony straight into a boss.
Armour (hardiness) 120.26 (95%)
Defense 40.97
Ranged Defense 45.97
Fatigue 53
Physical Save 51.65
Spell Save 47.433333333333
Mental Save 21.425
Acid + 21%( 70%)
Blight + 32%( 70%)
Physical + 27%( 70%)
Cold + 58%( 70%)
All + 15%( 70%)
Lightning + 70%( 70%)
Light + 40%( 70%)
Temporal + 19%( 70%)
Fire + 52%( 70%)
Nature + 32%( 70%)
Very nice, with the ghoul victory and the unlock! Well done :P
From what I hear, Oozemancer is disgustingly OP nearly on a Solipsist level, but can actually die. Of course, antimagic itself is hilariously OP so any class intrinsicly antimagic doesn't really have a shot at a fair ground. Really fun to play, though, it seems. I might have to cheat myself the unlock because a non-guaranteed level 30 zone is not something that can actually entice me, unless my AB gets it by chance.
I might have to cheat myself the unlock because a non-guaranteed level 30 zone is not something that can actually entice me, unless my AB gets it by chance.
And the useless turtle ?
...Why do escort quest NPC's flee from weak enemies but charge at dangerous ones?
But seriously they've got a heavy concussion, you can't expect much from 'em, y'know? At least they don't charge towards the first thing they see anymore. Now they charge away from it, into the arms of the second thing they saw. It's kinda' great.So much this.
Dreadfell and the Dark Crypt present a significant jump, at least for me. Not in difficulty so much as unpredictability, which is a lot worse somehow. Situations you would be safe in a few levels ago are suddenly lethal, and a great variance in monster damage appears because of the spellcasters. It's really hard for me to adjust :|
The secret to roguelikes is spoilers and cowardice. :PThere's very little to spoiler in ToME. I definitely agree with cowardice though. :(
There are some likely less then known things. Such as being able to right click a creature and pull up it's entire character sheet, including talent list. Though, that is sometimes less then helpful if you don't know what the talent does or means. Or how exactly saves help you, and what you are saving against. Oddly, TOME has the best and worst UI in different areas. "Here is the creature's exact character sheet, including talent levels and stats, but what those stats mean in relation to combat, ehhhhh."The secret to roguelikes is spoilers and cowardice. :PThere's very little to spoiler in ToME. I definitely agree with cowardice though. :(
There are some likely less then known things. Such as being able to right click a creature and pull up it's entire character sheet, including talent list. Though, that is sometimes less then helpful if you don't know what the talent does or means. Or how exactly saves help you, and what you are saving against. Oddly, TOME has the best and worst UI in different areas. "Here is the creature's exact character sheet, including talent levels and stats, but what those stats mean in relation to combat, ehhhhh."The secret to roguelikes is spoilers and cowardice. :PThere's very little to spoiler in ToME. I definitely agree with cowardice though. :(
Protip: If you ever see a creature you have no knowledge of, or is rare/unique/elite/anything but a critter or normal, first thing right click and inspect creature.
The only class I can be somewhat foolhearty with is my Summoner. I often got away with doing the dungeons completely out of order (managing to somehow get to the second continent without even beating half the dungeons or any of the secret dungeons)Summoners are not the most broken class ever. They, like alchemists and, to a lesser extent, necromancers, are very simple to play. Pour points into 1-2 stats, max out a few key skills, and spam the hell out of it. Even compared to, say, archmages, those three classes just spam the hell out of 2-3 options. In the case of summoners, it's more, but most of those are just meat shields. Hydra, Ritch, Flame Drake, Jelly, Turtle are your workhorses. Everything else, for the most part, is there to suck up hits.
Yet saying I love the summoner only greets me with "Ohh yeah of course you love the summon you noob! it is the most broken class ever and liking him only proves your inadequacy" so I never feel good about being good with the summoner.
My suggestion for people using the summoner is that some monsters are much better maxed out then spread out. The difference between a 4 and 5 rank Hydra is as big as night and day. So you either go for 1 level or 5 levels with few exceptions and those exceptions are monsters without dirrect battle application (like Slimes and Turtles)
And counting on luck in a roguelike, well ... :DXom watches over us all... Always.
Winnie the poo(s)h, man. All the cats? Tigger.Thanks, i was very far from even imagining it could a reference to that.
Insofar as I'm aware, that's the reference. Though I could be wrong, there. Try asking on T4's forums, DG'd probably answer.
As i completed again the "Land of Poosh" that appeared while playing online, anyone know what is the story behind this ? it sounds like some kind of inside joke as i have read no lore related to this, but not having followed the ToME serie since the very beginning i don't get it.
What's that Heart of Poosh thing and who's that Kelad "the one that stole Poosh" supposed to be about ?
It'll be interesting to see which of its orifices gets violated by the nerf bat.
It's a DW reference, obviously. The Daleks stole the moon of Poosh.Thanks, i should probably need to watch TV more to get this :D
Making you more weak in term of health (and then not benefitting of the maximum Resist All you can obtain from Thick Skin) in order to get enough Magic to obtain that prodigy.
Good, i'm always suspicious of the telepathy brand, as sometime i'm really wondering if what i see through it is in fact seeing me as easily.
Anyway, is there any good reason, if I have 5/1/5/1 in Fungus to not get two regen infusions and set them to autocast when available?
I keep playing archmages even though I want MOREI've played doomed, and I don't think they have the same sheer damage out put as an archmage, or at least a good tribeam archmage. Maybe I wasn't building him correctly, but there's my two cents. The corruptor, though, probably is better with sheer damage than the archmage. Luminous and radiant horrors are why I'm always willing to put class points in other combat skills, like manathrust and lightning, at least temporarily.DAKKAFIRE and they seem powerful, I expect some other classes (doomed) are better for sheer damage output. But archmages also have pretty good defensive ability in terms of Aegis tree and especially Disruption Shield (in terms of surviving hits, as opposed to proactively shutting down threats like antimagic). And then temporal form prodigy for dealing with true fire immunes (like luminous/radiant horrors, who are healed by fire instead of just being resist and thus subject to Wildfire pierce).
How do you kill something that does 2400-2800 damage to you at each attack ?
Bomb-alchemist is so last season... Heat alchemist is all the rage now.Yeah, I looked at the Fire Alchemy tree and it looked interesting. Now that I've maxed all the golem-related skills I want, I might pick it up at 30 (then again, a rune/infusion slot would be really nice too). But yeah, I could use more dakka.
And if you open up the Fears tree (although I don't have much experience with it)
Bombs would give you a lot of dakka :PMeh. 1 point in the first skill in the fire alchemy tree would appear to give WAY more dakka than my bombs ever will.
Tried oozemancer in the arena. Went swimmingly until 3 enemy spellcasters critted simultaneously :-\.This. I've had three deaths with my first Oozemancer, who is a Yeek. All three were one shots from spellcasters as I turn a corner.
who is a Yeek.
Tried oozemancer in the arena. Went swimmingly until 3 enemy spellcasters critted simultaneously :-\.This. I've had three deaths with my first Oozemancer, who is a Yeek. All three were one shots from spellcasters as I turn a corner.
You should try Yeek solipsist
Yeeks are the worst class for being a oozemancer.
There are only two real threats to oozemancers: A high amount of AOE spells (usually from 2+ fire/ice mages on the screen) killing off all your oozes at once (after which you take normal damage), or 1/2 very high damage enemies instakilling you from off screen/killing you in one turn while you have no oozes active.
Both of these are far less dangerous with more health, and yeeks have by far the least health of all the races.
While this health difference can be overcome to some extent with items, the difference at level 50 between a dwarf and a yeek is 250 HP, or the equivalent of equipping 5 HP boosting items.
Furthermore, the Yeek talents aren't really all that good with oozemancers, their second talent (confusion resist+mental save) is completely useless, and the summon mindslayers isn't very good since they already have tons of meatsheilds, and anything that would kill the meatsheilds would probably kill the mindslayers as well.
The global speed boost and the dominate abilities can be fairly useful, but the health loss isn't nearly worth it, far better to go dwarf for instance for the much higher tankiness (as well as the great resistances).
Solips don't even remotely need mindstar masteryPlus to mindpower can't hurt. With artifact mindstars it's quite noticeable. Thorn grab for fighting bosses is something i very much prefer to have.
and if you can get mindstar mastery you can probably get fungus or AM instead.Why instead? 2 generic points and 750 gold is not a huge investment for a nice boost to mindpower and ability to slowdown enemy via instant attack. Also, you may get lucky and get it from an alchemist escort something that undead simply can't do. Same goes for nature's touch, free generics for the sleep tree and mental saves.
Ghouls are alright, too.Well, I think ghoul everything is good and solipsist everything is good. Sure it's playable, but I am sure that skeletons, Shalorens and Ghouls are the worst solipsists
Best solips are probably thaloren at the momentI tend to agree, Con-wis thaloren with the guardian can get quite insane resist all. + I love resist blight, because corrupters are nasty
Best solips are probably thaloren at the moment.
Best solips are probably thaloren at the moment.
Best everything are probably thaloren at the moment. Maaaybe shaloren for late game time warden, but eh.
I kind of hope he doesn't just cheese it and make you play an orc through all the same content with just some dialog changes.
And probably still sterilize the breeding pits so the race can return to some semblance of normalcy; it's hard to believe that there are zero normal female orcs anywhere.
I think Normal mode is too easy, what with the inclusion of extra lives in a roguelike, so I am playing on Roguelike mode. I haven't won the game before and in fact have lost it numerous times by Dreadfell at the latest, the Maze or the Sandworm's Lair at the earliest. With my cornac alchemist outside of maximizing the damage potential for her bombs as well as maximizing Magic and then Constitution what should I have her do to increase her chances of survival? Outside of playing on Normal mode that is.
If it helps with determining a course of action she also has Celestial/Light. I know it has helped with her survival to level 16 so far.
I use my golem as a means of scouting ahead so that I can decide whether I want to deal with what it is I want to gank or get the fuck out of dodge before they geek me ass. Also yeah, escape methods would indeed be nice. I'll make a stop at all of the shops before making my way through the Sher'tul Fortress later and/or tomorrow to see if there is one my little Chloe can afford.I think Normal mode is too easy, what with the inclusion of extra lives in a roguelike, so I am playing on Roguelike mode. I haven't won the game before and in fact have lost it numerous times by Dreadfell at the latest, the Maze or the Sandworm's Lair at the earliest. With my cornac alchemist outside of maximizing the damage potential for her bombs as well as maximizing Magic and then Constitution what should I have her do to increase her chances of survival? Outside of playing on Normal mode that is.
If it helps with determining a course of action she also has Celestial/Light. I know it has helped with her survival to level 16 so far.
Methods of escape are crucial. I recommend having at least two different types of escape (like teleport and a movement infusion, so if one is blocked, the other can be used) and some kind of ailment removal on command.
Alternatively, you could just spam arcane eye, but that style of play is a little slow and boring for my taste.
with the existential lack of any defenses not comprized of bashing enemies with sticks.Bone shield is quite awesome defensive tool. It is buffed since 1.00 because it regenerates over time
Sounds good to me. Any major changes since 1.0 I should be aware of? I'm kind of out of the loop on Tome.Yeah, me too. I... guess there probably have been, but blazes if I can remember what. Changelogs, etc., so forth.
Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with masteryGood, the whole tree was quite pathetic
Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effectQuite a buff for ghouls. And NPC ghouls will become way more annoying
Ghoulish Leap cooldown reduces with level
Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
Chant of Light now also increases fire damageTime to make high magic summoner
Yaechs and Nagas in Murgol lair have dropped damage by 35%Heh, Yeeks will have easier early game, time to try non solipsist\summoner
The Ritch Hive Mother dropped damage by 30%
Release highlights:
* Huge improvements to many visual effects, spells and tiles
* Combat log reworked to be far more readable, log heals, shiedsl, absorbs
* New special effects for each point accuracy over defence
* New difficulty mode: Madness, for those that mastered Insane ;)
* Training room in the Sher'tul Fortress
* Faster saves
* New Archers tree: Excellence (new tree), Poisons and Traps
* Many new hooks and tools for addons/modules makers
* Infinite scaling: talents should scale much better past 5/5
* Tons of rebalancing and improvements to many talents, objects, artifacts and zones
* IMPORTANT: saves are not compatible from 1.0.4
Expanded changelist:
* Added a graphical effect for healing and regen effects to most of those effects
* Using Aegis on shields will visualy change them
* Damage shields, absorbs, ... are now noted in the log
* Heals are now noted in the log
* Venom drakes can now appear in the noxious caldera and in gorbat pride
* Flat damage cap% is now applied after shields
* Disruption Shield now partially absorbs the hit that makes it explode
* New "punches" sounds for barehand combat
* NPCs can use Shoot Down
* Adventurers start with both gloves and gauntlets
* Unarmed 0.6 attack speed is bound to Empty Hands, not to being a Brawler
* New Actor:checkPool method to facilitate learning pools/... on talents learnt
* Adventurers now learn Empty Hands when learning barehand talents
* Swords, axes, maces, staves, daggers, whips, tridents, bows and slings now have special "unique" effects when hitting a foe for each attack you have over their defence
* Player can now tag objects with a name; tagged objects can not be dropped, destroyed or transmogrified until the tag is removed
* Fixed actor execution loop to crrectly resume at the next actor after the pause: aka this should fix Through the Crowd
* Automatic talents will be used in order: instant ones first, then higher CD ones first. Only one non-instant talent will be used each turn
* Orcs will search your buddies for the staff too
* Stone Walking and Gem Portal do not fail due to melee autotarget
* Corpses (from the curse) coming out in the middle of an attack will not be destroyed by said attack
* Improved combat logs
* New achievements for Normal (Roguelike), Nightmare/Insane/Madness (Adventure)
* Achievements list onyl shows the ones for the current difficulty to reduce clutter
* Add range to the map tooltip
* Temporal Augmentation Robes talent level reduced
* Nerf Colaryem a little
* Most summoned actors do not drop loot anymore
* Buffed starting gold to 15
* Marauder's Thuggery tree is now Generic
* Marauder's gained Bloodthirst tree (1.1, locked)
* Staff Mastery & Mindstar Mastery trainings now respect previous knowledge and do not screw you over
* When leaving a level with a dominated npc it will be freed from the control instead of waiting for your return
* Torment ammo doesnt have wielder bonuses and instead gets combat bonuses
* archery_projectile is now available to addons
* Alchemists can now unlock a golem replacement: the Drolem !
* Drolem is buffed a little
* Tannen's Tower level 4 has a different LOS system, making the Drolem obscure more of the field again
* Nourishing Moss tactical infos fixed
* Female Dwarves can unlock some cosmetic facial pilosity (because the lore says so!)
* Keybinds are displays more succinctly, so [A]+[S]+Keypad 6 will now appear as ASk6
* Actor's on_takehit and hook "Actor:takeHit" now get a parameter that telsl them the damage type, if available
* New Fortress feature to unlock for 50 energy: training room!
* Fixed mind talent procs happening more than once per turn
* Runic Golem can not be unlearnt
* New GameOptions:tabs hook
* New melee "whirlwind" effect
* New effect for Tempest
* When leaving a level all player originated projectiles are removed
* Ward talent lists available wards
* Wraithform now teleports if you end up in a wall
* Applied infinite scalingto prodigies
* Gem Golem can not be unlearnt
* Temporal Clone can not be used out of range
* Aether Beam and Gravitic Trap can not be placed in walls
* Nature's Pride goes on cooldown even if there was room for only one treant
* NPC are less confused by being LOS'ed
* Rares should be more interresting/powerfull
* Allow Gestures to respect Gloom status effects
* If the Weird Pedestals event can not generate an artifact it will make a randart
* Lost merchant will not generate antiamgic items for arcane characters
* Clarification to Heightened Senses/Infravision tooltips
* Scaling Bug fix in Darkness talent radius
* Scaling fix to hate generation
* Fixed typos in NPC definitions to prevent unintended agro
* Fixed bug in BattleTrance
* Fixed Grim Resolve not curing poison/disease
* Fixed Vimsense power when used with items
* Fixed tactical ai info for Mindlash talent
* Fixed character sheet to correctly show archery damage based on ammo
* Added addons url to the addons menu
* UIs can now have special mouse cursors
* Added two new hooks to the boot module "Boot:load" and "Boot:run"
* Fix maestrom
* Fix necrotic aura
* Infinite scaling applied to npc talents
* New gfx effect for Frostdusk
* New hook "GameOptions:UIs" to add new uis to the ui selector
* UIs definitions are now loaded from files in /data/gfx/ui/definitions/ so that addons can add new ones
* Attachement spots for particles can be read from a file per tileset
* Fixed Projectile class subclassing
* Tooltip for projectiles now shows who cast them and their self/friendly fire status
* Wards are now correctly colored by damage type
* Projectiles can be fired over chasms in the alt-maze
* Meteoric Crash can now crit (using the highest of spell or mind crit chance)
* New Uttercold visuals
* New Wings of Flames graphics! Find them!
* Argoniel learnt how to use Irresistible Sun
* Applied infinite scaling to afflicted
* New Flames of Urh'Rok gfx effect
* Juggernaut effect is now correctly classified as physical. For Zonk, with love
* Brawler's combo points last two more turns
* Fixed Pulverizing Auger in some zones
* Shields now "wooble" when hit
* Fixed crystal set proc
* Fixed slight particles display position error
* Added a slight outline to currently moused over item on the map
* New starfield shader is hungry, so a new video option to enable volumetric shaders is added. It is *off by default*, turn it on if you trust your GPU :)
* Fixed strange graphical artifacts around some texts
* Text outlines are much better now with shaders enabled
* Improved shields shader
* When disarmed the weapon will disappear from the character doll
* Buffs with charges (like Combo points) now display their charges
* Buff/debuff remaining time is correctly centered
* Added the Excellence tree to Archers, granting them more utility and survivability
* Venomous Strike works with ranged weapons too
* Implode has a distortion effect
* Archers now get access to both Poisons and Traps trees
* Poisons now work on both arrows and shots
* Distortion tree got .. distortion shader effects
* Irresistible Sun got distotion effects
* Added distortion effect to meteor crashes
* Added options to disabled "advanced" and distorting shader effects
* Improved water display (with a shader)
* Applied infinite scaling to chronomancy
* Particle systems can have a subparticle attached
* New fireflash and flame effects
* New Gravity Well effect
* Fast Curse Dispel is considered an important achievement
* Applied infinite scaling to corruptions
* Particle systems can now define a global use_shader={type="foo"} to attach a shader
* Particle systems can check availability of shaders
* Particle systems can now also the background that is under them, allowing things like distortion effects
* New distortion effect for the Repulsion Blast and Gravity Spike
* The final artifact from the final fight now requires less to wear so you can bask in its glory
* Applied infinite scaling to celestial
* Weapons can have multiple masteries talents, the best is used
* Added "Chat:load" and "Chat:add" hooks
* Through the Crowd now also makes you like being in the crowd, +10 all saves for each friendlies in sight
* Infinite scaling applied to psionics; solipsism mechanics have been adjusted
* Temporal Form only converts 50%
* Reduced Guardian of the Wood all resistance bonus
* Buffed artifact ammos
* Highscore core is less ToME-centric
* New difficulty mode: Madness (locked). More high level foes, stronger, with much more rares, more randbosses and a unique "Hunted!" debuff!
* Block is only used in melee by tactical AI
* Fixed bloated ooze damage absorb when using only one ooze
* Added an option to disallow online event pushes (but why would anyone do that is beyond me!)
* Online events can now happen in the Infinite Dungeon too!
* Thieves NPCs are now correctly competent with a dagger
* Dominant Will works on elites
* Burnt to the ground achievement is now achievable
* Prothotipe's Prismatic Eye correctly imbues its spell proc whem imbued on an item
* Grappling correctly checks no_breath
* Mitosis & Call of the Ooze correctly respect maxes
* Bear NPCs stats changed to str/con
* Bloodspring triggers at 15%
* Steamroller makes Rush cost only 2 stamina
* Revisionist History lasts 20 turns
* Corrupted Shell increases life by 250
* Fungal Blood also removes up to 10 magical effects
* Never Stop Running cost reduced to 12
* Vital Shot cooldown reduced to 10
* Windblade radius increased to 4
* Superpower grants 50% of strength as mindpower
* You Shall Be My Weapon and Massive Blow cooldown reduced to 10
* Windtouched Speed increased to 20%
* Mental Tyranny now only converts 33% of the damage
* Temporal Form prodigy temporal damage is now always *current* highest +30%
* Swift Hands prodigy allows wear/takoff for free only once per turn
* I Can Carry The World! prodigy also granst 20 strength
* Talents can now have properties: callbackOnAct, callbackOnActBase, callbackOnMove, callbackOnRest, callbackOnMeleeHit, callbackOnMeleeMiss, callbackOnArcheryHit, callbackOnArcheryMiss
* Altered/tweaked/improved many artifacts, keep your eyes open for new fun stuff!
* Special effects on artifacts can now be described with wielder.special_desc
* Achievement for killing all 4 slime tunnel bosses
* In cheat mode one can shift+left/right click on buffs/debuffs to adjust duration
* Ruined Dungeon can have a different set of clues
* Added infinite scaling to techniques
* Ruined Dungeon will not generate without the 6 guardians
* Orc babies do not drop loot
* Traps disarm & detection power scale with level
* Ruined Dungeon orb summons do not drop items
* Sludgenest wall poping slimes power now gradualy increases. Staying inside is not advisable.
* Added 5 achievements for staying in the sludgenest for many turns (one every 100 wall slime pops)
* Improved look of the huge sandworm burrower
* Yaechs and Nagas in Murgol lair have dropped damage by 35%
* The Ritch Hive Mother dropped damage by 30%
* Chant of Light now also increases fire damage
* Golem Power now also adds mastery with staves, daggers and exotic weapons (but not mindstars)
* Fixed Star Shot
* Prodigies dialog allows to unselect
* Huge tweaks to many ego items to make them more interresting
* Changed Evasion talents to not let characters become melee immune
* Applied infinite scaling to the cunning tree
* Saving happens in a separate OS thread, making saves much less painful
* Zones can have a temporary memory cache. ToME uses it to keep the last 3 visited zones (and associated levels) in memory, making switching between them much faster
* Bathe in the Light now provides a damage shield to all affected creatures and fire damage to all damage creatures
* Precognition dissipates when switching level
* NPC will not use automatic talents with hostile targets
* Eldritch eyes do not affect a yeek when they are destroyed when dominated
* Really, do not annoy Linaniil ... but if you do you get an achievement
* Yeeks can not dominate themselves
* Diggers now provide a dig talent and can be used while carrier instead of wielded
* Bone Shield looses a charge only if the damage is > 0
* Meteoric Crash stun chance uses spell or mind power, as the damage does
* Fixed anmalice proc
* Protective Aura correctly grants physical saves
* Combat Training talents split into two lines
* Object tooltip now shows which talent mastery affects them
* Last level of Reknor can not have obelisks and such
* Added "alter_level_data(zone, lev)" possible callback for level creation
* Alternate Daikara has pyroclasts falling whe nthe players getin range 6 instead of 3 and the last level has more trees
* Alternate Sandworm lair has more giant tunnelers
* Alternate Norgos lost Frozen Feet and the shivgoroths got a little damage penalty
* Alternate Maze "normal" horrors have been replaced by temporal ones
* Nerfed Shardskin damage and changed his talents a bit
* Air bubbles have a more explicit description
* Killing an aquatic horror will fill the surroundings with air bubbles
* Reduced Maleable Body effect
* Converted all wild gifts to infinite scaling
* Diggers should be instantly usale even at high speed
* Upgraded LuaJIT to 2.0.2
* getCharmPower now takes a first parameter "who"
* Objects from worldmap ambushes and farportal zones grant less money
* Birther can apply data to the party
* Easy mode now also halves all detrimental status effects
* Fixed traps in immediate melee mode
* Cavern generator can place doors
* Doors can have a "door_sound" field to tell which file to play when opened
* New hook "UISet:Classic:Resources"
* Fixed Prox halfling Feet when used on a halfling
* Allow quests to be in addons data folder, referncing them like zones with an "addonname+" prefix
* Chagned the particle effect for aerther vortex (thanks umbrall)
* In zones with walls on grass you can see small leaves of grass extending over the walls
* New dirt road gfx in the trollmire
* Roomer generator can now understand the = symbol to define tunnels, if not present it defaults as it did before to the floor
* Upgraded the grass to look like nice foresty grass
* Fixed stealth/invisibility: npcs could go straight to the target (it still hindered them though)
* Updated grass to look more like grass and less like golf terrain :)
* Ctrl+P (by default) now allows disabling/enabling all automatic talents
* Tentacles can not be summoned out of range
* Ambuscade shadow can not teleport
* When a summon dies/disappears, any NPCs targetting it will start looking for the summoner
* Added "infinite scaling" methods
* Applied infinite scaling methods to all spells
* Eggsack & crystal shard summons do not grant exp when killed
* Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
* Ghoulish Leap cooldown reduces with level
* Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
* Animate Blade / Crystal Shard summons do not drop items
* Leveling up/down Mimic removes the effect
* Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
* Buffed the Eternal Night set
* Timed effect duration reduction from Time Shield and other such effectsonly affects detrimental ones
* Fixed Doomed unlock
* Removed Rain of Death vault
* Pulverizing Auger max range limited to 10
* Thalore Blight resistance reduced
* Fixed Receptive Mind debuff
* Rockwalk does not break Body of Stone
* Eldritch Stone now grants mana regen on rest
* Fix Deeprock Form preventing unlearning last talents
* Eldritch Stone now is affected by Aegis
* Eldritch Stone graphics updated
* Stone Wardens automatically unlocks Wilders
* Elemental Split only takes a turn if at least one half got summoned
* Mountainhewn Deeprock correctly grants immunities
* Eldritch Stone durations scale with talent
* Eldritch Stone effects have 100% chance to trigger
* Eldritch Stone effects apply power is based on the highest of spell or physical power
* Stone Wardens Stone Half now correctly knows Stoneshield
* Angolwen shops are finally free from their gfx glitch
* Mindlash psi cost now increases the more it is spammed
* Boosted Stealth initial value
* Lost Merchant artifact creation list is split into subcategories
* Birth screen will not spin the CPU madly
* Target tactical info now looks better!
* Addons in chardump will be stoerd differently to make the Vault able to search them correctly
* Wraithform has a graphical effect
* Increased font size on main menu
* Heat Beam Rune, Frozen Spear Rune and Insidious Poison Infusion will not affect crosstier effects anymore
* Resting will not spam the log with messages about party members healing
* Long chat dialogs will scroll
* Archery launchers can now have a damage multiplier and an on fire callback
* When in underwater levels the screen will very slightly .. hum .. wooble
* Buffed Mind Parasite
* Reduced Mucus equilibrium regen
* Natural Acid and Corrosive Nature now have a cooldown
* Mindslayer spiked shields have a new gfx effect
* Added a hook "GameOptions:generateList"
* Add new hook "ToME:runDone"
* New awesome graphical lore for Nur, made by "Impy"
* New achievement for winning the game without ever going west.
* When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
* Shatter won't stop at the first non-frozen foe it finds
so is the developer basically done updating this game? There has not been an update in months.
So currently I am doing pretty much every area in order of difficulty. Start with Trollmire, move onto Norgos' Lair, then Scintillating Caves. Then go onto Kor'pul, Heart of the Gloom and Rhaloren Camp, and so on, doing pretty much every area to get maximum exp and cool items.
Is there a downside to this sort of method, or is grinding recommended?
Eh, a mix of auto explore and special tri beam cannon attack can clear out early levels without much time at all...
The thing I was most worried about is that it seems when you are over leveled for an area it skips you to the end, and from there you don't seem to have a chance to find escort missions in that area... Unless I've just been unlucky.
Character sheet records the number of creatures/elites/rares/bosses killed
*Perhaps* fixed the rare double-death bug
Fixed Living Mucus limit
Fixed Umbraphage cooldown
Adventurer items start in the transmo chest
Default Inventory tab is "all"
Fixed inventory tab traversal after re-opening
Protector Myssil has learnt Tricky Defenses and Unbreakable Will prodigies
Big particle error should no longer bring down the game
Online events forbidden in tutorials
Tutorial character is correctly having infinite lives
New achievement frames, looks much nicer
starting to add rexo achievements picture
Reduced the cooldowns on the talents of the mice in the dream of vulnerability
Stone Alchemy cant destroy tagged items
Fixed Defiling Touch 6+
Tree of Life will not spam the log
Split tome team file into 3 files for easier packaging & update
Mystical Cunning only gives traps/poisons depending how what you know
Made the alternate ruined dungeon orbs more obvious
Ruined dungeon guardians will not be wall-walkers
Fix Psiblades with "clone" effects
Reduced the power of ego diggers
Fixed self targetting with spells
Bone Grab range now scales with talent level
Buffed Gorbat a little bit
Made Summoners more awesome looking
Fixed speeds on the character sheet
Fixed merchant artifact offering for antimagic characters when browsing the misc category
Make alchemists look somewhat more awesome
Fixed setting armour hardiness on training dummies
Shadow of the player is now trigger when bone shield is either drained or removed
Fixed cancelling Fearscape
Can not Reload when at full ammo
Tweaked some artifacts
Better ingame registration handling
Never Stop Running does not cost a turn to enable
Never Stop Running cost fixed
Ambuscade shadow now will dissipate if out of sight for too long
Fixed Shadowstep to make it respect LOS
Fixed "all achievements tab"
New fbo:png() method
New Necromancer's tree: Animus
Sher'tul Fortress Control Orb now displays the current energy count
Cheat mode (called Developer Mode) can be enabled/disabled from the options in the main menu
Shader uniforms are now available directly as autogenerated methods of the shader, i.e: fooshader.shad:uniMyuniformname(5)
Shaders uniforms are set much more efficiently
Short staves are now dual wieldable by characters that have talents to do so (like Reavers)
but then more than half the things that kill me are standard enemies which after I respawn proceed to do 0 damage to me as I effortlessly destroy them.
Release highlights:
* New necromancer tree: Animus
* All achievements now feature beautiful 128x128 images
* Improved Alchemist interaction with its golem
* Tons of fixes and balance adjustements
* Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
* Includes a Fez. Fezzes are cool!
Expanded changelist:
* Shadowstep now will work if the target is seen and either: is not in vault or is in LOS
* Fixed Indiscernible Anatomy
* Achievements are not gained in debug mode
* Murgol lair has the underwater effect
* Fixed Unstoppable
* New "callbackOnArcheryAttack"
* Put in a failsave in the lost wife dream
* When slasul make his portal, he will move if he stands on it
* New colors.hex1 function, use like: colors.hex1"ff45d5"
* The various callbackOn* of talents now also work on temp effects
* New callbackOnMeleeAttack when the actor attacks
* Ambush should be safer
* melinda always erupts
* Much improved Melinda quest line, she looks less a dummy too
* Spacetime Tunning is now given upon learning a paradox using talent
* Fixed tooltip offset in charsheet
* Fixed Revisionist History on autocast
* Cauterize now protects you until the next time you can act
* Switched over the Yeek Wayist dialog so that the hostile action is not the default one
* Removed the "secret" room of Reknor 4
* Changed mindlash gfx
* Fixed Probability Travel debuff name
* Changed Wrath of the Wood icon to remove confusion with Heorism
* Improved the look of out of time zones
* Actors can implement canWearObjectCustom for additional wear checks
* Alchemist's Refit Golem split into two talents: Refit and Interact
* Alchemist's Interact talent lets the player change talents, name, tactics and inventory without switching to the golem. Inventory in this mode is special, the equipment side is the golem's and the inventory side is the player's
* Stores display gold remainig in their title
* Disabled the advanced tutorial until it can be updated
* Eclipse will only increase the positive/negative regen when below the threshold
* Fixed Alchemist Golem Blighted Summoning
* Solipsist's Projections can not create Thought-forms
* Fixed Lay Web
* Character sheet records the number of creatures/elites/rares/bosses killed
* *Perhaps* fixed the rare double-death bug
* Fixed Living Mucus limit
* Fixed Umbraphage cooldown
* Adventurer items start in the transmo chest
* Default Inventory tab is "all"
* Fixed inventory tab traversal after re-opening
* Protector Myssil has learnt Tricky Defenses and Unbreakable Will prodigies
* Big particle error should no longer bring down the game
* Online events forbidden in tutorials
* Tutorial character is correctly having infinite lives
* New achievement frames, looks much nicer
* starting to add rexo achievements picture
* Reduced the cooldowns on the talents of the mice in the dream of vulnerability
* Stone Alchemy cant destroy tagged items
* Fixed Defiling Touch 6+
* Tree of Life will not spam the log
* Split tome team file into 3 files for easier packaging & update
* Mystical Cunning only gives traps/poisons depending how what you know
* Made the alternate ruined dungeon orbs more obvious
* Ruined dungeon guardians will not be wall-walkers
* Fix Psiblades with "clone" effects
* Reduced the power of ego diggers
* Fixed self targetting with spells
* Bone Grab range now scales with talent level
* Buffed Gorbat a little bit
* Made Summoners more awesome looking
* Fixed speeds on the character sheet
* Fixed merchant artifact offering for antimagic characters when browsing the misc category
* Make alchemists look somewhat more awesome
* Fixed setting armour hardiness on training dummies
* Shadow of the player is now trigger when bone shield is either drained or removed
* Fixed cancelling Fearscape
* Can not Reload when at full ammo
* Tweaked some artifacts
* Better ingame registration handling
* Never Stop Running does not cost a turn to enable
* Never Stop Running cost fixed
* Ambuscade shadow now will dissipate if out of sight for too long
* Fixed Shadowstep to make it respect LOS
* Fixed "all achievements tab"
* New fbo:png() method
* New Necromancer's tree: Animus
* Sher'tul Fortress Control Orb now displays the current energy count
* Cheat mode (called Developer Mode) can be enabled/disabled from the options in the main menu
* Shader uniforms are now available directly as autogenerated methods of the shader, i.e: fooshader.shad:uniMyuniformname(5)
* Shaders uniforms are set much more efficiently
* Short staves are now dual wieldable by characters that have talents to do so (like Reavers)
Psyren, Possessor and Demonologist are kinda on my todo, so .. others please
But no idea if all of that will be donators/steam only like that stone warden or if we will have access to these on the free versionIIRC it is planned that when new special class will appear, stone warden will become available for free version
Someone posted a screenshot of the race/class selection menu in which there was a "demonologist" entry there, though oddly i can't find the thread with that screenshot anymore on the te4 forum despite it was on the 1st page of the discussion board.Honestly, such a screenshot would mean more or less jack. It's incredibly easy to add stuff to the race/class selection part (I've actually managed that before, and I have the coding skills of a handless monkey who had its brain replaced with a cracked brick). You could pretty literally just copy a current class and rename it to whatever, and that's assuming addons aren't involved.
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011, 2012, 2013 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
---------------------------------------------------------
-- Constructs --
---------------------------------------------------------
newBirthDescriptor{
type = "race",
name = "Construct",
locked = function() return profile.mod.allow_build.construct and true or "hide" end,
locked_desc = "",
desc = {
"Constructs are not natural creatures.",
"The most usual contructs are golems, but they can vary in shape, form and abilities.",
},
descriptor_choices =
{
subrace =
{
__ALL__ = "disallow",
["Runic Golem"] = "allow",
},
},
random_escort_possibilities = { {"tier1.1", 1, 2}, {"tier1.2", 1, 2}, {"daikara", 1, 2}, {"old-forest", 1, 4}, {"dreadfell", 1, 8}, {"reknor", 1, 2}, },
}
newBirthDescriptor
{
type = "subrace",
name = "Runic Golem",
locked = function() return profile.mod.allow_build.construct_runic_golem and true or "hide" end,
locked_desc = "",
desc = {
"Runic Golems are creatures made of solid rock and animated using arcane forces.",
"They cannot be of any class, but they have many intrinsic abilities.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +3 Strength, -2 Dexterity, +3 Constitution",
"#LIGHT_BLUE# * +2 Magic, +2 Willpower, -5 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 13",
"#GOLD#Experience penalty:#LIGHT_BLUE# 50%",
},
moddable_attachement_spots = "race_runic_golem", moddable_attachement_spots_sexless=true,
descriptor_choices =
{
sex =
{
__ALL__ = "disallow",
Male = "allow",
},
class =
{
__ALL__ = "disallow",
None = "allow",
},
subclass =
{
__ALL__ = "disallow",
},
},
inc_stats = { str=3, con=3, wil=2, mag=2, dex=-2, cun=-5 },
talents_types = {
["golem/arcane"]={true, 0.3},
["golem/fighting"]={true, 0.3},
},
talents = {
[ActorTalents.T_MANA_POOL]=1,
[ActorTalents.T_STAMINA_POOL]=1,
},
copy = {
resolvers.generic(function(e) e.descriptor.class = "Golem" e.descriptor.subclass = "Golem" end),
resolvers.genericlast(function(e) e.faction = "undead" end),
default_wilderness = {"playerpop", "allied"},
starting_zone = "ruins-kor-pul",
starting_quest = "start-allied",
blood_color = colors.GREY,
resolvers.inventory{ id=true, {defined="ORB_SCRYING"} },
mana_regen = 0.5,
mana_rating = 7,
inscription_restrictions = { ["inscriptions/runes"] = true, },
resolvers.inscription("RUNE:_MANASURGE", {cooldown=25, dur=10, mana=620}),
resolvers.inscription("RUNE:_SHIELDING", {cooldown=14, dur=5, power=100}),
resolvers.inscription("RUNE:_PHASE_DOOR", {cooldown=7, range=10, dur=5, power=15}),
type = "construct", subtype="golem", image = "npc/alchemist_golem.png",
starting_intro = "ghoul",
life_rating=13,
poison_immune = 1,
cut_immune = 1,
stun_immune = 1,
fear_immune = 1,
construct = 1,
moddable_tile = "runic_golem",
moddable_tile_nude = true,
},
experience = 1.5,
}
@Singularity125:
Bulwarks are actually pretty rough going for new players due to their extreme lack of ranged attacks and magical defenses in the early to midgame. If you run into troubles, you can get the same basic melee style AND magic-type damage with a sword-n-board wyrmic, or for a really straightforward ranged type, the alchemist has you covered. I'm shamelessly plugging my Alchemist starter guide here. (http://forums.te4.org/viewtopic.php?f=54&t=36836)
A nice summary of Dark CryptMovement infusion and that may have been survivable :P
http://te4.org/blogs/burblulls/2011/05/crypt-kryl-feijan-and-you
:D
To plan your zone exploring, give a look to there :
http://te4.org/wiki/Zone
Usually i do the following order and so far it has worked good for the characters i won with :
- racial/class special starting dungeon (excepted the The Deep Bellow when you're dwarf that i keep for when i'm at least level 8 )
Oh, good, I was about to feel weird for not doing that yet. Since I'm level 12 though I probably should do that next.
- Trollmire (if you have no racial/class starting dungeon and so get into Trollmire first, you should avoid the lair level you get access to after killing Trollmire boss, and get back when you'll have 2 more levels in order to minimize the risk)
- Norgos Lair (alternate Norgos lair is a bit more difficult with many shivgoroth that shoot cold at you)
- Heart of Gloom
- Derth's arena
- go to trigger the Lumberjack Village
- Ruins of Kor'Pul
- Scintillating Caves
- Rhaloren Camp (I died here because of a vault. Haven't gone back yet. >.>)
- by then you should be able to trigger Unknown Tunnel
That's all for the early game dungeons, then next tier
- Old Forest
- Maze (if alternate maze , the ones with the huge holes, do the before, alt Maze has more difficult monsters than regular Maze)
- Sandworm Lair
- Golem Graveyard
- Hidden Compound - Spent all my gold trying to figure out the brawler thing :P
- Daikara
- Ruined Halfling Complex (sometime i do this one 1st before Daikara)
- Lake of Nur (if i run into something too strong in there i go to next before coming back)
- Ruined Dungeon
- Tempest Peak
- Dreadfell
mid dreadfell, if you think you're not high enough level , you can go back into Daikara and if you have some temporal resistance, do the Temporal Rift.
if you have done Lake of Nur, if you still think a level may help (gaining a level -always- help) you can try some Farportal in your fortress.
For some races that are not too crippled in experience gain , you may reach level 24 before Dreadfell, and so trigger the Dark Crypt, now that's something that can be very hard depending on the room configuration (and how good or weak your class/race combo is), as it's an optional dungeon, i recommend to only do this one if you know your character race/class combo is strong, losing a few lives in Dark Crypt can be very easy
Other than that Robsoie's tier list is really nice, and it minimizes the risk of death. [Don't ever go in the Last Hope graveyard pre-east the undead that spawn are the grim black wind that envelops the last flickering candle of humanity's hope].
How does one go putting Telos's staff back together? I got the top and bottom halves. Maybe there's three pieces?There is a gem for the staff...then the elite talent for putting it back together...I could be wrong though as that was quite a while ago
It's given me close to six hours of entertainment already (not sure why the online profile only says an hour and a half... maybe I lost connection at some point.)Since some days the server has been going up and down a lot, probably not ready for the wave of new player from the steam release, that's probably why it didn't recorded your time correctly.
Re: WB as slayer... have your auras up (after the initial sustain strip, of course. Taunt it with augmentation or sumthin'), rush (via boots) or jump into its face (if possible), nail it in the craw with a (4-5/5) kinspike, preferably into one of those little wall things so you don't have to chase it. Usually doesn't take more than that, you should be putting out a lot of melee damage. Maybe do tri-wield with a nice dagger for the fight for some extra stabby, if you're not already. Insidious poison or other useful enchant (purging, whatever) might not hurt, too. Mostly you just rush the bugger down, you should have more bump damage throughput than nearly everything.
Release highlights:
* New Doomed tree
* Many important fixes
Expanded changelist:
* New Doomed tree: One with Shadows
* Fixed dying as you win the Derth arena
* Fixed correctly dying while killing the chronolith twins
* Added the missing unlock text for Madness
* Sanctum portal has a message about requiring the orb of many ways
* Fixed achievements borders ingame for various difficulties
* Corrupted Shell also provides 20% armour hardiness
* Wait longer for login
* Fixed the video options dialog
* The game will detect if it was not started sucessfully (up to the main menu) last time it was run and automatically enable safe mode in this case
* A few sanity paranoid code checks
* Moderators are shown as such
* Achievement tiles for most online events
I'm not sure why you would ever want to target yourself on purpose while using Assault.
That was probably cause by the ghoul's weakness of -25% global speed. Turn-based games deal with such things by making the effect "accumulate" until such time as it accounts for a single turn. You see this in DCSS as well.-global- speed ?
It is definitely not the best way to go about it, since it effectively works to be more like "every 4 actions, all enemies take an extra action" but, not being much of a mathematician or game designer, I'm not sure how else you might be able to implement it.
"Spiking" an aura is the same as spiking a shield, you deactivate them manually to get burst damage on demand. All conduit does is add free damage to your mindwielded weapon or mindlash with no psi payment, but at the cost of you being unable to spike the aura at all until you deactivate Conduit and let them cool down.
(as there's no tree with the rush ability for a mindslayer and Reach has a very low range and need unlocking the tree)The mindslayer mobility tree (augmented mobility) can be unlocked at ten (note: You need to do this, period. Every non-dead mindslayer unlocks augmented mobility first.). Both quick as thought (I broke the game with that, many versions back >_>) and telekinetic leap are pretty alright (albeit somewhat expensive), and mindhook helps get things close to you. Fourth tier talent's pretty cruddy, though.
All in all it's a class for people that like to micromanage their skills, as you need to deactivate your shield aura often to get a shield (to approach something) regularly and need to deactivate regularly your main projection aura / activate another to get some better damage output when there's too many people jumping on you.I... I don't think I've ever actually spiked the shield. Any of the shields. Maybe, like, once, twice. Probably over a dozen 'slayers got east, couple won. Aura gets spiked more often, but I usually have thermal and charged tied up with conduit and spike the kinetic as needed. It's pretty painful, so I usually don't find I have to spike it terribly often, heh.
Can someone explain what the normal course of this whole mess would be?
Lich is basically an extra life, and should mostly be treated as nothing else, generally. Least the last time I paid attention to necros. It's a heavy investment to be useful and cuts off infusions, so... Almost definitely not worth the cat point you need to get the highest end stuff, though, for what that's worth.
Carefull with the husks, i read a few bug reports about them breaking various quest completions, probably very unsafe for that reason to use on a boss or a local dungeon boss (farportal , arena) in the current version, better wait for the next.
-snip-
All in all necromancers are very fun to play, but in ToME4 like in every other RL i always find classes that comes with allies and minions more fun anyways.
Actually IIRC all rares and possibly uniques, are generated as Adventurers.Nope. What happens is that they can get more than one classes. I think rares and actual adventurers/ziguranthi only get one, but stuff like farportal bosses (orange critters in general) can get more than one. Almost always two, but I think it may be incredibly rarely possible to get three. That's all there is to it. Which classes they end up with is completely random, barring stuff that's been actively disallowed.
So apparently there are some pretty wicked +fire damage artefacts out there.Fairly sure I've seen a few folks breach 150% +dam for fire, maybe 200%. It gets a little crazy. Think it's also one of, like, three elements you can conceptually get 100+% penetration on (along with physical and cold... maybe others, it's been a while since I crunched the numbers). Incidentally, one of DG's favorite class builds over the versions have been fire archmagi >_>
My archmage is currently at 190% crit multiplier, +71% fire penetration and +98% fire damage, and I could improve half my gear.
Have you done all the optional dungeons in the east ? (orc mother slave camp, the underwater temple of creation, the shadow crypt with the boss that clone you, should get you 3 levels )
Have you gone back to the west and defeated every backup guardians (http://te4.org/wiki/Backup_Guardians) (should get a level from them) ?
From slime tunnels 4 powefull bosses maybe you can get a level
Oh when I said thaloren I meant the "physical" elf, rather then the magical. Can never keep them straight. Is the gloom a part of the blight then, or is that something else/hasn't been spelled out?
In the Deep Below, the Mouth cast regularly "Call of Amakthel"
So it's possible that it's not some random cosmic abomination but the dwarves dug so deep that they may have started to awaken a part of the imprisonned Amakthel that was cast down there by his own creations, the greedy Sher'thuls .
Oh when I said thaloren I meant the "physical" elf, rather then the magical. Can never keep them straight. Is the gloom a part of the blight then, or is that something else/hasn't been spelled out?
... Nope you were right, with Thalore, I just can't read. Disregard the Caves thing. I actually have NO idea what causes the gloom/cursed stuff other than "you're cursed!" because... well my cornac Cursed didn't make it very far. There's lore stuff about Doomed/Cursed being fueled by hatred or something, other than that, no idea. :(
In the Deep Below, the Mouth cast regularly "Call of Amakthel"Yeah, I don't know if it's been specifically mentioned in game, but I've heard DG state that the stuff in the Deep Bellow is specifically because the dwarves managed to dig deep enough to start disturbing
So it's possible that it's not some random cosmic abomination but the dwarves dug so deep that they may have started to awaken a part of the imprisonned Amakthel that was cast down there by his own creations, the greedy Sher'thuls .
I also didn't get a single bonus dungeon. No bearscape, volcano, sludge nest. Nothing. I did find some serviceable gem-imbue items in high peak, barely in time. And of course, 3 minutes after I won, Poosh spawns.-snip-That's pretty terrible luck. Have you had any bonus zones, like Santascape, or particularly Bearscape? I've found Bearscape to be full of pink tier 5s (even when done at a low level), so as a last resort it might be worth waiting around until the event's next sent?
Release highlights:
* Many important fixes
* Tons of new artifacts
Expanded changelist:
* Altered the orc breeding pits encounter to make it a little less unconfortable and more obvious into what you're getting into
* If the stone wardens addon can not be enabled due to failed login, savefile loading will abord instead of damaging it.
* Buffed the rune of reflection to match the description
* Fixed Bloodspring log message
* Fixed Lichform doesnt preventing removing points from necrosis talents
* Fixed weird graphical bugs on windows
* Fixed insidious poison infusion description
* Fix push kick
* Name highlighting in chat works even for people with weird names
* Store dialog should fit better on small screens
* Melinda wont re-die randomly on the beach
* Improved Flameshock description
* Added BSD support
* Vor always gets his manasurge rune
* Fixed usable artifact gems
* When the server receives a donation, notify & thank the player that did it
* Tons of new artifacts to find & enjoy!
* Madness mode now features an HP multiplier on NPCs, scaling with level and rank.
* Insane and Madness difficulties now give random classes to fixed bosses
* In Madness difficulty the Hunted! debuff lasts much longer
* Added image for the No Way! achievement
* Unified speed displays in the character sheet
* Game will not warn you if you try to load an already tainted savefile in developer mode
* Speedup server connection on boot by ignoring empty commands
* Speedup hash validation
Haha. DG didn't code the temporal classes :P
I did not know any of that, so... fair enough. Now I wonder if there's anything else on the table, should Stone Warden actually make it to the base game like I had heard long ago. There's no shortage of class mods and oozemancers seem pretty set in their role as the go-to OP class even post nerfs.DG's stated the stone warden will go non-donator when a new donator class is introduced. Dunno if he's changed his mind on that since, but that was the original stance on it. Pretty sure there was even a blog post on the main page about it.
It seems you need to increase several stats at once to really get the better of your skills , the early game available skills deal only very weak damage in comparison to early game of other class, but you need to prioritize Dexterity because without enough dexterity you're going to miss more than 50% of your strikes and skills hits.You need dex for stat reqs and it's not a bad idea for dagger scaling, but for accuracy that's what the combat accuracy talent is for. Just stick a point in that whenever you can and hitting stuff won't be much of a problem at any point in the game (barring the occasional extreme defense anomaly). This... is what you do with every melee class, ever. Also, most stuff that says its chance to effect scales with dex... actually scales with accuracy. Or did, anyway.* That and "scales with magic" (actually scaling with spellpower. I think the game's better about that nowadays.) was one of the more notorious "the tooltip is lying to you" things for a while. Check the code!
Their main purpose of the early skills is to stun/confuse, but as every effect skill you can only hope it will work on the enemy as if he's generated with high immunity, you're wasting stamina and turns while getting damaged.If you're going daggers, a couple points into the dagger mastery passive will have you doing plenty of damage to clear out the first tier dungeons and make the second tier ones more palatable. By that point, as you note, you've got access to flurry and pretty much anything else you'd be interested in having and should have plenty of damage options. A GWF flurry is a thing of glory and awe, if you choose to kick open battle tactics (and you probably will, eventually).
From my test you only start to get decent damage once you get Flurry, +/- at level 4
So any tips to make early Marauders game less of a big pain ?You're fine until level four (I've regularly beat Prox with sub-10 accuracy and basically no active talents on adventurers. It takes a while, and a lot of kiting while you regen, but it's very possible.), after which you can pick up a point or two in fast metabolism. I find a decent amount (5-10) of passive regen massively eases the game up until Daikara or so. You've also got the option of cracking open tactical (as a cornac) and starting down the defense-tank path, which Marauders are pretty good at and mostly trivializes the early game. You should be mostly fine just stabbing crap with knives, though. Trawl the stores for some steel or massacre iron and the damage should come naturally.
Yeah... like I said, stores. You can at least pick up something with some additional on-hit, which can pretty easily increase iron damage by 50-100%. Probably have to sell off some gems, but a good shopping trip is usually all it takes to kick off a rogue subclass. Daggers get painful, but those iron ones are pretty much the shoddiest weapons in the game.
Unrelated..... Is there any way to forcibly terminate a dream? I'm on the Lost Man dream and it looks like it's bugged. I've explored everywhere, two of the yeeks splurched but neither spawned the greatmother, so now the map's clear and I can't leave. I can't stab myself as far as I know, and despite the game's insistence to the contrary, I'm not ACTUALLY losing health. SO...... now what?
Expanded changelist:
Fixed unarmed display of combat speed on gloves/gauntlets
Fix Temporal Form prodigy
When the game refuses to load a savefile due to the stone warden addons being offline, it will let you force it to load -- at your own risk
Made the portal in the Slazish Fens more visible in ASCII mode
Fixed Bill's Tree Trunk
Changed the way the Steam builds are done, this may help reduce the download size on new patches (not thsi one thougth)
I've had enough trying to justify the breeding pits. Or seeing un-intended, by me - the maker of the game, references to real world terrible events. It's gone now.
Edit: Though, I will grant that the Pits could have done with a few slight tweaks in terms of taste. The description of the boss being a start. Though the fuss everyone is making is just ridiculous.
Ouch, i should really have avoided the clone battle in that crypt from the east, it showed me how flurry can one shot a character, mine actually (while my own flurry didn't killed the clone, damn randomness).
Ok, i'll try again in 10 levels, but that skeleton is really getting xp slowly, it's not going to be very nice if i manage to keep up to the Pride.
Thank you !Mmhmm... it's also worth noting that you can go straight to the unlocked state for 500 -- no need to spend the initial... whatever that was... to see the locked cat. Afterwards, if it's anything like mindstars, you can sink in another 750 gold (for a total of 1250, but considering it's the equivalent of two cat points that's kinda' cheap, ha.) to bump the mastery up to 1.3, after you've bought the unlock. The mindslayer I'm running now got the full buy in price... before level twenty, I think. Doesn't take too long.
I didn't knew that you could buy the unlocking of the tree instead of using a category point., that cat point will then be very used in a very usefull way.
Thanks Darkmere, i'll keep away from the useless Sun tree then.
I sometimes wonder why some classes have trees with so many really weak/useless trees that none will then waste points into considering there are trees that with skills so much better than you simply can't afford to waste those points into the useless ones, unless you're trying to increase your own challenge by crippling your character
Gain per points
Accuracy: .40
Defense: .40
Critical hit chance: .30
Physical save: .175
Mental save: .175
Spell save: .175
In addition, each point gives 0.2% chance to not break stealth (same as Unseen Actions), and 0.2% chance to avoid your own AoE effects (similar to Spellcraft).
@kcwong , what level are you , and what race/class are you using to get at that point of the game ?
Odd. Couldn't seem to find the listing before. Thanks, though.How on earth can you possibly get it?
Looks like, of the four who got the Never There and Back Again, two of them are DG, a third is an impossibility (A cornac arcane blade. That also appears to no longer exist. There's one by the same name, but it's level 6.), and the forth both isn't in the vault and is sharing the same naming pattern that DG was using, which is somewhat suspicious.
Which is to say, basically, no, no one's ever actually gotten the achievement. Current holders seem to have grabbed it either by being DG or running into some sort of bug. Good to know.
Also, if you really want to throw an end-game antimagic character at lils, you can probably get in through debug zone teleportation.
Looking at my inventory, indeed no Orb at all and nothing left on the ground.
Great, just great, character can't go east.
Eh? Is there a limit to the orc patrols even though Breeding pits are out? Once you got high enough you could hypothetically just kill patrols over and over until you got enough random gear and XP to hit whatever power scale you like pre-high peak (he says, as though that's trivial). I still have no interest in doing so.So, on my quick trial run as a cornac Anorthil, the first patrol I ran into was, lets see. Two level 10s, a level 12, a level 27, a level 35, and a level 37. Half of those are boss types, and not just uniques.
Anyways, as apparently using the debug menu would "invalidate my save" , whatever it means
... Frumple, can I see how you spent your generics on that mindslayer? I just started one and I'm curious.Link for anyone else curious, (http://te4.org/characters/2939/tome/d48af120-3ae9-4f40-9725-913b13329ea4) heh. Am running an addon race that's a little (but, for once, actually only a little) on the overpowered side (and notably, in a way that specifically shores up 'slayers primary weakness, their negative life rating), but nothing too egregious. I'd be about at the same level of whoop with a dwarf or thalore, I imagine, though the lack of passive regen would be fairly notable. Regen's a pretty big deal.
EDIT: Scratch that I just lurked your profile instead. I'm good ;)
game.player:addObject(game.player:getInven("INVEN"), game.zone:makeEntityByName(game.level, "object", "ORB_MANY_WAYS", true))
You can kill tunnelers? I thought they're immune to every possible thing.
I'm trying to find something fun to play too, but ever since my Arcane Blade win, everything else seems so... meh.That may be one of the reason because that doomed was very good despite all those disapointing things i listed, didn't died once up to when i gave up on it, probably when you get a very long run with a character you had fun with, the following can be rather underwhelming.
You can kill tunnelers? I thought they're immune to every possible thing.
And they have huge amount of HP to boot.
I meant a burrower, my bad.
That's something that i noticed, adventurers are now rare, but zigur patrols are everywhere.
Surprising they have not yet overwhelmed the orcs in the east :D
Golem can be rebuilt, let them die :)
Alt maze is a PITA though.
Also, I think someone turned the "zigur patrol" dial up to 11. They're swarming in every game I make these days.
E: Well. That was... borderline embarrassing. Character couldn't hit prox enough times in a row (Acc was dead even with Prox's defense) to actually bring the bugger's health down.
So, uh. I kited him around a pond until he drowned.
the solution to that vault can be found from Psyringe post there :
http://forums.te4.org/viewtopic.php?f=38&t=38431&p=158744#p158737
I have no idea how the insane bastards who play this game on roguelike ever win, aside from beating your head against a wall until sheer luck hands you a winnable run.
Dwarf sword N board arcane blade, finally got all my shield offense, stone, GWF running. 3 orc ambushes surround me leaving the valley of the moon. Fine, I pick one. 2 necros, 2 cryos, two pyros. Teleport fails. targeted phase door fails. Rune of reflection, aegis-boosted crumbles in the turn I cast it. I should be up around 25% all resist with 30-50 of everything else presented there and it was still completely hopeless. Thankfully I can just tell eidolon to drop me off outside... but still, with Breeding Pits gone there's no way I could have avoided something like that.
Rant, rant, rant. I generalize my hatred.
I think next char is going to be Cursed. I played around a bit with a Cornac and he was doing great til getting utterly ruined by the bandit leader (should have picked up a totem of cure poisons I think). Next one will be stouter, probably dorf. I get the impression that they're kinda either/or between Cursed Aura for gear (10 pts) and Anti-Magic (15-ish points). Is this about right? Any success stories/horrible failures/personal preferences between either?
I have no idea how the insane bastards who play this game on roguelike ever win, aside from beating your head against a wall until sheer luck hands you a winnable run.i refuse to play on anything but roguelike..... needless to say, I've never won. Yet. One day.....
But really, cursed is really powerful and hella boring.
So it's dancing on the stairs... until I got hit too hard for me to handle. It also didn't help that when you are trying to deal with the tower, you are just about the level to trigger Dark Crypt... which cost me 1 life.
And yeah, stair dancing isn't something squishy wizard really wants to be doing. Might want to gem portal into a more open space and let the bombs do more talking than your face, heh.
Rob's right about both stair dancing and the Master.
What you can techically do is go down the stairs, kill a dude, go back up, rest, repeat. Until one of the billion status effects that prevent you from going up occurs and you die. But you can do it, if a situation is tough enough and there are no summoning/multiplying monsters.
Still, i continue to believe when it comes to the Master and his summons -> stair dancing is a bad, very bad idea.
Because if you stair dance to kill his summons one by one, due to him and so his cooldown being reset by your stair dancing, he'll just then summon more and you're back at square zero .
If the hit&run/teleport tactic of attrition against him still can't work for your character, it could simply mean that you're facing that boss too early, and going back to some unexplored optional dungeons is a good idea to get more levels and sometime get better skills that could reverse the situation in no time.
Sometime a bug is not the end of a game.
Try to go out of that level, wait until anything you're affected by disappear and refit the golem, then go back.
There are sure a lot of bugs in the current version, some of the on hit effects from some of the daggers artifact will produce a lot of errors, some bosses will do the same on their own effects.
Hopefully next version it will be fixed
Charred scar isn't really hard at all, per se. You can fail the count down just fine, it just effects some of the stuff during the remainder of the game. Stuff in the way isn't too big of a deal... usually the worst of it is maybe some fire wyrms. S'mostly just hatchlings with the occasional drake, though, iirc, and a smattering of other junk. Elementals, maybe the odd demon.
... that said, it does look like it's somewhat unlikely you'd manage to beat the timer as is. Controlled PD'll help a little, but you've got no movement speed boosters at all (why no essence of speed?), movement infusion or otherwise. You'd probably be fine if you cobbled together all the passive movespeed kit you can* (Dunno if you've been doing it, but I tend to keep stuff like that laying around the fortress storage, just in case) and spammed the CPD, but yeah. Movement infusion would make things more likely, at least.
*You've got boots of speed, which is good. Giving the shops a look to see if they've got nimble leather armor (or if you've got that early game water robe still laying around) and any ms boosting jewelry (Happen to have found and kept feathersteel amulet?) might be an option.
--
Not sure if I'd go with unbreakable will... are you actually having problems with mental effects? Could you go with draconic will instead? Not passive, but more versatile. Roughly the same with cauterize... do you need more defense or more offense? I tend to prioritize the latter, m'self, and you've already got a defensive prodigy. If you have access to meteoric crash, I'd probably recommend that. Eye of the tiger could also be good for an archmage, especially since your crit is already up there. Elemental surge would be fine, too... especially with that arcane focus, another 20% casting speed reduction would give you some hella' dakka, though meteoric crash would probably give even more.
And yeah, for a mage in the final battle you kinda' just pop shields and nuke everything into the ground, s'far as I can remember. Maybe bounce around with CPD and probability travel (if you bother to get it, anyway. Might not be an issue with quicken spells dropping the phase door cooldown.) if you need some room.
N... no, golem. No. What are you doing, golem? It... don't. Why?Spoiler: Why did you think that was a good idea, golembuddy? (click to show/hide)
... it's times like this I really wish I was more artistically inclined, because the image of a hulking automaton deciding to shove over a dozen shiny rocks into its left eye socket is definitely something I'd love to see on paper.
Very nice level of damage as your character is still pre-Master, you should have very few trouble with him this time.
Hey I installed TOME on windows 7 and I opted for no desktop shortcut. Now, I cant find it anywhere. It's not in program files and when I search for TOME i get some files in my USERS directory but nothing I can run.
I go to control panel to uninstall and there nothing there.
What gives? Anyone had this problem?
Did you won the ambush with your strong bombs ?
If yes, i think your character should have few problems with the orc patrols .
I suggest you don't remove your Wild infusion, as without it you can easily lose control of your skills and even escape solutions to some enemies (leading to death) , and only a wild infusion would cure such effectYou are probably right... I haven't replaced it yet, I'm digging around in my storage room looking for enough Dex to get Crafty Hands. Just 10 more points needed, I can probably get that with rings custom made.
No stun resistance means that you really need to keep your wild infusion
I think if your bombs were powerfull enough to deal with the ambush, they will be powerful enough to melt any orc patrol you'll see, just activate your shield before doing the bombing run just in case. You should not need an invisibility rune.
Anyways, you'll get a new slot at level 36 and after killing the backup guardian from the Sandworm tunnel and eating his wyrm bile
Be careful with the vines. that 50% penalty can and will completely destroy you versus strong casters/archers.
How much gold can you accumulate normally? Because I saw this...
And is this intended (as a special effect of the water maybe)? The cursor, shown off to one side and higher, is actually on myself.
Which makes lining up your beams extremely annoying.
The Far East is surprisingly... empty. Other than orc patrols, I didn't find many locations to explore. Already cleared underwater cave (or something), was told to fight Nagas but from my past encounter with them I'd rather not at this point.
The armory is way too tough; somewhere in level 2 I died instantly once there by getting pulled into lava and surrounded by a bazillion other enemies. Didn't even matter I got my shields up.
Another death at the hands of one orc pyro; I think I'm not too far off from defeating him though.
3 lives left; I went back and started grinding Far Portals.
http://te4.org/characters/110744/tome/317d1102-a7a9-4066-a960-18037735c86c
Spoiler (click to show/hide)
The Far East is surprisingly... empty. Other than orc patrols, I didn't find many locations to explore. Already cleared underwater cave (or something), was told to fight Nagas but from my past encounter with them I'd rather not at this point.
The armory is way too tough; somewhere in level 2 I died instantly once there by getting pulled into lava and surrounded by a bazillion other enemies. Didn't even matter I got my shields up.
Another death at the hands of one orc pyro; I think I'm not too far off from defeating him though.
3 lives left; I went back and started grinding Far Portals.
http://te4.org/characters/110744/tome/317d1102-a7a9-4066-a960-18037735c86c
There are two more zones you could do in the far east before attempting the armory. There's the spider caves (triggered by a conversation at the gates or morning) and the dark crypt. I would suggest doing both, although some folks recommend against doing the crypt on your first time east.
Also wasn'tan unused boss fight at the end of the original Tome4 campaign? There are files and stuff in-game IIRC. Or am I going crazy?Spoiler (click to show/hide)
... considering the very presence of such critters apparently causes stuff like Deep Bellow's Maw (and, perhaps, the Infinite Dungeon), I don't think it would actually matter if it went on a rampage of destruction or not. World would still be buggered.IIRC, the Infinite dungeon is a result of one of ye olden gods being chased by a sher'tul, and it basically just keeps making dungeon levels in an attempt to get away from him. I mean, in theory it would not be infinite, but it would constantly be getting deeper, and as they have a several thousand plus year head start, you are unlikely to ever catch up.
max_level = 1000000000,
Spoiler (click to show/hide)
Mm... that's assuming she's still alive. I'd half wager there's good odds she's either dead (By the sher'tul getting to her in the end -- last I paid attention the only two living gods were A-bruddah and ID-dood, which would preclude sista'-A among the living.) or corrupted somehow (by the Spellblaze, or something related to it.).
That is not dead which can eternal lieSpoiler (click to show/hide)
Just a note about the demons invasion, they are not really waiting for a portal. They are waiting for Eyal's protective shield to shut down under their assault.
"Eyal's universe is probably filled with planets full of graves of civilizations whose races took the economically sound decision to not put a planetary shield up, which are studied and remembered by those that did, like the Sher'tul."
'Course, that "seas doubled" bit could also be superstitious explanation for rising sea levels, with those actually having some other cause (Caps melting due to sher'tul's war on the gods, the spellblaze, the naga buggering about with something, who knows what else).It could also be her power grab. If she is restricting herself to the ocean, and the ocean doubles in size, then she now has a hell of a lot more area under her effective control.
<grumpy>
I wonder how mindslayers got ruined and nerfed :(
</grumpy>
Seriously though... Might have to fail horribly due to lack of attention again sometime or other.
By the way, you can check what you did with characters and some of your stats by clicking on the link located under the main menu of the game that link to your profile on the te4 website
Didn't noticed there was an internal browser.
Just tried, and it's much slower than if i go directly on the link in my browser.
So hey, the first tier vile life talent is completely freaking insane. It's deceptively plain -- you get heals on crits or kills. Maxes out at 50 hp per kill or crit. Any crit. Once per turn for either.
Which is to say. Enough crit -- say, 50% physcrit while dual wielding, or thereabouts, or basically whatever if you've got AoE attacks -- and you've got base 50 hp/turn regeneration, that occasionally doubles. And healmod boosts it. And, of course, it stacks with normal passive regen. And all the other healing you might have.
Level 27 mindslayer rocking effective8798/hp (7584 per crit or kill on top of1214 base) turn regen yesplease cue highlander theme. This is like playing a critzerker before bloodthirst got nerfed, only I'm even tankier ahahahahaha.
E: Welp, nevermind, two more levels and I've broke 100 hp/turn. Utterly ridiculous.
E2: I just noticed how conspicuously tailored to killing brittle clear oozes the lightbringer's rod is. Nice when you're tooling about the sludge nest. Mind you, shantiz theimbastormblade also completely wrecks the nest, though not BCOs in particular. Projectiles all around...
E3: Huzzah! Completely cleared the lowest level of the sludgenest. XP rate was kinda' crap, but so much loot ;_;
E4: Snrk. Haha. Turns out shantiz's ridiculous projectile killing thingy doesn't understand friendly fire.
And can one-shot escort critters. Heh.
E5: Portal was even in the same room. Only 13 squares away, though the level generated with us both surrounded by a dozen+ group of mixed vampires, wights, skeletons, etc. Two turns later, everything but two or three Ws and Vs, and me, are dead. Thanks imbablade.
E6: Annnnnd I finally hit +90 to dex. I have 100 dex. Said dex is base 10. +90 from other sources. No stat points invested. Vaguely insane. Also third stat to hit triple digits. Character is level 32. Stupid sexy mindslayers.
E7: Though yeah, not entirely sure people were really thinking through this gem thing. +4 all stat per tier. Another +11 from a cat-point resonant focus. Fifth tier gem, +31 to all stats. That is 186 points of goddamn stats. And then whatever augmentation adds -- my level 32 dude's getting 71 total, for a grand total of 257 bonus to stats. Before the rest of the equipment is added in. Not even counting the +15 con the lifebinding emerald I'm currently using is giving, here. Adding all that junk onto it comes up to 345. That is all of 15 away from being an equivalent stat investment to 60 into every single stat you have. And I haven't even hit the east yet! This is ridiculous! Around a third of my kit isn't even providing stat boosts!
Is there a way to set your golem's target to nothing?Tell it to target itself, iirc. Or you. One of those two.
How did you build your mindslayer? I'd like to give that build a shot :PWell, the character page is here (http://te4.org/characters/2939/tome/229b86ab-4614-495f-9646-adcfc3b07c87). Ignore the blood knight addon... other than a class, it doesn't add much, and the only reason I'm running it is because some kind of display change it does (giving a per turn count to bleeding damage) somehow infested the rest of my game, and now T4 refuses to run without the addon going ::)
I finally reached level 20 on insane roguelike. :) It helps that my necromancer drowned half the population for 3 free level-ups and a bunch of yellow/orange items.I thought you were always supposed to drown the rares that spawned in towns. :D
The game from the website is free, but occasionally prompts for donations. If you donate you unlock a tiny bit of extra content (Stone Warden class, item sharing between characters, a game mode with infinite lives, and the ability to change your character tile)
I believe the Steam version instead lets you pay a set amount for the game and get the same content as if you'd donated.
I'd guess somewhere around the point someone decided it was a good idea to have egos that could proc random gloom effects. Just about anything can stun just by smacking you, these days. Especially considering that effect can show up on jewelry and whatnot :V
I had another crack at the latest version after seeing that apparently Nightmare and Insanity scaling had been made 'better', but the approach to balance seems as lackadaisical as ever, sadly. Oh well.
Mm... fairly recently, I did run into a situation where there was an invisible jelly spitting at me in daikara. And by invisible, I mean non-existent -- blanketing the area in AoEs hit nothing, despite the jelly happily spitting at me the whole time. 'Tis bug, of some sort.I've had a similar thing happen where an apparently non-existent rare tempest mage in the Rhaloren camp pelted me with lightning in a small area of the map. I even layed down a blanket of sling bullets in the area and hit nothing.
Release highlights:
Various bugfixes and small improvements
Fix for the crash-after-save bug that affected some people
Expanded changelist:
Reduced Death Dance bleed damage
Fixed the donator achievements when playing higher difficulty mode
Reduced Displacement Shield mana cost
Fixed a bug that made mouse hard to move when targetting under the game log in some circumstances
Added an icon to webviews to copy the current URL to clipboard
Mummy wrappings are considered light armour now
Fixed Cuirass of the Dark Lord
Fixed Rak'Shor Cultist, again
Fixed Wintertide storm effect
Moving an item out of the transmogrification chest correctly checks encumberance
Click on your own character to pass a turn correctly reload ammo too
Crystal walls in the crystaline old forest are diggable
Fixed crystaline forest "eating" vault walls in the old forest
Fixed Shattering Charge range limit
Fixed Buckler Mastery
Ring of the War Master now also improved 2h assault talents
Fixed the bug that turned the level into half-ascii mode after coming out of the Eidolon/Fearscape/Dreamscape after a save&reload
Fixed Alchemist Golem gaining too much talents in the Infinite Dungeon
Renamed Lightbringer's Rod to Wand to keep naming consistent
Improved reshaped weapons/armours display
Rare items/randarts with negative life will not always spawn with the max value
Nerfed Mucus damage a little
Uncapped Recovery and altered scaling
Fixed Infinite Dungeon having most creatures poison immune
Fixed corrupting the heart of the sandworm queen on the altar on the same turn as being fearscaped
Gaining a high difficulty achievement also grants lower achievements
Fixed devour life damage type
Fixed crash after saving that happened to some people
Fix Bash and Smash
Fixed Fearless Cleave
Mm... fairly recently, I did run into a situation where there was an invisible jelly spitting at me in daikara. And by invisible, I mean non-existent -- blanketing the area in AoEs hit nothing, despite the jelly happily spitting at me the whole time. 'Tis bug, of some sort.
Either I'm getting a lot better at this, or I hit upon an incredibly OP build.
Halfling Antimagic Summoner with Psiblades.
I blew through Dreadfall in one run, wasn't even hurt bad going up against The Master.
Survived the orc ambush without too much difficulty.
Just blew through Reknor in one easy run.
My ritch flamespitter hits for about 300 fire damage every turn, stays around for like 10 turns, and costs only 2 equilibrium to cast. I can just set up a gauntlet of flamespitter and hydra and wait for a critter to die as it rushes me. If it gets in too close too quickly, I have a ring of pilfering to let me jump away. If it gets in close and it's hurt bad, I just finish it off with a pair of psiblades to the face for about 250 damage.
Thanks to Earth Beads, antimagic and Nature's Blessing, poison actually heals me.
EDIT: Nope. Vor Armory wrecked my shit. If only I could have found those Spellhunt Gauntlets....
Either I'm getting a lot better at this, or I hit upon an incredibly OP build.Summoner is quite strong in the lower difficulties. Just spam your summons and you are fine, paticularly the fire drake. Though halfling really doesn't offer too much synergy. Yeek and Thalore add better base stats and both have strong racials. Though Yeek's is a bit wasted since they can't really take advantage of the extra speed.
Halfling Antimagic Summoner with Psiblades.
I blew through Dreadfall in one run, wasn't even hurt bad going up against The Master.
Survived the orc ambush without too much difficulty.
Just blew through Reknor in one easy run.
My ritch flamespitter hits for about 300 fire damage every turn, stays around for like 10 turns, and costs only 2 equilibrium to cast. I can just set up a gauntlet of flamespitter and hydra and wait for a critter to die as it rushes me. If it gets in too close too quickly, I have a ring of pilfering to let me jump away. If it gets in close and it's hurt bad, I just finish it off with a pair of psiblades to the face for about 250 damage.
Thanks to Earth Beads, antimagic and Nature's Blessing, poison actually heals me.
EDIT: Nope. Vor Armory wrecked my shit. If only I could have found those Spellhunt Gauntlets....
Appears to be level 43. (http://te4.org/characters/30875/tome/ec62aa07-7177-4d57-937c-bf4261f63502) At least on the vault -- I could almost swear someone managed lower, maybe even sub 40. I can definitely testify that the last bosses drop just ludicrous amounts of XP, though. Makes ending with a low level difficult even if you walk into last peak pretty far down there, heh.I know that most of my winners aren't in the vault for some reason. I suspect the same is true for a lot of others. But yeah, I went from 41(43?) on one character to 50 after killing both of the bosses. Even if you went in at like level 5 you would probably end up at level 30.
Spoiler: tiny spoiler (click to show/hide)
So, dwarves make pretty good min/maxy doombringers. You get access to reknor, deep bellow and the new starter, and all the normals. Loot shower ahoy!
Usually I die to things like Wrathroot or Daikara's snow giants, but I also have issues with the shadowblades in the Unknown Tunnels and the Assassin Lord. I've realized what to do there, adjust my items for Old Forest or Daikara, but other than that, nothing in particular.
And I never realized that I should try to do all of the T1 zones, I thought experience from the enemies there fell off.
Usually I die to things like Wrathroot or Daikara's snow giants, but I also have issues with the shadowblades in the Unknown Tunnels and the Assassin Lord. I've realized what to do there, adjust my items for Old Forest or Daikara, but other than that, nothing in particular.Experience from the enemies does fall off there, but killing all the T1 bosses should net you an extra level or two as well as a few T1-T2 artifacts. And as the others have pointed out, even that extra level+the artifacts makes a significant difference, especially if they are artifacts you need.
And I never realized that I should try to do all of the T1 zones, I thought experience from the enemies there fell off.
How to get that badassery thing, if at all?It's random/DG induced, like bunnification or the bearscape. It doesn't actually do anything mechanical, s'far as I can remember, just causes some cosmetic things. Stuff talking when they die, mostly.
Tried this game again yesterday. Still can't get the resolution to be playable (broke when it went to steam for me) :(
Tried this game again yesterday. Still can't get the resolution to be playable (broke when it went to steam for me) :(
Now for something different, while i was exploring the spider cave in the east, i noticed the floor of each level was having lots of wormholesSpoiler (click to show/hide)
One one of the patrols/ambushes, i found an artifact i never saw before so i guess it's a recently added one , seems to be a nice piece of armor, unfortunately useless for a brawlerSpoiler (click to show/hide)
With the Doombringer out of the question, which is the current Most Ridiculous Melee Class in the version of our Lord 1.2.4? Actual hack-n-slash games are running at about 20 fps on my laptop but I wanna click things to death a bit.Check in the past 3 or so pages my reports about my Halfling Brawler, from what i understood from my run with that character in 1.2.4 Brawlers are the most powerful melee terminators that are able to inflict total destruction on everything from lowly monster to endgame bosses.
You're talking about the dlc or the main game ?
my recent win i was lucky to have not encountered any bug, out of the bad sprite for the distorsion effect (as i play with shaders disabled for more performance), a bug that's still there since many releases.
for the dlc i don't know, i don't have it.
I didn't used any of the grappling skills, no idea if they're worth the investment or if they're weak and useless
Minor heads up: Black Ring on a Doombringer is close to the worst idea ever. Poor Last Hope. I was trying to kill a pumpkin ghost, not half your civilian population. Also ow. Darkfire to the face is painful.
Actually, wearing the black ring at all seems to be a terrible, terrible idea. Darkfire's a pretty crappy spell to begin with, what with the sizable AoE and self-damage, and about the only way to make it worse is to tack "uncontrolled" onto it. Which is what the ring does.
I didn't go antimagic so i could benefit from a shield rune to add to my character resilience, along with a teleport just in case (i don't think i actually used it for the whole game).
I didn't used any of the grappling skills, no idea if they're worth the investment or if they're weak and useless
window.size = '800x600 Windowed'
Spoiler: Sometimes the game just wants you to die (click to show/hide)
Naturally, I was at full health beforehand. Not that it mattered :P
Galewe the large brown snake hits Gurginis for (14 absorbed), 0 physical, (10 absorbed), 0 arcane, (4 absorbed), 0 acid (0 total damage).
Neredhena the large white snake uses Thorn Grab.
Your shield crumbles under the damage!
The shield around Gurginis crumbles.
Galewe the large brown snake hits Gurginis for (10 absorbed), 0 physical, (10 absorbed), 0 arcane, (3 absorbed), 1 acid (1 total damage).
Neredhena the large white snake uses Thorn Grab.
Gurginis is no longer out of phase.
Neredhena the large white snake uses Thorn Grab.
Galewe the large brown snake throws two quick punches.
Galewe the large brown snake hits Gurginis for 10 physical, 10 arcane, 4 acid, 10 physical, 0 arcane, 4 acid (38 total damage).
Gurginis deactivates Necrotic Aura.
Gurginis deactivates Blurred Mortality.
...dead.
Lisildara the bee swarm hits Terriblos for 71 mind damage.
My main two issues : not as OP as I'd like to feel; not as fun as Arcane Blade - Darkmere bow your head in shame right this very instant.
And I'm never taking Flexible Combat again. Everyone always raves about it, always saying 'Oh no, with THIS class, it's totally OP, honest. It's crazy'. Then I take it and it's crap. I need to hack in some kind of option I can enable on chargen that'll keep that prodigy permanently locked for me, just to resist the temptation of listening to the ubiquitous recommendations.
Could have taken Meteoric Crash, but sadly it's only triggered by spells or mind attacks.Minor point: Wyrmic's basically everything is a mind attack. Everything dragon related, at the least... if the tooltip says "is mind power" and it does damage, it qualifies. The biggest issue with meteoric crash (beyond qualifying for it) on a wyrmic is you're going to spend a lot of time turning the ground underneath you to lava. It'll very happily trigger off of things like ice claw, heh.
Yeah, all wilder skills count as mental powers.Could have taken Meteoric Crash, but sadly it's only triggered by spells or mind attacks.Minor point: Wyrmic's basically everything is a mind attack. Everything dragon related, at the least... if the tooltip says "is mind power" and it does damage, it qualifies. The biggest issue with meteoric crash (beyond qualifying for it) on a wyrmic is you're going to spend a lot of time turning the ground underneath you to lava. It'll very happily trigger off of things like ice claw, heh.
I'm not sure where you see elitism in ToME4 , it's one of the most beginner accessible RL while keeping the difficulty high enough to keep the seasonned RL-er hooked
Its a roguelike. Elitism is 50% of the reason you play them.Where did this comment even come from? Why just... drop it in the middle of a completely unrelated conversation?
Otherwise why else would they include noob traps?
I did fine with both the Old Forest and the Maze. It was one area in Kor'pul I had trouble with.
Can do the same thing with an archmage. Obviously archmage is a lot squisher than a necromancer, but I think it is an easier unlock. (I forget if you only have to find lore or if you also have to kill Celia to unlock necromancer.)
Can do the same thing with an archmage. Obviously archmage is a lot squisher than a necromancer, but I think it is an easier unlock. (I forget if you only have to find lore or if you also have to kill Celia to unlock necromancer.)
Or you can use the rod of recall and skip the two completely until you gained a few extra levels.
Hey guys I need some help in having fun in Tome. I want to make a sort of Ultimate Mage-y Melee Adventurer.Yeah, you'll be wanting to go AB.* Iirc, you don't need corrupted strength to dual-wield staves, if you're going for that (you might still want it, for the extra melee procs)... though it's been so long since I've actually seen two decent short staves at the same time on a character I could definitely be misremembering. You're also definitely going to want to splash one of the mindslayer trees to open up triple-wielding -- I usually go for psi-fighting (and possibly the TW strength of purpose/quantum feed one, to further make everything scale off more things) to get that extra scale on willpower/cunning, but any of them will do. Every single adventurer build in existence wants to do that, actually. It also massively simplifies meeting stat requirements, since the beyond the flesh stat boost from gems is vaguely ridiculous.
Iirc, you don't need corrupted strength to dual-wield staves, if you're going for that (you might still want it, for the extra melee procs)...
Yeah, you'll be wanting to go AB
Oh yeah and I want status resistance from abilities - at least Blindness because screw being Blinded.
getPurgeChance = function(self, t) return self:combatTalentLimit(t, 100, 5, 25) end, -- Limit < 100%
I, uh. Don't actually remember how to parse the lua's number scaling whatsit. I'm guessing the chance is definitely pretty low if you've just got a point in retch, though...not that this class really needs the help to totally dominate everything, but what do you guys think would be the better defensive prodigy for a summoner - draconic will, tricky defenses, or spell feedback?Spell Feedback can be good to disturb spellcasters chances of casting
not that this class really needs the help to totally dominate everything, but what do you guys think would be the better defensive prodigy for a summoner - draconic will, tricky defenses, or spell feedback?Almost certainly draconic will. Doubly so if you're shalore -- timeless + DW is one of the ultimate defensive tricks in the game (only topped by adding unstoppable to the mix, which turns into what amounts to 10-15 turns of absolute invincibility, not that summoners have access to it). Feedback would be secondary, but ideally a summoner won't even be getting hit, so... same deal with tricky defenses, really.
Draconic Body as a get more life if you're hit hard automatically is very good tooi considered draconic body too, but with the natural power of summoner & the absurd power of antimagic + fungus on top of that i don't think i have been been down to 30% health since before dreadfell... plus on top of my regen infusion cheese i'm drowning in other lifesaving heals i can use in a pinch, i think i have 5 of them at this point
Almost certainly draconic will. Doubly so if you're shalore -- timeless + DW is one of the ultimate defensive tricks in the gameim dwarf, but i yeah i decided on draconic will
I thought it was any detrimental effect, but that would have been too good. My ghoul is immune to most physical effects and confusion. I mainly have to worry about damage.
*checks* Retch has a 27% chance to purge a physical effect.
Checking the character vault, I just noticed that nobody has won a ghoul on insane or madness yet.
I thought it was any detrimental effect, but that would have been too good. My ghoul is immune to most physical effects and confusion. I mainly have to worry about damage.
*checks* Retch has a 27% chance to purge a physical effect.
Checking the character vault, I just noticed that nobody has won a ghoul on insane or madness yet.
Undead starting zone is no joke and that global speed penalty is even worse on higher difficulty.
I was thinking of trying to make a sort of Super-Berzerker, kind of like Cursed Squared, but going through the East always drains my will to Tome for quite a while. God damn is the East boring. At least I had the stupid eye-cap so I could at least see the boring stuff, rather than a black screen. Status effect resistances are shooting rapidly to my "Prioritize on Items" list since a blurry shaky screen might work for Crank:High Voltage but it just makes my head hurt when I'm playing.
Welp, got my first ToME win. Despite 2 deaths I kinda wish I had played on Nightmare instead. Summoners are too strong for normal.For the last point, there are fairly simple ways to unlock everything all at once. It gets quoted every once in a while in the thread, and I forget the exact method, but I saw it a few pages back.
Some thoughts on the game:
+Lots of classes and races to try out. This is the best aspect of the game IMO - trying out new classes and race combinations
+At first I hated the idea of a cooldown system in a roguelike. If I wanted cooldowns I would play shitty WoW am I rite? But after playing the game I've grown to like it. On top of managing your normal ability resource (stamina, mana, equilibrium, whatever) you also have to plan around the fact that your abilities take time to become available again. Sometimes you will get support abilities that can reset or reduce the cooldowns of other abilities. Having to manage cooldowns adds much appreciated depth to the gameplay.
+By the midgame you have a good variety of abilities from your talents & items, plenty of options to choose from in combat
+No Nethack-style gotcha deaths, always a plus
+Passable graphics & music for a RL
-Danger level of most enemies is fairly low. Compare to Crawl where enemies are generally less numerous but more dangerous. Too much of the combat in ToME feels like trash combat, even for classes that aren't summoner-level strong... Upping the difficulty level could alleviate this issue but doing so would probably exacerbate the next problem
-Randomly generated uniques. Most of my deaths in ToME come from these. Unlike actual Boss enemies, these assholes more often than not are just buffed trash enemies. Sometimes however the RNG decides to dump some absurdly strong unique on your head and you are dead before you even know what happened. Yeah I know, inspect everything you see. Except as the game goes on and enemies are loaded down with more and more talents it can be difficult to tell how dangerous an enemy really is just from glancing at the stat pages. Random uniques are ToME's 'gotcha' deaths.
-The game is too long IMO. The early game is lame. Even if you skip optional zones (which would leave the player underpowered and could make the endgame too difficult for weaker char types) there are still a lot of dungeon floors to clear in ToME... Despite my desire to try more classes and races I won't be replaying ToME anytime soon due to this. The Crawl style of a relatively short core game and a whole optional 'extended' game on top of that for players seeking extra glory is more to my liking. And due to this & the problem of uber-uniques, I will never, ever, ever be playing ToME on roguelike mode :P
-Extension of previous problem - for a game this long the enemy variety is too low. Enemies you first meet very early in the game will continue to reappear until the very end. I was disappointed to see nothing new even in the end dungeon. More orcs & demons that I've been fighting for half the game, more undead that I have been seeing since level 5, more snakes, more drakes, more bone golems, yay... FFS, give me some ancient liches, some orbs of fire, some killer klowns!
-Wands, scrolls, potions... Although you will have a large number of abilities available to you by the midgame in ToME and I like that darkgod tried to do something new by removing consumables entirely, I find I miss the added variety and resource management aspect that consumables add to Crawl and most other RLs :(
-/+Unlock system, on the one hand it gives players goals to work towards, but on the other hand having unlockable shit in a roguelike seems like borderline blasphemy to me
It's not a bad roguelike. In fact I think ToME is a great choice for any poor soul that is looking to play his or her first roguelike. I will be giving it another spin someday. For me though, Crawl is still the king.
Also if I hadn't seen someone outside the game mention it, I would have had no idea that you canIs there no message or hint in game that informs you of this? Or did I just miss it?Spoiler (click to show/hide)
if i remember well, level 50 gives you some bonus points to distribute when you reach that level , not just the +1 of regular leveling.
Honestly. My biggest issue with the game is the stats and the stat screen. Talents are fairly easy to figure out, but, how much spell power you need vs enemies saves, and at what point is a save good enough. These things feel like they are hidden away, and it would be nice if it was a little more transparent. But maybe I just have no idea where to look.
Long postMy way of dissolving those problems: treat ToME not as a roguelike but as a turn-based ARPG(i.e.: the inbred monstruosity resulting of an affair between father and child). Under that framework it still has some flaws, but most of them are genetic defects rather than outright bad design :P
Should brawlers use shields or nah?
It does, yes. I guess conceptually they could, but it would disable their basically everything.That does make me wonder how hideously broken a brawler/stone warden would be. Obviously there would need to be some slightly complicated modding involved to allow shieldpunching.
... probably not very broken, I don't think. It'd be more defense and probably triple-hitting, but it's not like you can't already do that in-game via adventurer stuff. Usual synergy with AB things, I guess...I mean, how well do shield damage stats scale relative to fists? And would glove procs happen on shield bashes, etc. Thinking about it, unless you specifically coded it otherwise, the biggest boost would probably just be from having more slots for egos. But there's always the appeal of magical martial-arts shield dwarves. (...?)
I don't think it'd be very hard to code, though -- just turn off whatever part of the brawler code disables unarmed talents on wearing shields and you'd be good to go, I think. Or go in the other direction and crib the stoneshield code. Very slightly complicated, I suppose...
If you know how to code, anyway. Supposedly T4's LUA is pretty easy to work with (and it's definitely relatively easy to read, as code goes), but it gives me a headache trying so :V
Had a few cracks at Insanity, but I don't think it's for me. Silly things like drowning town mobs and such, or visiting Dreadfell at level 1 to set its level lower, they just don't sit well with me. And without things like that it doesn't seem to be very viable. Heck, my attempts at a Skeleton Rogue start never got out of Blighted Ruins (3).
I rarely use block. I mainly use shields for attacking. The closest I get to blocking is using shield slam.
I rarely use block. I mainly use shields for attacking. The closest I get to blocking is using shield slam.Yeah... I didn't use block much, either, until I actually nabbed that eternal guard prodigy. Not sure how effective it is on insane or whatnot, but I'm fairly sure at nightmare or below that plus a good shield makes you pretty close to functionally invincible -- shaving 2-300 damage off of everything, after resists, damage shields, etc., is... it's a thing. And then there's the counterstrikes, especially if you've got access to the talent that lets you counter off incomplete blocks. Functional invincibility and double damage vs. everything is, well. Is.
Currently, my level 50 sun paladin deals 1400 bump damage, which is better than my old mindslayer. Flexible Combat is better than I expected.
For those interested, i noticed there's a public beta test you can play for ToME4 1.3 here :I was doing some alpha testing, so I know a little. There's a lot of miscellaneous bug and quality of life fixes people have asked for (e.g. asking before skipping over-leveled areas, seeing the effective bonus once scaling starts happening). Some of the underperforming classes have been rebalanced (wyrmics, temporal wardens and paradox mages), with smaller changes happening elsewhere. Temporal Warden has gotten a lot better and a lot more fun to play. I've heard people say similar things about Paradox mage. New thing that people may not want spoiled, with increasingly spoiler-y information behind successive spoiler tags:
http://te4.org/blogs/darkgod/2015/02/beta-test-13-has-begun
Not playing with, so i can't say what's new/changed as i don't see a changelog on the website and board at the time.
Bought this game recently on steam (as part of a bundle) but now i have some problems logging on with hte steam version.Have you linked your steam account to your te4 account?
No real idea why. I could log through the website but ingame? Nope no sirrie!
And yeah, I think I'll avoid anti-magic for some time until I figure out what that'd mean more or less. I figure losing arcane powered equipment is very limiting, and I don't know what you get in return, and whether that hinges on having a certain stat spread.
For those interested, i noticed there's a public beta test you can play for ToME4 1.3 here :
http://te4.org/blogs/darkgod/2015/02/beta-test-13-has-begun
Not playing with, so i can't say what's new/changed as i don't see a changelog on the website and board at the time.
Total Chronomancy rework. Temporal Warden and Paradox mage changed very much (Too much to list, ask about specifics if curious)
Wyrmic change. This is the Wyrmic Tweaks MkII addon by SageAcrin if you want to look up what exactly was done.
New race. Ogres! The start to this unlock can be found on the third floor of the Halfling Ruins (30% chance, 100% if Shalore). Lore for this was written by Hogulus, the same person who did the demon lore in the Ashes DLC.
Redone icons for many things! Very nice looking icon changes.
Many, many quality of life changes. Seriously, too many to even list or recall. There's now a choice to skip to the last floor of a t1 or not when you're high enough level (rather than being forced), You can now see the actual effective stat change with diminishing returns taken into account.
Many bug fixes. Minor, but I'm most happy about getting noxius caldera's lost wife dream finally fixed.
So much more. I'm looking forward to the changelog actually getting put together, because I can't even recall most of the changes to list if I wanted to.
That was interesting. I didn't know you could run into sashy twice in one run. I now have two crowns of burning pain >_>I thought it was a bug when i ran into her 3 times in a row on the same level and started a collection of crowns a few ToME4 versions ago, but i was told that it wasn't a bug but some intended side effect of splitting the timeline with some overuse of Precognition.
What I'm saying is the call is pretty nice once you've got some particularly sexy proc effects. After this character's done m'probably going to kick open adventurer and see if they can trigger arcane combat :VI'm reasonably sure the clones are literally you, but with sustains turned off (?) and limited choice of active skills. So all passives should work for adventurer shenanigans.
Is there any "New game+" and/or farming bosses in this game? I know I bought it and played it a bit wayyy back but I don't think I got far.
I'm reasonably sure the clones are literally you, but with sustains turned off (?) and limited choice of active skills. So all passives should work for adventurer shenanigans.Sustain's aren't off, actually, or at least instant ones can turn back on. My chaotic warden's clones constantly kick beyond the flesh on and off.
THe worst one was a quest to investigate a Crypta near some village. Entered, met Vampire Lady, she literally ports me to the Hell plane where I promptly burn to death. I'm not really seeing how that is fair, but then again, being fair probably isnt what this game is about.The graveyard that is near the city of Last Hope ? if it's that, do NOT go there with a low level character , you're only going to be destroyed !
Does anybody have some suggestions for beginner-friendly characters? I find it really hard to tell what to skill on most of them, and the magic ones in particular get overwhelming really fast.
So, how's modding? Anyone tried making a custom adventure? That's the part that interests me most about ToME, but I'm too lazy to start. I did manage to follow a sorta tutorial...
QuoteSo, how's modding? Anyone tried making a custom adventure? That's the part that interests me most about ToME, but I'm too lazy to start. I did manage to follow a sorta tutorial...
Depends if you're asking about things that modify the ToME campaign or want to go wholly original with the content/storyline.
If the latter, look no further: Veins of the Earth thread (http://www.bay12forums.com/smf/index.php?topic=137955.0)
EDIT: Seconding the crib code comment. That's how I started.
Just bought this a few days ago. I'm having quite a bit of fun as an Archmage who relies on spamming Flames + Manathrust + Lightning to kill all the things. Plus I found a reflection shielding rune thing in the Temporal Rift which, with my Aegis skills on, gives me ~600 points of damage absorption. Considering this is my second character, I'd say this is a success. Only died once, to the zero G area of the Temporal Rift[I drank some artifact potion which gave me an extra life].
Hah, I killed the Master for the first time. Oddly, he didn't seem to do much after his initial freeze other then throw paltry hexes and a couple minor damage spells that splatted against my time shield. He didn't do the "SUMMON ALL THE UNDEAD" thing that killed my Archmage this time, which was neat. I just unloaded all my damage spells into him over and over again until he died, since he didn't do anything to warrant more complex tactics. Literally the only danger was Paradox anomalies. And then I promptly got wrecked by this one orc boss who ambushed me when I exited Dreadfell and took my PLOTSTICK.
Mm... yeah, you generally save the prides for after you've gone back west and cleared that stuff out, as well as whatever side dungeons you can manage in the east. Lead up to the end, basically. The opening rooms to pretty much all the prides can be pretty damn brutal. Also the necromancer/elementalist pair is probably best saved for after the (generally much less painful) wyrmic one, with the fighter one last. Tinker with the order, basically, to make things a bit more manageable. It'll still be pretty rough -- these are basically the next-to-last zones in the game -- but you can do a lot to make things easier.
You... might be able to teleport out, or at least movement-infusion through the door to give yourself some better room to play with? I've always just kinda' killed them all (barring an occasional splat to the fighter pride one, which is the worst of the lot by a fair margin), so I've never actually tried to just dip out of that initial entryway.
Also, if you have trouble with bone shield specifically, try to get some extra damage types. For weapons that's easy enough, but for spells you pretty much need the few artifacts that add damage conversion. Every tick of every type of damage counts as a different attack as far taking out layers of bone shield.
Yeah, the tentacles are pretty great. Only downside is they (currently, anyway -- it may be fixed in the future) don't give XP for anything they kill. Quite useful, though, and you'll probably find even better ones later in the game.
E: Also, I may be misremembering, or it may have been fixed, but try aiming the tentacle outside the displayed range. Iirc, at one point, it would drop the thing wherever you put the cursor, rather than just where you were supposed to be able to put the cursor.
Yeah, I've been digging the Anorithil. I'm not high enough level to spew Corona's at everything that lives yet, but I like them thus far, despite their miniature range for a blaster. I was honestly debating the usefulness of the Circles tree until you made me realize they're almost all instant to cast. That could be interesting. Not nearly as fun as Paradox Magi are, but I'm almost convinced nothing is.The other thing, IIRC, is that all but one of them
Yeah, I've been digging the Anorithil. I'm not high enough level to spew Corona's at everything that lives yet, but I like them thus far, despite their miniature range for a blaster. I was honestly debating the usefulness of the Circles tree until you made me realize they're almost all instant to cast.Not almost all, heh. They're all instant.
I think TWs have a memory leak associated with not properly disposing of your temporal duplicates. So the usual problems with late game ToME lag get much worse.Wow... well that bug is pretty meta if you think about it.
I remember having seen already some people mentionning big lag building up with the time classes, i guess breaking the continuum multiple times have a cost with the game code too :)
It's been since April i didn't checked what was going on with ToME4 , and a quick look on the website shows that the last news is from April.
Looks like there's still no news for what's the next move, the orc campaign or other things.
I think TWs have a memory leak associated with not properly disposing of your temporal duplicates. So the usual problems with late game ToME lag get much worse.
So my last questions is, is there any good class add-on (I can't get the stupid expansion since it turns out I have no way to pay online - I live in Eastern Europe and frankly I've almost never had to... and whenever I did, I just used my roommate's card, but he gone for the next week or so)
Anyone know how I can add another stupid row to my quickbar? I feel like this character could've been even more fun if I didn't have to stick skillpoints in stupid skills just so I could have a visual indicator of "hey idiot, you have this spell you could use".
Thinking of running a Storm archmage, see how the damage is with that. Or is there another caster (barring stupid nerd vim users) that would get higher AOE damage numbers?
Anyone know how I can add another stupid row to my quickbar? I feel like this character could've been even more fun if I didn't have to stick skillpoints in stupid skills just so I could have a visual indicator of "hey idiot, you have this spell you could use".
If i understand well, click on that button to "unlock" the interface :Spoiler (click to show/hide)
Left click and hold on that button and move the whole quickbar up :Spoiler (click to show/hide)
Then right click and hold on the same button and scale the quickbar down :Spoiler (click to show/hide)
Then click again on the lock button to re-lock the interface (and avoid accidentally moving stuff)
I wish i had a much bigger monitor to fit everything with some classes., as increasing that bar hide unfortunately a part of my view on the map.
These campaigns are highly speculatory. They all have been confirmed by DarkGod as planned at some point, but no one knows when or if they will be released. Only the orc campaign has seen comments by DarkGod that he's working on it, and has seen considerable discussion on the TE4 forums.For all I know there's a lot of in-game/IRC chat that I just haven't seen, but Darkgod pretty much works on Valvetime so I doubt there will be any firm dates until things are close to release. Does anyone know if they did beta-testing for the last DLC?
Rogue: going mindblades instead of daggers on Insane+ (skipping on Dex increases and increasing Will instead). Has anyone tried this? If only there were less Dex requiring talents, this build will be much more viable. May be going full Antimagic and relying deeply on stealth and traps?
I wonder if they'll pull in you character from winning saves as a (bonus?) boss? That could either be really interesting and challenging, or hilariously underwhelming.
Do believe arena mode is supposed to do something along those lines. Can't recall if I ever actually noticed it working, though :V
Completely missed it, but there was a new version released on the 29 november :
http://te4.org/blogs/darkgod/2015/11/news/tales-majeyal-132-aka-stunt-saver-released
Followed the day after by a hotfix version :
http://te4.org/blogs/darkgod/2015/11/tome/tales-majeyal-133-aka-stunts-whip-doom-released
And announcement about the new expansion coming "Embers of rage" about steampunk Orcs :
http://te4.org/blogs/darkgod/2015/12/news/announcing-embers-rage
I have nothing for the orcs but ire and bile.
Flaming chainsaw rollerblades, man. I mean, they already are with overheat going, but... moreso.
Though the description makes it sound more like they're some kind of whirring self-propelled ski pole. Which is also pretty amusing, I guess.
E: Though now I have the most amazing image in my head of an orc attaching itself with chains to a pair ofchainsawssawblades, and basically turning into a steampunk pod racer.
Beat it as a sawbutcher on Insane Roguelike (sustains are pretty broken once you get a decent steam generator), surprisingly enough I felt like if there were more options in dialogues, conflict resolutions and whatnot, it would be so much better.
Beat it as a sawbutcher on Insane Roguelike (sustains are pretty broken once you get a decent steam generator), surprisingly enough I felt like if there were more options in dialogues, conflict resolutions and whatnot, it would be so much better.
Can I get a spoilered explanation? I'm curious if my wild guesses about their writing prove true.
... y'know, I actually didn't go into the pocket. Your mention reminded me I forgot to see what was inside :-\
Do you guys have any tips for surviving early game with a rogue? I'm trying so hard to unlock Marauder but I never survived past early East. Playing on normal roguelike and it's saddening when I get one-shotted on such a low difficulty. Guess I'll try to stack +HP items harder next time.I'm not all that great at the game, but I would recommend against Roguelike; one-shots are just too common for it to be fun, at least for me.
(and if you're running embers and can spare the cat point and some generics, you can offset pretty much all the normal undead issues).What do you mean by that? Do Embers add something for the undead? (didn't get the DLC yet).
Do you guys have any tips for surviving early game with a rogue? I'm trying so hard to unlock Marauder but I never survived past early East. Playing on normal roguelike and it's saddening when I get one-shotted on such a low difficulty. Guess I'll try to stack +HP items harder next time.
one handed staff + good dagger in offhand+ mag\cun + stealth + illumination + light tree from the escort is a very viable shadowblade build.Do Shadowblades have any procs outside the darkness dmg on hit? How are staffs good for them?
It is so viable that it was one of reasons of shadowstrike nerf some versions back
Good artefact 130% mag Twohanded staff + staff mastery tree isn't bad way to do it either.
early access to possessorsMaybe I got the wrong idea, but I got the impression they were going to be donator-only indefinitely?
You can link your te4.org account and your steam account, everything should transfer over. I did it, but it's been a while.Heh, never actually got around to making a te4.org account, despite playing for years...
You can link your te4.org account and your steam account, everything should transfer over. I did it, but it's been a while.Heh, never actually got around to making a te4.org account, despite playing for years...
Starting from scratch it is, then. :P
But then it came - blazingly fast, it killed my grizzly bear form that I normally used to tank things, and it blinded me almost continuously. Finally, all my heals on cooldown, I succumbed to the horror... of Sileta, the large brown snake.
Named Hornet or Midge swarms, which have DOUBLE your global speed, are even more terrifying.How does that even happen?
It helps to add the taunt mechanism and take randbosses a bit unseriously. "You're a tiny, tiny potato"
I usually hit it around level seventeen or so.I was only level 15 at the time, so that much less powerful (although I think I may have gotten unlucky - reading some comments, it seems like the main boss usually isn't that big a deal, and I really should've died to the hordes of high-level undead at my back). I think my undoing was focusing on the minor undead that spawned around me instead of the boss, who was hitting me with rather nasty spells.
Huh. Guess that strategy no longer works, then.
- All zones now update their base level each time the player enters
It helps to add the taunt mechanism and take randbosses a bit unseriously. "You're a tiny, tiny potato"
What? Did the guys who made SanctuaryRPG start working on TE4?
Eh... there isn't, really. Just about everything in the game like that has pretty clear warnings (zone entry feelings, vault warnings, popups, etc.), though it's entirely willing to let you go ahead and bumrush a gaggle of ancient wyrms if you're going to insist on it.While I'll go ahead and agree with you in general (now that I've played a number of additional characters) - I think that quests, at least, don't give enough warnings. Before, I was complaining about the graveyard quest. I'll now throw in the anti-magic town's arena quest - I lost a very promising character when that quest happily matched me up against +5 level ... then +10... then+15 level enemies. The quest giver, unless I totally skimmed over it, never mentions the fact that a character "only" in their teens is almost certainly dead meat.
Eh... there isn't, really. Just about everything in the game like that has pretty clear warnings (zone entry feelings, vault warnings, popups, etc.), though it's entirely willing to let you go ahead and bumrush a gaggle of ancient wyrms if you're going to insist on it.While I'll go ahead and agree with you in general (now that I've played a number of additional characters) - I think that quests, at least, don't give enough warnings. Before, I was complaining about the graveyard quest. I'll now throw in the anti-magic town's arena quest - I lost a very promising character when that quest happily matched me up against +5 level ... then +10... then+15 level enemies. The quest giver, unless I totally skimmed over it, never mentions the fact that a character "only" in their teens is almost certainly dead meat.
Couple things. Is it just me or is the server connection rather flaky? Some days I can't connect to my profile no matter what I do, and even when I do it seems to drop out and reconnect at random. I don't have a single character without the "may have been played while not online" stamp on them as a result.
Finally... I was having a lot of fun trying out a Doombringer for the first time, but then discovered that the graphical effect for the Flame of Urh'rok sustain is totally buggered... :/ Apparently it's a known issue that's being worked on (http://forums.te4.org/viewtopic.php?f=42&t=47429&sid=d065780f031a9b1dbf35aa97ed5bf390), but it was disappointing enough that I ended up shelving the character pending it getting fixed. Biggest thing annoying me is that I don't even know how it's supposed to look... Does anyone have a screenshot or description, at least? I want to know what I'm missing out on, here. :P
Don't let 'waiting for it to get fixed' keep you from your character too long, if you were otherwise enjoying the playthrough. Half a decade on and I'm still waiting for that 'Can't cancel buffs in the old UI mode' bug to get fixed :(
I know the ooze tree, I think, has an regen on heal passive that is useful but not very strong compared to a good infusion.I could half swear there's actually an addon that fixes that. Don't actually know, since despite having used only the old UI pretty much since the instant there was a new one, I've never cared enough about buff cancelling to check, but I think I saw or two directed towards fixing that at some point. Might be worth it to check if you give much of a damn about the feature, instead of regularly forget it even exists.
I forget why, off-hand, but I'm sure there's reason to cancel buffs sometimes. Something like you've got a weak regeneration effect and need to cancel it to activate the stronger one, something like that.
And I'm still surprised people use the new UI over the old one. Different strokes, I guess, but I find the new one cluttered and confusing. I'm grateful the old one still exists as an option, though, plenty of developers don't show that courtesy.
I'm having a hard time figuring out early posessors. Advice?I tried for a bit, then decided to mindstar wyrmic while the bugs settled down. The most straightforward advice I've seen is Psychic Disruption (the one-handed + mindstar sustain) is supposed to be really, really good. Other than that, there're these two threads with minimal, scattered advice: "Basic Possessor Questions" (http://forums.te4.org/viewtopic.php?f=60&t=47364), "Possessor - thoughts and question I still have at lvl 50" (http://forums.te4.org/viewtopic.php?f=60&t=47596).
Forget exactly how that interacts with typing, but obvious goals are dragons, horrors, or undead. On top of humanoid that covers most of the nastier stuff in the game.Yeah, that tracks. I decided to try possessor on nightmare, since winning with a mindstar wyrmic was painfully boring at the end. (by the time you get over early-/mid-game hurdles and get some decent mindstars you can bump attack almost everything, and literally swallow everything else whole.) (My main regret is not eating the final bosses, because Swallow is an A+ slapstick talent.) I've only cleared trollmire and a floor of Gloom (with some brief side-tracking to possess all three of the gladiators in Derth), and I think I need to back track.
The first thing you need to realize about Possessors is that they feel terrible to play.Oh, good. Sort of like how Stone Wardens are stupidly tanky, but you're literally plodding around everywhere? Or worse/better than that?
The second thing, if you still feel the urge to play them, is that dying while in a form DOES NOT PUT ASSUME FORM ON CD. Never end assume form if you feel like you're in danger: Just let the form die and then hop into another one immediately afterwards. This is why it can pay to keep a couple forms around that are only good for tanking, so you can wait out the "Died in a form" debuff.Oh! That's a really solid tip.
The first thing you need to realize about Possessors is that they feel terrible to play.Oh, good. Sort of like how Stone Wardens are stupidly tanky, but you're literally plodding around everywhere? Or worse/better than that?
The "Feeling terrible to play" part stems from a couple things[...]
I haven't played much warden since the revamp. I remember my last version two-turn killed one of the endbosses though. 15 arrows to the face did the trick.Who knows - maybe that was my problem - I went with dual-wielding, not bows.
Not sure how your hounds would have been instakilled, though. Iirc your hound tree gives you the tools to guarantee like 6-8 turns or something uptime on at least one hound even if they get 100 to 0'd in one turn (vigor is like half the reason the things are one of the best defensive summons in the game), and half-ish that for the other two, which is enough time for you to get a good chunk of breathing room, usually.I'll admit to some exaggeration, but the main problem was all the AoE of the final bosses - so I'd have all three hounds, warp them into battle (for the +stats and +regen that gives them), then they'd all die 5 or 6 turns later, and then I'd only survive long enough to resummon a couple of them, who would die pretty much without accomplishing anything.
Sitting on that 60% global slow on-melee is kinda' painful to look at, though, I won't lie, heh.What was sitting in my inventory that could've done that? That's a major 'whoops' - slowing them down could've made the difference.
All things considered: it's not the way I'd build a TW, skill-wise. I don't know if the build was responsible for your damage being lower, or if there's something else you could've done in the final fight to improve damage potential. TW can deal a ridiculous amount of damage per turn, and I'd normally recommend simply killing the bosses before the adds overwhelm you.The big thing to remember there is that the final life there was after I'd already died 3 or 4 other times, which resets all enemies HP and doesn't remove the adds. So I'd initially planned on taking out the bosses before the adds became a problem, since I'd read that they spawn fairly slowly, and your ally usually takes care of them - which was true... till he died somewhere on life 3. :P
Are you playing on higher difficulty than before? Each difficulty level comes with a higher rare mob spawn chance.No, I'm playing on normal difficulty. So far, at level 19, I've killed 40 elites, 31 rares, and 13 bosses. I dont ever recall that many rares last time I played, but that was a few versions ago.
It can vary somewhat between games of the same difficulty level as well though.
It's also why people argue that the Posessor class is best played on high difficulty levels, for it has more good bodies available.
EoR feels better for a few plays, but RNG WILL conspire to keep you from getting that one component for the thing you want. Every time.
Yetis are unlocked by getting all 4 Cat points.Spoiler: further clarification (click to show/hide)
Honestly, while the plot was slightly less heavy-handed than I expected, I'm still not sympathetic to the orcs in general, so I don't enjoy EoR as much as I would if the writing was a little better in both campaigns. But that's me.
EoR feels better for a few plays, but RNG WILL conspire to keep you from getting that one component for the thing you want. Every time.
Yetis are unlocked by getting all 4 Cat points.Spoiler: further clarification (click to show/hide)
Honestly, while the plot was slightly less heavy-handed than I expected, I'm still not sympathetic to the orcs in general, so I don't enjoy EoR as much as I would if the writing was a little better in both campaigns. But that's me.Spoiler (click to show/hide)
Re: controllerPretty sure that's how it goes, anyway. Something close to it, regardless.Spoiler: Spoiler, I guess, but very early and barely meaningful (click to show/hide)
....I guess I should just play ontraining wheelsadventurer mode but I can't help but feel like that's taking something away from what makes roguelikes great.
As for the starting dungeon grind... Yeah, that's honestly the most annoying part of the game. However, if your level is too high for a given area, it gives you the option to just skip to the last level. Since the boss at the end has by far the majority of xp and loot from the dungeon, you really don't need to do the boring first couple floors. There IS also a way to grind in the very late game, if you still haven't reached level 50 or REALLY want a particular artifact before entering the final dungeon.
The game is balanced for Normal/adventurer. The extra lives are there specifically because there can be some outliers in creature threat. If you're new, play on that. Pride is irrelevant compared to ragequitting.
Yeah and that was likely just a normal mob. Ten there's also the small chance for a real OOD spawn. Like, finding a level 30 Duathleden in level 2 of a starting dungeon.The game is balanced for Normal/adventurer. The extra lives are there specifically because there can be some outliers in creature threat. If you're new, play on that. Pride is irrelevant compared to ragequitting.
I'm starting to notice this. I'm playing an archmage and I was walking along in the maze and got randomly silenced. Popped my shield rune and took a step, and an enemy rogue popped out of stealth and burned down my whole shield (+10% of my HP) in a single round.
Popped my wild infusion for the damage resist and tried to run, next round the rogue did 95% of my HP in a single hit - if I hadn't stacked +HP items (yay farming newbie dungeons....) I'd have been completely dead with nothing I could have done since the silence totally shut me down.
Fortunately silence wore off and I was able to phase door behind a wall and heal up (then lightning bolt the rogue to death).
Unfortunately, shortly after pretty much the exact the same thing happened but this time wild infusion was on cooldown so the rogue did too much damage and killed me. I had something like 60 - 80 bonus HP from items and it still took me from 100% - 0% in a single round while I was silenced. On normal difficulty!
This, *after* destroying the boss of the dungeon with minimal effort.
the real early game is a pain, though.Just invest a couple levels or more in psionic disruption. Turns the early combat into a walk in a park.
I understand what you mean, but I found that specific example strange, as I don´t think light is canonically "good" in this setting.It... might have been previously, sorta'? Then it got fully opened back up to undead so...
Trying to win normal mode on not adventure mode is.. quite difficult, not sure what I'm doing wrong when it comes to playstyle.
it is a common tactic and many a complaint has been levied about it
For now my dwarf wyrmic (still on the 1st continent) despite having even done the zigur anti magic path isn't encountering a single world map enemy party (maybe a bug as i remember back in the past magic user parties were hostile to such anti magic character), so i can't tell if they're same or +1 level still.
I could have sworn i had to battle some mage party in my past zigur run, maybe i misremember i'm not sure anymore as it's been a very long time.
Anyways, being in the east and back to west then back to east again, it looks like all the orcs warbands i encounter are at my character level, so i guess it's not +1.