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actually its alright to complete a escort that gives you a mana, pos, or neg bar. As long as you dont use the skill that gave you that bar.
Thank you for your help, i think i'm getting the hang of it now, i won't mess up next time!
Yes, i chose the category, and no, it stayed 0.70.
If i run into anorithil choose hymn of perseverence, noted.
I think he chose a category point, in which case you may have upped the mastery by 0.1, but I am unsure. (There is a mastery number behind the category name just check the number behind it)...
"if you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine."
I do not see why stuff done before ever meeting the anti-magic freaks should influence what they think of you. 'They' don't even know you exist. And why would you get a carte blance to do anything after being trained? You can walk back into Zigur and chat to trainer with 3 runes tatooed into your skill, use magic in the town, and they are cool with that?
No, only way that makes sense is that the training period is when you must abstain. Monks of old, sometimes they were regular people who suddenly took vows. They might have done a lot of stuff before that.
"Run into another injured seer. I wonder what will happen if i take the same reward twice? Will it stack or will the reward be completely wasted? Woops, looks like it's wasted. Meh, that could have been +4 to magic."
You should now be at talent level 2/5 in whichever you chose. For some abilities that's a is pretty good deal.
If you get anorithil, you obviously take hymn of perseverance, because that rocks. 30% to some important resists. Next time you can select it again and be at 40%. So while the first one was the important one, second didn't hurt.
When I get a seer I really like 'premonition'. Works out, in practise, to 10-20% resistance from any magical attack.
You have not messed up because of that category point. It is a pure bonus to your char (given by your race selection) and will surely be helpful later on. At level 10 be sure to get an extra rune/infusion spot. I typically like 2 healing (or regen), 1 wild and 1 transportation (phase door or teleport)
But in my experience, getting an extra infusion/rune spot with the first category point seems to be the way to go for all races I've played so far. Because with the class-given categories I already have too many places to put points as it is. An extra heal infusion at level 10 beats opening up most trees (into which you still need to invest points you are hard-pressed for at that level). At level 20 there is more of a choice.
Keep at it, and satisfy the apprentice mage. That should open up new possibilities for you.
Fighters are considered easy, once you get shield wall up and sustained. Walking tanks. Anyone can die at level 1 by bad luck and dungeon generation.
"Run into a seer lost in the woods. He's offered some training for helping him out. Picked the divination category reward. The category is still grayed out and i can't put any points in the skills. I don't get it."
Skills have pre-requisites: basically stat requirements and level requirements. Especially for stats, you should check what's the requirement before getting the reward, because sometimes your character won't be able to use the skill until very late in the game (or never).
Thank you for your advice concerning poison & escort quests. I think i messed up by putting i category point into magical combat but i'll stick with this character until i get to see what this apprentice mage wants all those amulats for.
Yeah that is always a bummer the first time you find that out. Here is what fails that mission:
Completing "an apprentice task"
-using a rod/wand besides rod of recall
-using runes
-receiving an escort reward talent that gives you positive, negative, or mana
Yeah poison is lethal if you don't cure it or run the counter down before your hp runs out. Even outside. Wild Infusions are a must have for that. Thankfully almost all characters (except undead) start with one that removes poison.
The escort rewards aren't necessarily all equally useful. You need a category point to spend on any new skill trees you earn from those. On the other hand you can get a talent with uses from the same quest instead.
Finished up the changes I wanted to do to the gravity tree today and managed to get particles and sound done for every non-timed effect that's going live with the Temporal Warden.
Not sure what I'll work on next, maybe redo the Matter tree. I'm thinking I'll put Dust to Dust as the first talent on that tree and just make it a straight small ball AoE then move the wall destruction thing over to ashes to ashes in age manipulation. Also thinking Quantum Spike will be the last Matter talent and be a ranged insta-kill :) Should be fun.
Also pondering a cloud spell someplace since gravity well is the only lasting aoe, maybe dust to dust?
It's worth noting that if you're compiling from the SVN you'll need to import the .dll files and stdout files over from a release copy.
"if you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine."
So then it is a bug? Because that was not my impression. It seems to me the trial is one where you aren't supposed to take part in something (magic) while the trial is upon you. It doesn't matter if you have touched it before, just as you don't fail if you use magic afterward.
If it is a bug it should reported...so that is what I will do next.
Fine :)
Yeah that guide is appreciated. When I first got here I took a look at it and decided early maze was a good idea if done carefully.
If you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine.
And, the Rod of Recall is a convince, not a necessity. Keep in mind, it's existence is only been for the last few betas. So don't feel as though you HAVE to have it.
Also, as you are talking about a fighter in particular, you have no need for staves. So, the first artifact [randart is okay too], give to the apprentice - he'll take it and that's all that he needs.
And, you can take the anti-magic quest as an undead at lvl1, just dive for the stairs and fight only when necessary - you don't even need to kill the unfinished golem.
Other than that, I do like your general plan of approach. I'm going Undead Ruins, Maze, Mire, OF/quest, merchant/cursed/urkis if I haven't done them yet, Daikara, SWL, and then depending on luck of kit I'll either do the elven ruins next or Dreadfell next. Regardless, I'm doing the elven ruins before Iron Throne. After that, it's off to the east - and doing Underwater Cave, Anorthil Cave, Spider Lair, Vor Armory/quest, head back west, do the dungeons again, then do tannen quest, do the prides outside of grushnak [so I don't need to dive down there twice], go back west and do the crypt/plane/whatever else there is now, do the east crypt/whatever else there is, then do the mt. doom dash [or do the dash before heading west the second time], limmir quest followed by grushnaak, which then turns into the slime tunnels, which then turns into final dungeon. Go through, kill shit, own me some wizards and I'm done. :)
Also, some time ago I wrote a guide about Fighters, Dwarf Fighters in particular located here - http://te4.org/blogs/finalmaster/2010/12/dwarf/character-builds-1-dwarf-fighter
It is a bit old, written before runes/infusions - but it is still mostly valid.
Noted. Is 1 post per character, updated periodically OK?
Have been dealt with :)
Actually, it is possible. NPCs get a turn at the same time you do - he could have easily cast a spell that turn [though it doesn't say he did thus he didn't]. But yes, Disease, Burning, Poison, Bleed are all DoT effects. And, they do say who caused it - the skeleton mage did. :D
That's a beautiful example of a ditl obviously from an older version of TOME, but still great. It's a shame the spammers found it.
You should read the story of Eden on the forum or here: http://te4.org/blogs/burblulls/2010/12/day-life/eden-rogue-chapter-six-eden-wronged
"This looks like the way to Angolwen," Eden said to himself, "Some grandure! You’d think a city of mages would have a better entrance; this is barely a hole in the ground!"
MAZE 1
"Now, I just need to find a signpost… geez, Angolwen’s a freakin’ labyrinth."
This place isn't horrible once you know the ins and outs of it but it is a bad place for starters.
Some things:
+ The dying and resurrect at 0 or - hp bug should be fixed in the next beta.
+ to survive the tunnels have a teleport rune or phase door rune handy (or spells if you're a mage) and follow the neutral wurms (the ones surrounded by a blue border) as they burrow new halls.
+ you always resurrect on the stairs so if you die in b.18 or earlier make sure to either immediately press the < or > keys or teleport elsewhere without moving. Moving causes the game to realize you should be dead (again) and kills you (I think) alternatively if you have a heal/regen that works too.
+ Going down before level 16 is probably a mistake unless you really know what you are doing. Even then it is an ambitious delve.
Hello
I think it would be better if you posted your ongoing log (which is nice to do) in the same blog post, put them as additional comments as you go :)
Good thing you had those extra lives!