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mothwentbad: I still like Wyrmic, but dear god, that Equilibrium builds up way too fast when you really start to get rolling. By the time I was 20, I thought it was funny that I used to debate whether those sustain costs were worth it - it's just a drop in the bucket now.

I've had so many fails that I've almost forgotten what it's like to play a Mana class and suffer between Manasurges. I guess it's all the same, eh?

I might like Stone Warden better after all, just because they have a cheesy resource replenisher and do a lot of damage while doing nothing for free.

Also, I did think about doing Skeleton Brawler when I unlocked Skeleton because of the stat bonuses. The image in my mind seemed far too ridiculous, though. I went with Cursed Skeleton, but it kind of sucks early and seems like a late bloomer to me. (I went full-on Cursed, not Cursed-lite. I'm paying a huge XP penalty for an extra Generic category I won't have enough points to use well for a long time....)

I think a Skeleton who serves Zigur would be the most delicious irony ever. The animated dead fighting in a crusade against magic. Maybe I'll give that a shot if I ever get around to brawling.
Skeletons cannot access Zigur since they are inherently magical and, thus, are considered anathema to Zigur. You won't even see Zigur on the map. You also don't receive the "betray escort to Zigur" option when an escort makes it to a portal.

You can use the Spellhunt Remnants quite easily though since as a Skeleton Brawler you have no arcane talents or sustains to disrupt :)
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mothwentbad: I still like Wyrmic, but dear god, that Equilibrium builds up way too fast when you really start to get rolling. By the time I was 20, I thought it was funny that I used to debate whether those sustain costs were worth it - it's just a drop in the bucket now.

I've had so many fails that I've almost forgotten what it's like to play a Mana class and suffer between Manasurges. I guess it's all the same, eh?

I might like Stone Warden better after all, just because they have a cheesy resource replenisher and do a lot of damage while doing nothing for free.

Also, I did think about doing Skeleton Brawler when I unlocked Skeleton because of the stat bonuses. The image in my mind seemed far too ridiculous, though. I went with Cursed Skeleton, but it kind of sucks early and seems like a late bloomer to me. (I went full-on Cursed, not Cursed-lite. I'm paying a huge XP penalty for an extra Generic category I won't have enough points to use well for a long time....)

I think a Skeleton who serves Zigur would be the most delicious irony ever. The animated dead fighting in a crusade against magic. Maybe I'll give that a shot if I ever get around to brawling.
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JudasIscariot: Skeletons cannot access Zigur since they are inherently magical and, thus, are considered anathema to Zigur. You won't even see Zigur on the map. You also don't receive the "betray escort to Zigur" option when an escort makes it to a portal.

You can use the Spellhunt Remnants quite easily though since as a Skeleton Brawler you have no arcane talents or sustains to disrupt :)
Interesting. They're not fooled by the cloak? Would've been a fun little scam...
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JudasIscariot: Skeletons cannot access Zigur since they are inherently magical and, thus, are considered anathema to Zigur. You won't even see Zigur on the map. You also don't receive the "betray escort to Zigur" option when an escort makes it to a portal.

You can use the Spellhunt Remnants quite easily though since as a Skeleton Brawler you have no arcane talents or sustains to disrupt :)
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mothwentbad: Interesting. They're not fooled by the cloak? Would've been a fun little scam...
It's because you have a rune (Shielding) inscribed from the start and they don't like runes :)
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mothwentbad: Interesting. They're not fooled by the cloak? Would've been a fun little scam...
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JudasIscariot: It's because you have a rune (Shielding) inscribed from the start and they don't like runes :)
Oh, right. And you can't infuse it away, because you're unnatural! :-o

I might play my Skeleton Time Warden some more, though. Nice stat blend, and a boatload of free stat points all around... might be a late-game force. But it's sort of weird because Time Warden is all utility, just about. It seems fitting that the undying would preserve the order of time... maybe.
Speaking of classes, I've been trying out the Necromancer lately both vanilla and modded with Necromancy+ ( link to said mod: http://te4.org/games/addons/tome/necromancy )

Playing as a vanilla Necromancer gets kind of boring, for me anyways, as you mostly spam Invoke the Darkness while waiting for your room clearing spells to come off cooldown. Souls are a resource but they can be hard to replenish if you have a particularly nasty boss (Weirdling Beast is one of these) that drains all of your resources and the only spell that helps you restore them is in a locked category on top of that.

I've experimented last night with this mod and I have to say that it makes a world of difference for me at least as far as the Necromancer is concerned. You get more spells to put in a rotation, you can heal your minions (not sure if it works with husks, though) AND, this is the good part, the soul replenishing spell is still locked but it's been combined with another spell (Shadow Tunnel) so you can now call your minions to you while summoning two creatures with a Curse of Hate on them that, when killed, restore 2 souls.

Another interesting take on this is that this mod removes the Armor training and Weapon Mastery category so you can't exploit wearing Light Armor with a small STR investment :)

If any of you are playing Necromancers, let me know what you think of the mod I linked in this post :)
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JudasIscariot: Speaking of classes, I've been trying out the Necromancer lately both vanilla and modded with Necromancy+ ( link to said mod: http://te4.org/games/addons/tome/necromancy )

Playing as a vanilla Necromancer gets kind of boring, for me anyways, as you mostly spam Invoke the Darkness while waiting for your room clearing spells to come off cooldown. Souls are a resource but they can be hard to replenish if you have a particularly nasty boss (Weirdling Beast is one of these) that drains all of your resources and the only spell that helps you restore them is in a locked category on top of that.

I've experimented last night with this mod and I have to say that it makes a world of difference for me at least as far as the Necromancer is concerned. You get more spells to put in a rotation, you can heal your minions (not sure if it works with husks, though) AND, this is the good part, the soul replenishing spell is still locked but it's been combined with another spell (Shadow Tunnel) so you can now call your minions to you while summoning two creatures with a Curse of Hate on them that, when killed, restore 2 souls.

Another interesting take on this is that this mod removes the Armor training and Weapon Mastery category so you can't exploit wearing Light Armor with a small STR investment :)

If any of you are playing Necromancers, let me know what you think of the mod I linked in this post :)
Sadly, no Necromancer yet. The one time I cleared out the Crypt next to Lost Hope, I apparently hadn't found all 4 of the lore books or whatever. Such an annoying little unlock. Really wanted to try them out.

Now I'm playing Exploration mode because I want to unlock Adventurer, and it wasn't happening without endless lives. It sounds pretty wacky. However, I'm just about tired of Orc Pyromancers, as there are 4 dungeons of Orcs in a row... Oh well. At least you unlock Reaver this way. :-/
Finally struggled through the end boss. Only took me about 100 lives on Explorer. Man, that Wyrmic has trouble in the late game. Maybe WIS just sucks later on. Room clearing is great and all, but single-target damage suffers late-game.

Anyway, I finally got Adventurer unlocked. Trying a run with Higher Adventurer. Basically a Doombringer/AB mix with Fire/Magic Strike (for Doombringer, it's the two-tree combo that lets you get free burning attacks in after each kill). Also using the Temporal Warden branch that grants all those free stat points. Celestial/Light in Generic is pretty amazing for defense - basically three infusions worth of help. I eventually want to get Arcane Destruction to go with Execute. I just hope fire resists don't ruin everything later on. Pure physical damage will probably lag behind a bit. Burning Hands helps a little with keeping stamina up for the 2H tree. Anyway, it seems kind of like a stronger Arcane Blade with less variety of damage types, this way. I do burn through a lot of shields so far...
I guess people who actually play Doombringer would know what to do with my Adventurer build... Probably Elemental Fury ring or some other damage conversion item would be useful for some rooms?

Shields seem to be pretty great - Celestial/Light is priceless. Stamina management is very sensitive. When it works, you're just furiously chopping down rooms in a big chain reaction of explosions. I think the Time Warden stuff should wait to level 20, though, maybe. Free stats for the late game is nice, but the skill points scale better elsewhere early. Still kind of delicate, even with Platemail, though.
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JudasIscariot:
Question: So I want to take my OP Adventurer into the InfiniteDungeon. I installed the Infinite500 mod... but after I had started the character. Will the changes apply to InfiniteDungeon or did I dun goofed?

Edit: http://forums.te4.org/viewtopic.php?f=42&t=38124 this thread explains how to do it. Nevermind.
Post edited December 02, 2014 by ShadowWulfe
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JudasIscariot:
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ShadowWulfe: Question: So I want to take my OP Adventurer into the InfiniteDungeon. I installed the Infinite500 mod... but after I had started the character. Will the changes apply to InfiniteDungeon or did I dun goofed?

Edit: http://forums.te4.org/viewtopic.php?f=42&t=38124 this thread explains how to do it. Nevermind.
rtcvb32 knows a lot more about the mod scene than I do, and they haven't been in this thread for a week or so. You'd probably be better off posting new threads for technical stuff.
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ShadowWulfe: Question: So I want to take my OP Adventurer into the InfiniteDungeon. I installed the Infinite500 mod... but after I had started the character. Will the changes apply to InfiniteDungeon or did I dun goofed?

Edit: http://forums.te4.org/viewtopic.php?f=42&t=38124 this thread explains how to do it. Nevermind.
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mothwentbad: rtcvb32 knows a lot more about the mod scene than I do, and they haven't been in this thread for a week or so. You'd probably be better off posting new threads for technical stuff.
Trying to keep an eye on this, but this topic no longer shows up under my 'recent replies' for whatever reason... site bug...

As for the Infinite500... I haven't used it much myself. I had the impression it will work from the description, however the rate of progression is basically just stretched out.
This add-on implements a wide spread, but subtle, rescaling of various in game abilities (499 this release) to maintain game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME.
Answers that... But it also comments elsewhere you can only apply addons/mods to new characters, not add it on after the fact.


I've found a number of the mods that add stuff, if they aren't perfectly up to date with the newest version they act odd. Mostly trying to activate scripts it can't find, or crashing the game... Mostly annoying stuff. This means half the mods i went to test and try are disabled to avoid annoyances.