Recent comments

  • "For a Nonlinear game..." (More possible spoilers within.)   10 years 21 weeks ago

    Monks today as well.

  • warrior mage test/idea   10 years 21 weeks ago

    ive considered doing this too! tell me how it goes!

  • warrior mage test/idea   10 years 21 weeks ago

    As any type of mage, I would skill Stone Skin too. The armor bonus is really great. Don't forget Blur for defense too...

  • warrior mage test/idea   10 years 21 weeks ago

    I love that idea, see how far you can push this :)

  • Unkillable Clone   10 years 21 weeks ago

    V18
    It's the bottom of the undead lair in the east where you fight a copy of yourself after the boss summons it.

  • Unkillable Clone   10 years 21 weeks ago

    What version of the game are you playing, and what arena are you talking about?

  • Unkillable Clone   10 years 21 weeks ago

    Eventually I did manage it using an arcane rune and patience...For while my clone possessed the same things and attributes I do it did not have the capacity to think. I let it get into it's last Stand formation and then patiently shot it with the rune whittling down its abundant life-force...at least 6 times mine.

  • arcane experience 3   10 years 21 weeks ago

    storm talent line is bugged atm. Nova doesnt work. I'd avoid storm tree until next beta.

  • Who knew?   10 years 21 weeks ago

    actually its alright to complete a escort that gives you a mana, pos, or neg bar. As long as you dont use the skill that gave you that bar.

  • arcane experience   10 years 21 weeks ago

    Thank you for your help, i think i'm getting the hang of it now, i won't mess up next time!

  • arcane experience 2   10 years 21 weeks ago

    Yes, i chose the category, and no, it stayed 0.70.

    If i run into anorithil choose hymn of perseverence, noted.

  • arcane experience 2   10 years 21 weeks ago

    I think he chose a category point, in which case you may have upped the mastery by 0.1, but I am unsure. (There is a mastery number behind the category name just check the number behind it)...

  • "For a Nonlinear game..." (More possible spoilers within.)   10 years 21 weeks ago

    "if you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine."

    I do not see why stuff done before ever meeting the anti-magic freaks should influence what they think of you. 'They' don't even know you exist. And why would you get a carte blance to do anything after being trained? You can walk back into Zigur and chat to trainer with 3 runes tatooed into your skill, use magic in the town, and they are cool with that?

    No, only way that makes sense is that the training period is when you must abstain. Monks of old, sometimes they were regular people who suddenly took vows. They might have done a lot of stuff before that.

  • arcane experience 2   10 years 21 weeks ago

    "Run into another injured seer. I wonder what will happen if i take the same reward twice? Will it stack or will the reward be completely wasted? Woops, looks like it's wasted. Meh, that could have been +4 to magic."

    You should now be at talent level 2/5 in whichever you chose. For some abilities that's a is pretty good deal.

    If you get anorithil, you obviously take hymn of perseverance, because that rocks. 30% to some important resists. Next time you can select it again and be at 40%. So while the first one was the important one, second didn't hurt.

    When I get a seer I really like 'premonition'. Works out, in practise, to 10-20% resistance from any magical attack.

  • arcane experience   10 years 21 weeks ago

    You have not messed up because of that category point. It is a pure bonus to your char (given by your race selection) and will surely be helpful later on. At level 10 be sure to get an extra rune/infusion spot. I typically like 2 healing (or regen), 1 wild and 1 transportation (phase door or teleport)

    But in my experience, getting an extra infusion/rune spot with the first category point seems to be the way to go for all races I've played so far. Because with the class-given categories I already have too many places to put points as it is. An extra heal infusion at level 10 beats opening up most trees (into which you still need to invest points you are hard-pressed for at that level). At level 20 there is more of a choice.

    Keep at it, and satisfy the apprentice mage. That should open up new possibilities for you.

    Fighters are considered easy, once you get shield wall up and sustained. Walking tanks. Anyone can die at level 1 by bad luck and dungeon generation.

  • arcane experience   10 years 21 weeks ago

    "Run into a seer lost in the woods. He's offered some training for helping him out. Picked the divination category reward. The category is still grayed out and i can't put any points in the skills. I don't get it."

    Skills have pre-requisites: basically stat requirements and level requirements. Especially for stats, you should check what's the requirement before getting the reward, because sometimes your character won't be able to use the skill until very late in the game (or never).

  • arcane experience   10 years 21 weeks ago
    thx

    Thank you for your advice concerning poison & escort quests. I think i messed up by putting i category point into magical combat but i'll stick with this character until i get to see what this apprentice mage wants all those amulats for.

  • Who knew?   10 years 21 weeks ago

    Yeah that is always a bummer the first time you find that out. Here is what fails that mission:

    Completing "an apprentice task"
    -using a rod/wand besides rod of recall
    -using runes
    -receiving an escort reward talent that gives you positive, negative, or mana

  • arcane experience   10 years 21 weeks ago

    Yeah poison is lethal if you don't cure it or run the counter down before your hp runs out. Even outside. Wild Infusions are a must have for that. Thankfully almost all characters (except undead) start with one that removes poison.

    The escort rewards aren't necessarily all equally useful. You need a category point to spend on any new skill trees you earn from those. On the other hand you can get a talent with uses from the same quest instead.

  • Chronomancy: Paradox Mage to do list (beta 20)   10 years 21 weeks ago

    Finished up the changes I wanted to do to the gravity tree today and managed to get particles and sound done for every non-timed effect that's going live with the Temporal Warden.

    Not sure what I'll work on next, maybe redo the Matter tree. I'm thinking I'll put Dust to Dust as the first talent on that tree and just make it a straight small ball AoE then move the wall destruction thing over to ashes to ashes in age manipulation. Also thinking Quantum Spike will be the last Matter talent and be a ranged insta-kill :) Should be fun.

    Also pondering a cloud spell someplace since gravity well is the only lasting aoe, maybe dust to dust?

  • howtocompile   10 years 21 weeks ago

    It's worth noting that if you're compiling from the SVN you'll need to import the .dll files and stdout files over from a release copy.

  • "For a Nonlinear game..." (More possible spoilers within.)   10 years 21 weeks ago

    "if you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine."

    So then it is a bug? Because that was not my impression. It seems to me the trial is one where you aren't supposed to take part in something (magic) while the trial is upon you. It doesn't matter if you have touched it before, just as you don't fail if you use magic afterward.

    If it is a bug it should reported...so that is what I will do next.

  • it's quite dark   10 years 21 weeks ago

    Fine :)

  • "For a Nonlinear game..." (More possible spoilers within.)   10 years 21 weeks ago

    Yeah that guide is appreciated. When I first got here I took a look at it and decided early maze was a good idea if done carefully.

  • "For a Nonlinear game..." (More possible spoilers within.)   10 years 21 weeks ago

    If you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine.

    And, the Rod of Recall is a convince, not a necessity. Keep in mind, it's existence is only been for the last few betas. So don't feel as though you HAVE to have it.

    Also, as you are talking about a fighter in particular, you have no need for staves. So, the first artifact [randart is okay too], give to the apprentice - he'll take it and that's all that he needs.

    And, you can take the anti-magic quest as an undead at lvl1, just dive for the stairs and fight only when necessary - you don't even need to kill the unfinished golem.

    Other than that, I do like your general plan of approach. I'm going Undead Ruins, Maze, Mire, OF/quest, merchant/cursed/urkis if I haven't done them yet, Daikara, SWL, and then depending on luck of kit I'll either do the elven ruins next or Dreadfell next. Regardless, I'm doing the elven ruins before Iron Throne. After that, it's off to the east - and doing Underwater Cave, Anorthil Cave, Spider Lair, Vor Armory/quest, head back west, do the dungeons again, then do tannen quest, do the prides outside of grushnak [so I don't need to dive down there twice], go back west and do the crypt/plane/whatever else there is now, do the east crypt/whatever else there is, then do the mt. doom dash [or do the dash before heading west the second time], limmir quest followed by grushnaak, which then turns into the slime tunnels, which then turns into final dungeon. Go through, kill shit, own me some wizards and I'm done. :)

    Also, some time ago I wrote a guide about Fighters, Dwarf Fighters in particular located here - http://te4.org/blogs/finalmaster/2010/12/dwarf/character-builds-1-dwarf-fighter
    It is a bit old, written before runes/infusions - but it is still mostly valid.