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Merchants can now (reveal) talents for free, so players can view what the talents in the talent tree do (by pressing 'p') before spending gold on it. The price to (unlock) talents will now be shown, but you will still need to have the required amount of gold in your inv. for the dialog to unlock talents to appear.
Master Jeweler merchant now has a custom shop and will sell gems and a wide variety of jewelry with a chance to sell unique jewelry.
I've made changes to Zemek and Sun Paladin's spawns.
Derth: The Sun Paladin will keep his set spawn. Zemek's random spawn chance removed.
Last Hope: Zemek will now have a set spawn.
Angolwen: Zemek will no longer spawn in Angolwen (due to him sometimes spawning in between trees, blocking the path)
I think it would be better or you to play on Normal / Adventure instead of Easy. Mostly because you won't get any achivements on Easy, and some unlocks are tied to specific achievements.
The more race/class/skill trees you managed to unlock, the more options you'd have playing the game (and dying in the game as well..).
Just my 2 golds.. :)
Howdy, This is the first addon I've made for this game. I just wanted to create a class that had melee talents and most of the necromancy tree. It should be fully functional as a vanilla-ish class. It is unlocked when you unlocked the normal necromancer. It can evolve into a lich also. I decided to add the arcane blade arcane combat talent category since I would rather let the person using the mod decide if they want to utilize it or not. There are a lot of talents, but again, I want to leave the class open to let people decide how they wanted their Deathknight to be, for the most part. I do realize there is a functioning deathknight addon, however, it uses custom talents and I wanted this class to be vanilla (99.9%) for my enjoyment and thought I would share.
Try playing with different classes, alchemist got me far when I first started. The fact that alchemist has a golem that fights for you helps a lot.
Nevermind, update has been scrapped for now, for some reason the game crashes when trying to play as an Archmage very strange bug, seems to work fine with other classes :? I released a quick fix that removed the shop 1.1.6
New update 1.1.5: I created a new shop that sells (yellow/orange) Unique items. There is a limitation though... Once the shop is opened, then closed, it will become empty and will not restock! Make sure you have enough gold to buy want you want! This is a custom shop and should be considered "experimental" I'm guessing that the shop loads "random uniques" and once a lore note is read, that item gets removed from the loot pool (to avoid duplicates?) Uniques can still be found in game, but the ones loaded in this shop might not(?) This needs verification, more testing is required. I'll be relying on the community to figure this one out, so if you have info on why the shop doesnt restock or if the items no longer spawn in game (after closing the shop) pls leave a comment. Thanks!To the club! :D
If you read this before editing, ignore it... Thanks for the add-on. The different restrictions/benefits are fun.
You win by dying. A lot.
No real way around it, death is the best teacher :D
New update: "The quality of life update"
Added a menu to increase max lives.
Added a menu to increase max health/mana/stamina pool and regen.
Full talent trees can now be unlocked all at once.
Added higher values and added an option to increase all Character points at once.
Added an option to increase all crits and resists at once.
Added Psionic Possessors, Annihilator and Technomancer talent trees.
Added technomancer unlocks (Arcane Dynamo, Steam Generator, APE)
Added some other missing talents.
Color coded parts of the menu to make it easier on the eyes.
The GodMode Merchant now has two spawn locations:
Location 1.(Maj-Eyal) Near the portal to Angolwen
Location 2.(Far East) Near the entrance of Gates of Morning
As of T.O.M.E 1.7.6 (Spell Merchants 1.8.1) All talents and spells should now be available. I'd like to thank the community for bringing the missing talents to my attention.
I've made changes to Zemek and Sun Paladin's spawns.
Derth: The Sun Paladin will keep his set spawn. Zemek keeps his random spawn chance, but is now invulnerable and can not die.
Last Hope: Zemek now has a set spawn. Sun Paladin will have a random spawn chance.
Algowen: Zemek will no longer spawn in Algowen (due to him sometimes spawning in between trees, blocking the path)
It is recommended to start a new save when new dungeons and entities are added. If playing an old save, you can enable developer mode (in the main menu, under options) when in game press ctrl+a then press 'r' to reload the zone. This (should) add the new assets (dungeons, bosses, npcs etc.) to the zone.
All merchant spawn locations have been adjusted, this should no longer be an issue, thanks for bringing it to my attention.
Thank you! I've been playing this game for the past month since I watched that same video. I've played about 60h now. Yesterday I got an arcane blade to unlock a prodigy for the first time since I started playing (yeah it took me 50h to get to lvl 25 for the first time) and died immediately after on some quest to save a woman from a cult.
So earlier today I decided to go through the forums, saw your post and went "Huh, maybe I should give bulwark a try again since it's so beginner friendly and I'm yet to beat the master"
Loaded up the game, game glitched tf out and I died at lvl 5, started again and went all the way to 30 in about 5h.
Haven't died yet so I'll keep playing this char and see how far I can take it.
So again, Thanks for the wonderful guide! It's been pretty helpful!
Edit a week later: Have been busy with uni lately, but I indeed have taken the char all the way to lvl 50 and beat the game for the first time on roguelike normal (died once at the final fight but I had one extra life from that vial) so again, big thanks!
Hey, really enjoying the class. odd since i've never played summoner though. do you think a possible talent similar to Doomed's One With Shadows' Shadow Senses would be acceptable. it's mainly because I spend a lot of time out of sight of the enemy like one would with summoner. I do get if it's not okay since it does mess with the balance of only having up to 8 turns of visibility from track though.
Hi!
My mod may conflict with Spell Merchants. I haven't tested it, but the probability of this happening is extremely high. I recommend choosing only one of.
Yes, there are Celestial talents in the mod. They are more often found in the city of Last Hope or Morning Star.
Mentioned this a year and a half ago on the workshop for this page but, steamtech talents break this addon.
"Despite giving the APE this doesn't make schematics drop on the ground.
Some even more bugs. These may be addon interactions though. When I tried to learn my first steamtech tree late into the run, I got a lot of errors and I didn't learn the associated tree that I should have with it. Further trees that said they taught me new trees specific to this addon did not give me those trees after this error, but they worked fine before the error."
If an item in your inventory has some stats you filtered out, and you press CTRL to compare said object to something you equipped, the game throws a LUA error.
There's also a bunch of stats it doesn't check, mostly like melee procs or being hit in melee procs.
Trying an Oboroguruma character now. I'm mentally picturing a self-propelled carriage with half a dozen steamsaws mounted on the sides. >;) I've got a few ideas for small improvements to the Packed Car informational effect:
icon myself. ;)
Man, this makes enemy CoE massacre machines :fear: from "meh weird sound dude" to "blindside and oneshot or GTFO"
Good mod but it's lacking the Annihilator and the new Technomancer skill trees.
You should add AM Doomed to the list. One of the tankiest and burstiest setup available. Little bit boring tho
Recently tried true demon, and it's quite unclear what it's ability actually does. It seems like your stats increase when you walk instead of when you kill enemies. Things to add might be stuff like: what's the point of leveling the ability, what do the levels do? How much do they help? Are they retroactive?
Thanks! It should be fixed now, and save-game compatible. How does the class feel? :)
It seems that the effects of Infection applied to enemies are being reduced by the player’s disease resistance. Isn’t the player and enemy reversed here?
one thing i can help with is to point you in the direction of some blatantly overpowered characters.
the two best and easiest characters to win with (imho) are skirmisher and oozemancer. these characters are an easy win, even on insane. Check out the characters vault, click the format you're looking for and click 'winners only'. Can be very helpful for ideas.
make sure you have 10+ vision, even in dark areas. this means you need either 10 infravision or heightened senses. or you can just get light radius, but the other two feel more reliable. this is really important.
make sure your UI is set up so that rarity of monsters is easily identified, i have health bars on the side and flagpost tactical bars disabled. any enemies with a red outline are easy, everyone else is rare/elite/unique/boss etc. on insane difficulty, they are all very capable of killing you. enable display map grid lines, set log fade time to 0. In most cases, the one rare+ guy is more dangerous than the horde of reds, so aim for him first.
silence and dispel (removing sustains) are very powerful, especially on insane where you have dual types for rares etc, most dangerous monsters have some spells and sustains.
one amazing strategy can be to get a really strong regeneration infusion, then increase the regen time using the fungus tree on an anti-magic character, this can give you 400+ regen every turn for the entire fight. anti-magic and fungus are both incredibly strong trees, available to anyone whose not magic.
use Zomnibus light, and create a talent point planner. Adept is a really strong prodigy, especially if you plan around it. For example, any talents you get from an escort will automatically be level 2.5 just because of adept. If you don't have enough stats you can put on cunning items then take then off again.
High defence + ethereal form prodigy will win the game on its own. my last skirmisher win on insane had 120 effective defence, so the buff was permanent.
Even if you're character is strong, the last boss fight is a reaver and an archmage, so if you lose to that, nothing else matters. again, silence and dispel. oh, and disease immune!! in fact, disease immune is very good because its really the only magical debuff that really matters, so if you get that, you can skimp on magical debuff removal.
armour without hardiness is pretty useless. But also, you have to overcome their armour penetration as well, so if you are going armour, go all in on it. Works on a stone warden, where armour has extra benefits. Otherwise, i've found the all res from the robes to be more generically powerful. getting all res close to 70% is hard, but is the default plan of action defensively for most of my builds.
lastly, don't give up. this game is soooo fun. after winning, try for nightmare, then insane. eventually you can start playing weird builds because you build up your item vault with build-enabling uniques for new runs.
Oh and also, spine of the world is secretly always one of the best prodigies for all characters.
glhf, sorry i rambled, didn't quite know what you were after