Recent comments

  • Anthoril   15 years 5 days ago

    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).

  • Anthoril   15 years 5 days ago

    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.

  • Anthoril   15 years 5 days ago

    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.

  • Anthoril   15 years 5 days ago

    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on this page: http://te4.org/wiki/tome4-charhints but the talent trees were changed recently, so the hints may be outdated.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.

  • Anthoril   15 years 5 days ago

    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?

  • Anthoril   15 years 5 days ago

    Also why is there no way to edit this once it is entered?

  • Chronomancy : Temporal Warden Playtest   15 years 6 days ago

    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...

  • Urist conquers the sandhole   15 years 1 week ago

    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

  • Urist conquers the sandhole   15 years 1 week ago

    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.

  • Urist conquers the sandhole   15 years 1 week ago

    Sucks but true. Stick to infusions and left one slot to "oh shit teleport".

  • Urist conquers the sandhole   15 years 1 week ago

    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?

  • Urist conquers the sandhole   15 years 1 week ago

    It seems that once the skills are unlocked there is no penalty to using runes or other magic devices.

  • Urist conquers the sandhole   15 years 1 week ago

    I realized that this Urist was wasting the shield skill set, but I got carried away by that stralite greatsword.

  • Urist conquers the sandhole   15 years 1 week ago
    Some comments:
    • Stick with either 2-handed weapons (berserker) or 1-handed weapons and shields (fighter) - spending points in both trees is not optimal. At the moment you are playing a weakened berserker without the nifty special skills of the class (Bloodthirst tree, stunning attack with a 2h weapon, more hit points).
    • As a fighter, you should normally spend points in Dexterity and the shield tree. Raising Shield Wall to 5/5 and using it makes you immune to stun attacks and increases the defense. You will only do perhaps 1/3 of the damage of a berserker, but you will take only few and not so damaging hits because of the increased armour and defense. One point in Assault and Overpower are enough in this version, but with Shield Expertise at 5/5 the special shields attacks will also be devastating. It is perhaps too late to change this build, but keep it in mind for the next fighter.
    • Health 1/5 is too low, try to increase it further for more hit points. You also need to think where to spend the generic points. Ideally, a warrior should try to maximize Weapon Combat, Weapon Mastery, Health and Massive Armour Training (29 points), which leaves around 12 points for the other skills (e.g. Antimagic, Trap detection, Track).
    • You have the Phial, so the Sun infusion is not needed anymore. Try to get a good Phase Door or Teleportation rune. A teleportation amulet (swap) and a teleportation wand are also nice. Try also to collect some elemental resistance rings, e.g. lightning for Storming the city quest and cold for Daikara.
    • There is a random encounter that could appear starting with level 20 - be aware that it is a very dangerous place.
  • Urist conquers the sandhole   15 years 1 week ago

    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.

  • Urist conquers the sandhole   15 years 1 week ago

    I've been eying that skill tree, haven't completed it yet, but tele or phase is just so important. :-/

  • Bugs?   15 years 1 week ago

    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

  • My first online character.   15 years 1 week ago

    A fun read Freddybear. Thanks for posting :)

  • My first online character.   15 years 1 week ago

    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.

  • My first online character.   15 years 1 week ago

    the Shade at the bottom of Kor'Pul usually drops an artifact stave.

  • My first online character.   15 years 1 week ago

    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.

  • My first online character.   15 years 1 week ago

    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.

  • My first online character.   15 years 1 week ago

    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.

  • My first online character.   15 years 1 week ago

    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

  • My first online character.   15 years 1 week ago

    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.