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1. Use your healing infusion. This gives you entropy and makes entropic gift available
2. Cast entropic gift on one of the dummies
Repeat 1 and 2 until you cast entropic gift 3 times. If 1 isn't working, go bump a dummy then try again.
You'll get a new task and the netherblast talent.
3. Cast netherblast on a dummy 4 times
You'll get another task and the fatebreaker talent
4. Use your healing infusion. This will cause your health to go down but you can't die from it
5. When your health is lower than the damage from netherblast, cast fatebreaker on one of the dummies
6. Cast netherblast on yourself. This would be fatal except for fatebreaker, which prevents you from dying
Repeat 5 and 6 (you should still be at 1 health so you don't need to repeat 4)
7. Wait a few turns. If nothing happens cast another netherblast at a dummy and wait a few more turns
8. When the creature appears, just wait a few more turns
Congrats. Choose your reward
To generate entropy, you need to be in combat. Easiest way to get in combat is to simply go punch a dummy before using the Healing infusion, tho taking a step towards one should work too.
Eyyy, another BikiniCryptFeaster enjoyer! I just completed a Dwarven Bulwark with a few additional rules (Must do dark crypt/god feaster at minimum level, no tracking, no OOP, no zigzag tunnels). Thinking about what combo to try next, still so many classes and races I haven't played yet.
I'm kidding guys we love everyone.
The lack of Mobility is kind of intentional because of Quasit Rush. You can use Quasit Rush dashes without targeting enemy so it works as repositioning tool if you sacrifice the ongoing other combo. That is my intention with that talent.
I currently at low levels but here some thoughts:
-A cool idea to change your skill depending on the combo;
-Lack of generic trees. Its goes to little strange interaction- there is no support for Light Armor(Mobility), so you can just go to Armor Training 3 and wear massive armor... But you dont have Str to wear.
-Quasit Rush fells kind of useless. You dont have way to get close at beginning of fight(2 square rush in nothing) and you dont gonna use End step(5 square rush) to enemi, because you already adjusted. Maybe add some source of knockback or teleportations to give hit-and-run route?
ty. your doing gods work lol
Thank you for the compliment!
Well done! I have never actually tried Sun Paladin, but my view of it is that it wouldn't be strong enough to want to take on the dark crypt, so I am pretty sure that's an accomplishment right there.
Or maybe it was the bikini that made you look sexy so it confused the enemies and they dropped their guard ;)
[quote="zizzo"]
(Oh, and as a complete non sequitur, there's already precedent in the Mecharachnid Piloting talent for displaying the mecharachnid tile on top of the player tile, and I think it would look cool to use that for this evolution too.)
[/quote]
...ah, sorry, hadn't actually activated the evolution when I posted that. :-} Double width is impressive looking. Wish there was a way it could show up on the online character sheet, though...
Found another problem: if Embers of Rage isn't enabled, the addon chokes trying to modify the nonexistent Miasma Engine talent. Which I guess wasn't a problem before you added the Golem Rider evolution. ;)
Another thought: you make a point of refunding the talent points spent in the Steamtech/Mecharachnid tree when the player takes the Mecharachnid Rider evolution — but Steamtech/Mecharachnid is a locked tree for Annihilators, so the player is also spending a category point to unlock that tree, and that point isn't being refunded. Now, I could see that cat point being considered part of the "cost" of the evolution; if so, though, I'd encourage mentioning that explicitly in the description.
(Oh, and as a complete non sequitur, there's already precedent in the Mecharachnid Piloting talent for displaying the mecharachnid tile on top of the player tile, and I think it would look cool to use that for this evolution too.)
So, this looks fun, but… one of the requirements for the Mecharachnid Rider prodigy is "invest 5 points in Mecharachnid Rider" — and I can confirm that no such talent exists, by that name or by the T_MECHARACHNID_RIDER talent ID you use internally. I'm guessing you meant 5 points in Mecharachnid Piloting?
I'm not sure what the intended implementation was supposed to be, but this addon does not appear to provide an extra prodigy point.
Yeah, it's a gem that is easy to come back to after periods where life gets too busy. Welcome back!
Yeah, the first time you run into it it's a very confusing battle. I think many die from it at first. Join us on the Discord where we are quite active!
I will be looking at the profile to get inspo for my own wanderer!
nvm, just realized it meant it was giving me *an item* from the DLC as a gift
There are no requirements other than Strength 50 to learn Wyarm Evolution. If this addon is enabled, it should already be displayed in the Prodigies dialog from the start.
How do I evolve into wyarm?
Cornac Doomed just because Doomed scales so lovely with talent and category points.
The main focus is Reproach. You can take whatever you want as a prodigy, but make sure at least one of them is Range Amplification Device.
The reasoning: RAD fixes so, so many issues for Doomed it is absurd. Hateful whisper becomes range 8. Agony range 10. But most importantly, Reproach goes from radius 2 (it actually has -range- 2 so RAD effects it) to Radius 5. It might look weird with the "damage reduction" aspect of the ability, but believe me, it will not matter. Reproach will be one shotting anything that even tries to approach. It'll be one shotting them all at once.
Focus shadows turns into Range 9. Feed becomes range 10, so you're practically guaranteed to be feeding forever. Your darkness will flood the map.
Is it the absolute best choice? Probably not. But it's one of the only classes RAD makes a huge difference on and it's hilarious turning the limited range Doomed into a screen nuker.
Thanks for making this, I've been having fun trying mage knights again.
There's a bug in Astral Body, one of the mind knight talents, that prevents it from working. I was able to fix it by changing the code in mind.lua, see below. If you're going to do another version of this addon you could include it.
Search for: local remove = math.floor(heal / 50)
and change "heal" to "base"
isUnarmed should return true if Evolution is learned, but it currently returns false until the third talent is learned. I will fix this issue. Thank you.
[sound F/X: source diving] …oh. Well, now I feel like an idiot. For our audience following along at home, monju3072 was way ahead of me all along and has already superloaded :isUnarmed(); it begins to return true after you learn the Dragon Scaled Arms talent, which I had not yet done when I made my initial bug report. Interesting choice, but I can work with it. We Apologize for the Interruption.™ :-}
Oddly, in further play, the Wyarm Combat talents have become available to use, and I have used them successfully. False alarm, apparently? We Apologize for the Confusion.™