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Thanks yes that does help a bit. I have a fondness for fortitude for some reason but resistance is probably better later on.
I am running in Normal Mode...just because I dislike the negatives applied to Roguelike(hardcore).
Heya Gandolfo,
The base Anorithil trees didn't change to much. I added some stat scaling to the Twilight tree and fixed Jumpgate and Shadow Simulacrum (the first the sustain cost was entered backwards so it wasn't being applied and the later had been broken for a number of betas). So any old guides you find should still be pretty up to date.
While I did try to encourage putting points into cunning you can bet by without it for awhile and I would reccommend that if you're playing on a hardcore you keep magic and con maxed until you manage to get your health up to decent levels.
Beyond that, drop jumpgate at the start of every level. It has no range limitation and is one of the best escape abilities in the game (just don't forget to keep enough negative energy to use your jumpgate teleport when you need too). For hymns and chants most people prefer perseverance and resistance but if you have the points to invest in more then one you can switch between them easily during combat (it doesn't cost a turn). Also don't forget the Light tree. Barrier is really nice, just cast it before you engage so you don't burn a turn up.
Hope that helps.
p.s. Moonlight Ray and Shadowfury are your go to spells for damage. Everything else is kinda meh.
I'd forgotten about those (I glanced through them when I first signed up here.) They do seem relatively accurate and mostly mirror what I was doing already. The advice about keeping NE full seems to be the best one as that is where the game gets hard. If you run out of negative energy you need to do something to restore it before you can do anything else with it and the sustains really make it tough to keep it high.
There are some hints for an old beta version on this page: http://te4.org/wiki/tome4-charhints but the talent trees were changed recently, so the hints may be outdated.
Escort quest zones and levels are randomly chosen and did not change as far as I know.
there would seem to be quite a few places where escorts may appear. i encountered the same: no escorts in the trollmire. they turned up in other dungeons. that would be the RNG for you?
Also why is there no way to edit this once it is entered?
I've always loved to see a "real" ranger class in a roguelike (good archery skills + able to dual-wield light weapons while lightly armored). Usually, a ranger is designed as an archer or a fighter, rarely both. Added some talents too? This should be interesting...
I have written a general guide to fighters, dwarf fighters in particular.
http://te4.org/blogs/finalmaster/2010/12/dwarf/character-builds-1-dwarf-fighter
It covers what talents do, which to raise, which to ignore, general strategy, ideal equipment, stats, dungeon order, ect.
Have a look and you might find some interesting tips/things you didn't realize/know before. If you do look at it, could you possibly leave a comment there on how it could be improved?
Thanks
FM
At least twice I've had non-rogue characters find both "Moon" and "Star" daggers in the Maze. And selling them for ten cents on the gold piece really hurts.
Sucks but true. Stick to infusions and left one slot to "oh shit teleport".
Found a really really nice randart great sword just recently and wished it was on one of the two-hander classes instead of the fighter I am currently running. Sad right?
It seems that once the skills are unlocked there is no penalty to using runes or other magic devices.
I realized that this Urist was wasting the shield skill set, but I got carried away by that stralite greatsword.
Congrats on the win! :) Try unlocking the mage city after you finish the Antimagic quest. That way you can get better infusions and runes there, and maybe some rings and wands.
I've been eying that skill tree, haven't completed it yet, but tele or phase is just so important. :-/
Bugs should be reported here: http://forums.te4.org/viewforum.php?f=42 Also, you can try IRC channel: http://forums.te4.org/viewtopic.php?f=38&t=23463
A fun read Freddybear. Thanks for posting :)
That did not go well. Found that following the neutral burrowers around would eventually get Snik to a down stair. She made it to lvl 5 but then a gravity worm and three corrosive burrowers did her in. Twice. Bad tactics again, after she resurrected and decided to recall out she should have taken the up stairs to wait for the recall to kick in.
the Shade at the bottom of Kor'Pul usually drops an artifact stave.
Gathered up some magical staves to complete the apprentice mage quest since I didn't get an artifact staff from any of the bosses. The first couple of levels of Old Forest and Kor'Pul yielded enough staves to do the job. He'll also take rings or amulets but not wands.
Checked out Angolwen's shops.
Practically everything in the Maze fell to stealthy attacks of Flurries. An orc master assassin gave Snik a bit of trouble, but he fell as well, and the stingy bugger didn't drop anything either.
Trap detect and disarm helped a lot, but wasn't perfect. Lots of high level traps in the Maze.
Bad tactics cost Snik another life. The Boss Minotaur used Sunder Armor and Snik should have phased away right then, but instead she tried to get in another Flurry.
Back in Derth the Gwelgoroth were trouble. The linen robe of lightning resist wasn't enough by itself. Cost another life, but the Ultimate Gwelgoroth went in return. The rest of the pack fell to Flurries.
A Lost Warrior on Old Forest (1) died when an Umber Hulk came up behind us while a whole line of snakes and other pests were in front. Oh well. I suppose the Detection wand might have helped a bit with figuring out the route before proceeding.
An Anorithil on Old Forest (3) died because Snik couldn't tell her to back up two whole lousy steps into a hallway. They were facing a whole s***load of canines without cover. Oh well.
An Anaconda on Old Forest (4) had Snik in a death grip but she used Phase Door to get out before she suffocated.
Finally, a lone alchemist on Old Forest (7) died because, well, because it was Old Forest (7) and the level was practically nothing but canines and Wrathroot. Phase Door and instant healing saved the day again. Wrathroot dropped a bunch of enchanted swords and one flaming steel dagger (yum!), plus the
Went into Kor'Pul. Opened a sealed door vault with four skeleton mages, cost (only) one life. One of them dropped the Feathersteel Amulet.
Helped a Lost Warrior and took Strength +2.
Had to detour around a bloated horror to find the down stairs.
The Shade went down to a one Flurry, one Dual Strike (which stunned it) and a couple of regular hits. Snik had more trouble from those skelly mages.