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And I hope to continue to turn more of my eRepublik friends onto it. It is a much better and far more enjoyable use of one's recreational time.
Good job everybody! :D
What can we learn about DarkGod's psyche from the in-game acquisition of a house? I think DG secretly fears the "horror" loan officer. Good luck DG!
maybe the describe will just like "find your home underwater and complete the quest"? X3
I suspect there have been a few improvements made since this blog post as I don't recognise the problems brought up by shwqa. I'm playing an alchemist on insane with 5/5 in golem power and resilience (for a respectable 30% resist all), I've reached level 20 so far without too much trouble. The golem is the main damage dealer, and he's only been destroyed once, when I rested next to a trap and he decided to walk back and forth over it until he died - the main weakness I've noticed so far. :/ I've never had problems with the golem wandering into masses of enemies - invoke golem is very useful for keeping him close if he gets into trouble. Setting the golem's leash to 1 is a must when exploring. For fights with dangerous AOE users, you want to change leash distance to 5 or more to minimise damage to your vulnerable caster.
Its nice to see addons. I like how simple the addon is but it still provides a cool concept.
The sqrt part is fine but when i came to log10 i totally go crazy.
I am wander when this article will get update.
Been busy lately, so figured I'd wait for this release before playing again. Thanks DG and everyone! :D
(Hm, "new temporal spiderkin" is listed twice... does that mean there's twice as many of them? :P)
Once an item is picked up, viewing it in the inventory no longer offers the option of pressing to compare with the currently worn/wielded item of the same type. However the comparison option is still available if you either view it before picking it up or if you open the Wield diaglog.
Yeah, new beta! Goodbye Skyrim.
A tutorial would be phenomenal! Regardless, I'll probably pick apart your addons and use them to begin developing my own. Thanks for sharing these.
Please do. I'll be looking to convert some stuff over soon myself, maybe bring the entire MoRE compilation over.
Yes this means I am still around.
I am *on this*
I can't wait to play! Thank you so much for the update!
Hell yeah we do! I'm *really* pleased to hear that Shockbolt is getting a share of the donations, money well-spent :D
We donators rock!
@Benli
Just to toss some ideas out.
Ceremonial/sacrificial daggers if you want the dark/cursed mage style would be interesting. Maybe an ego provided by the fateful aura tree.
Staffs are an easy though.
Gem wielding as foci aren't a bad idea from the mindpower standpoint and the Mindslayer precedent.
http://forums.te4.org/viewtopic.php?f=36&t=28688
Mostly the consensus seems to be "...". Utter apathy.
If I could get anyone at all to either disagree or agree, then maybe it would be worth putting the policy on the wiki as well as in that forum thread.
Are there any ways to make pages redirect?
In the meantime, I'm going to copy backup-guardians to this page, because this is the page that Google chose to index, and thus the first result for "backup guardians tome4". ~~~~Aussiemon
Edit: It would seem that this is the case for a lot of pages. Is there a policy on this somewhere? Perhaps a policy page someplace would help?
Thanks for the comments, they are definitely helpful. I've been fixing up Cursed in my spare time and haven't looked at Doomed in a while. I was planning on turning back to it soon to address spellpower and weapons. I definitely think using mindpower/spellpower is a good idea. I was kind of hoping to scale off both will and magic somehow. I like that the class offers a lot of diverse talents, but it needs to balance them better to get people to use them all. Thematically I don't see a problem using either mindpower or spellpower (or both). Both Cursed and Doomed are intended to be creatures driven by will as much as anything else. So Doomed retains a part of its spell caster past but like you say its also like ghost in a haunted house, making things happen by desire and rage. That's why there is so much schizophrenia between will and magic based talents in the current design.
I haven't figured out what to do with weapons yet. Staff, dual-wielding shields, slings, huge ceremonial sword, who knows. It just doesn't seem to matter much. If I can't think of something clever then it will probably just scale spellpower off of staves.
I very much agree with you. I think that's a good idea, but it definitely would affect the Lore and their status as Afflicted/Cursed. Cursed with psionic abilities, in the style of River Tam (of Firefly/Serenity)? Can't turn off the powers, barely controlled, latent psionic energy.
I don't think that's a bad idea at all. They make me think of haunted houses personally. Suddenly, Darkness! Things go flying around. I could see them pretty easily as a cursed psion, and the only thing that wouldn't wholly mesh is the darkness tree. And honestly, I'd gloss over it because everything else fits so well.
Psionics would be a good approach, and would move them over to Cunning, increasing focus on crits.
It'd even, if the designers wanted it, let you go the AntiMagic route without looking like a bleeding sore of lore violation.
Plus, the second stat would have a pervasive effect over all of their abilities, and would help mitigate the feeling of 'too many' stat points and what else do I invest in?
I like that idea.
Another way to go about Doomed itemization is to drop the magic bit and convert them over to Mindpower. Eventually we're going to need Mindpower equipment in the game for a few different planned classes. I'd like to see Summoners converted over as well.
If Doomed used Mindpower along with a Mindcrit function we could add items to the game for them easily and eventually have more then one class that can use it. Doomed to me really feel more like a dark psion then a dark mage. For one we have dark mages covered, corruptors and now necromancers. For two the magic is the bit that feels tacked on, not the mental powers.
Where could I/we find the mechanics for these talents?
It crashes constantly when fighting the weirdling beast at sher'tul fortress. Playing lvl 10 alchemist with a golem. Only possibly remarkable thing is 3 damage-on-hit items on golem.