Menu
279 players are currently having fun. Join Them!
Tools & Stats
News
April 16, 2025
December 15, 2024
December 15, 2024
April 16, 2024
December 15, 2023
User login
Players Blogs
Recent comments
4 days 5 hours ago
5 days 3 hours ago
6 days 9 hours ago
1 week 2 min ago
1 week 10 hours ago

Last connection: 2016-12-28 16:00:54. That's what mine says :D
Maybe because I'm playing through steam?
I have also been looking for something older than 1.4 so I can go back and maybe run some farportals on my old file to remember and enjoy him, but I can't find the proper t-engine version either. I think I will try and see if I can DM on discord, as I tried a private message on the forums and got no response.
With the update, I now see the red and the Cooldown lines.
Many thanks!
I've uploaded a new version that should fix both of these issues.
'Heavy Armor Training' and other special requirements should show up in red if you don't meet them, even if you do meet the stat requirements.
Cooldowns are now visible in Inscription tooltips normally.
Thanks for bringing them up!
Should it show in description when I can't wear heavy armor, like iron boots, due to not having the requisite heavy armor skill? Granted, 99% of the time, I should know I can't wear metal.
It does show a red missed req of "Massice Armor Training" on a character that has heavy armour training 1.
Cooldowns are not shown for inscriptions and runes (outside the title of the item when it does show CD except for starting). This is more when I have Zizzo's "Enhanced Object Compare" addon active as well; I can't compare cooldown while I can compare other values. Can it?
Good suggestion - added exotic weapons mastery and staff mastery as inheritable talents.
Major changes to:
1.Arcane Might: all your weapon damage modifier is converted into arcane /// your APR is increased by 100% of your magic ///weapon always treated as arcane dmg /// +25arcane dmg/respen
2.Mind Tyranny: Mind attack cannot be resisted by a mental save anymore /// any foe who fails to resist your mind attack will suffer 20% more dmg and may get brainlocked for 2 turns on critical strike
3.TotT: when holding a dagger in your offhand, inflcting dmg to a target in sight makes you deal additional (xx) phys dmg
4.undomitable, or w/e mental effect prodigy is called: a revamp into Determination; increases duration of beneficial effects and reduces duration of harmful effects by 25%+1 rounded up
5.antimagic aura (+%AMshield before):) an aura surrounds you in radius 4, decreasing SP and casting speedd by 20%, increasing mind speed by 20%. You may activate it to make this aura explode in radius 10, doubling the effect for 5 turns and restore 10 equil for each effect applied. Additionally AMS costs no time to use.
Might've skipped smth, I don't know all of the prodigies that well to tell a difference. What Ive found are moreless reaesonable changes to unuse or underperforming prodigies, 3/5
First I want to say that I think this is a really neat addon, and I appreciate you making it. I was wondering if it would be possible to allow phantoms to inherit Exotic Weapons Mastery too. I wanted to play the class using tridents to get closer to the Phantom Lancer feel, but it doesn't seem the phantoms can benefit from the mastery.
When I go to the prodigy selection screen and click on a Prodigy, I get this error until I disable the addon:
Glad you liked it! I was dreading there will be a lot of Lua errors due to creating clones (and creating an addon for the first time). I've run into plenty when I was creating and testing the class myself but they might have been fixed along the way.
The class was designed to be quite strong on Insane, but it may start by being a bit weak. When I tried it, it seems to struggle in some of the T2 when the phantoms got cleared by AOEs, but once the gears are more online and the phantom's HP and resistance become significant the class seems to steamroll most of the late-game dungeons.
Played a bit of this yesterday, it's really quite fun. Haven't gotten very far into the run yet, but so far no lua errors or any other obvious bugs. Managing your phantoms creates some nice positioning play and adds a nice layer of complexity to the class. Feels perhaps a bit strong, but I'm not sure how much of that is your class and how much is just the Chronomancer generic trees.
Great work!
No problem. These aren't really message boards to be checking a lot. Thanks for the reply. I think I'll be starting up a new possessor soon to track down a couple unique bosses that annoyed me by being immune, like the Devouring Darkness one. (The Mouth is no big deal. I wouldn't possess it anyway because, as far as I can tell, the Mouth has literally no innate way to move, either by walking or blinking, so you'd need a rune or item just to blink around.)
It allows you, at the highest rank of Possess, to possess all ranks of enemies, including Elite Bosses. It doesn't work on a couple who are hardcoded to be immune to possession, like The Mouth.
Sorry for the late reply.
In battle with Sand Queen and main dies, switching me to twin.
I just noticed their health really high and see that Keepers of Reality Rally Call is still active on them.
Mind you, not complaining on the +5K life and +300% damage ;)
ETA: I made the character prior to your update.
ETA2: Which you fixed per your notes in the forum. :)
when restarting premade character,, suddenly got loads of errors while I waited for twin to appear. Also, honestly don't see much point in it: trading TW flexibility for what? Ability to use more blades at high levels? Or what?
Does this add-on remove level restrictions for possessing more powerful enemies or does it allow you to possess previously un-possessable Elite Bosses and summoned enemies/allies?
Any plans to update this to current version there were changes to sustain stuff that will likely break this for the current version.
Was he a Grey Wolf or a Siberian Wolf?
Was he too confident ? Did he perish ?
What happened to the Lone Wolf? Have you managed to defeat him?
right now, if you use this as of 1.7.x (11/24/2020) - it can sort-of lock up your game. Uninstall until someone updates this.
Lua Error: /mod/addons/FullRespec/superload/mod/dialogs/UberTalent.lua:41: bad argument
It happened when I learn a prodigy at level 25. Also when I unlearn the prodigy.
ver1.7.2 EoR campaign
I don't know if I'll even continue to play tome4 without this addon. It completely eliminates the most boring part of the game, cleaning mobs while pressing Z mindlessly, leaving only the challenging fights to the players. In the author's video, it shows the entire game can be completed on insane using this addon with minimal user intervention. There's a bit of learning to do to make the addon work (and would become a little bit more challenging if you don't know Chinese). But it is definitely worth it.
The addon is extremely powerful and customizable. For me, I've found the following basic settings work well in most scenarios:
"Assistant move" talent is a must-set for both melee and ranged characters. For melee, if you just want to bump attack mobs, just set the target to be "nearest enemy". For ranged, set the target to "self", so you will just wait a turn when there's nothing else to do. In most cases, you should set a high priority value (corresponding to actually low priority, which is counter intuitive).
In "Combat" at the bottom row, you can specify conditions you want the automation to stop. The conditions can be specified as a tree with branches indicating "logical and" or "or" (I'm not sure about the more complicated ones). I usually just put the stopping condition to be "health reaches 90%" and "mana reaches 30%" (equivalent for other resources). You'll want to be conservative here. I sometimes also add conditions such as "more than 4 negative effects". For specific statuses, "Warnings" will cover them.
In "Warnings", tick stun/freeze/confused/slow etc. This means when you get one of these statuses the automation will pause. In "Settings", turn on "ignore lore", "turn off default automatic".
Now to configure your talents, I found even just the "default" logic works well in most cases. For AoE I will change target to "most enemies", and for single target control/debuff talents I will change target to "nearest rare". Set the priorities accordingly.
There's a keyboard shortcut to stop the assistant (Ctrl + P on my PC) which is also handy.
I have found that using this addon makes me less likely to make stupid mistakes that lead to untimely deaths. If you want to be extra careful in "Combat" you can set a stopping criterion to include "there is a rare or unique within 10 squares" etc.
Could you still share what said inspiration was? In case it's worth it to read/watch?
Time clones should be working fine in the newest version.
Wisp was originally based on something specific, but now there are just 3 talents left that relate to that first inspiration.