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The resource regen buff talents actually REDUCE the amount of paradox and equilibrium you can use (it seems to think that the regen=sustained talent cost), for the others this isn't as much of a problem, but for True Demon with it's potentionally infinite stacking, it will eventually make both resource pools unusable, so you should probably remova all regen related to those two resources.
I've tried to make my own fork of this to fix this problem, but my problem is that I seem to always miss something, so the addon won't work (I haven't done any modding for the game since I forgot my last account over ten years ago, so that skill is gone, not that I was even that active or good at it).
Also, a bit of a warning for others, the doomed clone will be essentially immortal if you focus on survivability with a True Demon, softlocking you.
kinda love this but the talent one save is too high for normal difficulty, nothing without a name is capable of surviving hahah
Nice work on the quick fixes.
But I'll miss the 4-armed bug-yeek
Bugfixes:
- Orcs campaign now works
- If possessors isn't enabled, the starting zone boss now has a different talent
- You can no longer transform into a yeek in the customization window
Changes:
- Buffed acid res on third talent a bit
- Added a more faithful version of the stasis from DCSS: not only is teleport res 100% by default, but as a Formorian **most teleportation talents will fizzle**! This should hopefully balance out the ogrewielding without the power/acc penalty a lot more while making them feel more unique to play--however I expect this will 100% break something somewhere so please let me know if you encounter any errors caused by this : )
can't believe i missed that lmao, ty
good catch, thank you!
I ported over all merchants from my other mod (spell merchants) they will all have a random chance to spawn in a level. Their "chats.lua" have been ported over, so all talents are now up to date. I had to make the merchants invulnerable, so they may spawn in narrow hallways, blocking the path. If this happens, you can use the pickaxe to dig around them.
There are 13 merchants that can randomly spawn so, it will be heavily RNG based. It is possible you may not find the merchant you want. My question is: should I combine all talents to one merchant? That way once you encounter a merchant, you will have all talents available to purchase? For now, I gave them a high spawn rate, so you should encounter atleast one merchant per level. Looking for feedback on this. Thanks.
This uses the same logic as the Barachi race mod, but it refers to the intro orcs-barachi file.
Need to create a new intro file in overload/data/texts/ and update line 148 of data/birth/formorian.lua to match.
enables a lot of new builds and fun theory crafting for adventurers
It starts with a "vanilla class" and in few months you'll be cooking some hella cursed stuff :^)
Looks interesting so far. Found a small bug: Yaech Ritch-Keepers in the Spell-Tainted Bog zone are created with the Shockstar talent, which is defined in the Possessors DLC - but the addon's init.lua doesn't have a "require_addons={'possessors'}" line, so if you try to create a Formorian character without Possessors enabled, the game crashes at load.
Edit: I've re-added the ability to [reveal] talents (for free) and increased the cost of category points to 2000 gold.
Category points can now be purchased from Mulfar!
We do still run in to a slight purchase cost/value issue, as I do have the option for each merchant to sell a one time talent increase by x1.2 and the cost varies depending on the power of the talent, ranging from 500g to 1250g (I believe?) So the player is still able to either get a great deal or get screwed. But I suppose it just adds an extra element of skill/knowledge? Anyway, 1 cat. point = -1000g.
Also, I'm always open for suggestions, just understand, the best place to leave a comment for this mod is on steam workshop, as it's the place I'm most likely to see it! I visit this page VERY RARELY. When I open steam I can see right away when a comment has been left :)
Merchants can now (reveal) talents for free, so players can view what the talents in the talent tree do (by pressing 'p') before spending gold on it. The price to (unlock) talents will now be shown, but you will still need to have the required amount of gold in your inv. for the dialog to unlock talents to appear.
Master Jeweler merchant now has a custom shop and will sell gems and a wide variety of jewelry with a chance to sell unique jewelry.
I've made changes to Zemek and Sun Paladin's spawns.
Derth: The Sun Paladin will keep his set spawn. Zemek's random spawn chance removed.
Last Hope: Zemek will now have a set spawn.
Angolwen: Zemek will no longer spawn in Angolwen (due to him sometimes spawning in between trees, blocking the path)
Howdy, This is the first addon I've made for this game. I just wanted to create a class that had melee talents and most of the necromancy tree. It should be fully functional as a vanilla-ish class. It is unlocked when you unlocked the normal necromancer. It can evolve into a lich also. I decided to add the arcane blade arcane combat talent category since I would rather let the person using the mod decide if they want to utilize it or not. There are a lot of talents, but again, I want to leave the class open to let people decide how they wanted their Deathknight to be, for the most part. I do realize there is a functioning deathknight addon, however, it uses custom talents and I wanted this class to be vanilla (99.9%) for my enjoyment and thought I would share.
Try playing with different classes, alchemist got me far when I first started. The fact that alchemist has a golem that fights for you helps a lot.
Nevermind, update has been scrapped for now, for some reason the game crashes when trying to play as an Archmage very strange bug, seems to work fine with other classes :? I released a quick fix that removed the shop 1.1.6
New update 1.1.5: I created a new shop that sells (yellow/orange) Unique items. There is a limitation though... Once the shop is opened, then closed, it will become empty and will not restock! Make sure you have enough gold to buy want you want! This is a custom shop and should be considered "experimental" I'm guessing that the shop loads "random uniques" and once a lore note is read, that item gets removed from the loot pool (to avoid duplicates?) Uniques can still be found in game, but the ones loaded in this shop might not(?) This needs verification, more testing is required. I'll be relying on the community to figure this one out, so if you have info on why the shop doesnt restock or if the items no longer spawn in game (after closing the shop) pls leave a comment. Thanks!To the club! :D
If you read this before editing, ignore it... Thanks for the add-on. The different restrictions/benefits are fun.
You win by dying. A lot.
No real way around it, death is the best teacher :D
New update: "The quality of life update"
Added a menu to increase max lives.
Added a menu to increase max health/mana/stamina pool and regen.
Full talent trees can now be unlocked all at once.
Added higher values and added an option to increase all Character points at once.
Added an option to increase all crits and resists at once.
Added Psionic Possessors, Annihilator and Technomancer talent trees.
Added technomancer unlocks (Arcane Dynamo, Steam Generator, APE)
Added some other missing talents.
Color coded parts of the menu to make it easier on the eyes.
The GodMode Merchant now has two spawn locations:
Location 1.(Maj-Eyal) Near the portal to Angolwen
Location 2.(Far East) Near the entrance of Gates of Morning
As of T.O.M.E 1.7.6 (Spell Merchants 1.8.1) All talents and spells should now be available. I'd like to thank the community for bringing the missing talents to my attention.
I've made changes to Zemek and Sun Paladin's spawns.
Derth: The Sun Paladin will keep his set spawn. Zemek keeps his random spawn chance, but is now invulnerable and can not die.
Last Hope: Zemek now has a set spawn. Sun Paladin will have a random spawn chance.
Algowen: Zemek will no longer spawn in Algowen (due to him sometimes spawning in between trees, blocking the path)
It is recommended to start a new save when new dungeons and entities are added. If playing an old save, you can enable developer mode (in the main menu, under options) when in game press ctrl+a then press 'r' to reload the zone. This (should) add the new assets (dungeons, bosses, npcs etc.) to the zone.
All merchant spawn locations have been adjusted, this should no longer be an issue, thanks for bringing it to my attention.
Thank you! I've been playing this game for the past month since I watched that same video. I've played about 60h now. Yesterday I got an arcane blade to unlock a prodigy for the first time since I started playing (yeah it took me 50h to get to lvl 25 for the first time) and died immediately after on some quest to save a woman from a cult.
So earlier today I decided to go through the forums, saw your post and went "Huh, maybe I should give bulwark a try again since it's so beginner friendly and I'm yet to beat the master"
Loaded up the game, game glitched tf out and I died at lvl 5, started again and went all the way to 30 in about 5h.
Haven't died yet so I'll keep playing this char and see how far I can take it.
So again, Thanks for the wonderful guide! It's been pretty helpful!
Edit a week later: Have been busy with uni lately, but I indeed have taken the char all the way to lvl 50 and beat the game for the first time on roguelike normal (died once at the final fight but I had one extra life from that vial) so again, big thanks!
Hey, really enjoying the class. odd since i've never played summoner though. do you think a possible talent similar to Doomed's One With Shadows' Shadow Senses would be acceptable. it's mainly because I spend a lot of time out of sight of the enemy like one would with summoner. I do get if it's not okay since it does mess with the balance of only having up to 8 turns of visibility from track though.