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When your spell looks more powerful, I think it means you just had a spell go critical.
You can find tons of gems in the game if you pick them up. I have a fighter with several suits of armor with onyxes in them because I took the imbue ability 3x. Perhaps it was a little silly and it would actually be meaningful if one could imbue more than just body armor but at 3x Onyx gives +3 to all stats.
To fight Bill with an Archmage simply blast him with spells and move away as he gets closer until your cooldowns wear off or phase door if he closes too much. You should find a rune fairly easily and in the early stages that is more useful (usually) than Wild since you should not be engaging in hand to hand.
There are no other done modules only "works in progress" for te4. Apparently they are playable but I haven't a clue how that works as I have been busy still playing TOME.
You can find them on the forums under the Tengine part.
sophers died.. rather quickly.
but, im enjoying it quite well, thank you for asking. :)
Im currently playing on Limbo, he's level 11.
Male.
race: higher.
and he's a fighter.
he's lasted the longest.. by far.
this game is definitely THE best roguelike ive played.
the only downside is i cant get other modules loaded, in the te4.
how you enjoying the game?
Playing mages like warriors is like playing the game backwards. Instead of putting points into attack spells in the beginning you just focus on defense. When I played I did not put any points into will power because I did not need the mana. If I had gotten to the far east I imagine I would have started pumping willpower. As far a game play went this was very similar to playing a wyrmic. I could ignore melee creatures but feared spell casters. This was what doomed me given I died to elven blood mages in the spellblaze. If I play this way again I think I will a)try to get more beam spells (useful for sniping spellcasters) and b) not play a skeleton (this would allow me to get a few more levels and probably get premonition) other than those 2 things I believe this is a feasible way to play until the far east.
Monks today as well.
ive considered doing this too! tell me how it goes!
As any type of mage, I would skill Stone Skin too. The armor bonus is really great. Don't forget Blur for defense too...
I love that idea, see how far you can push this :)
V18
It's the bottom of the undead lair in the east where you fight a copy of yourself after the boss summons it.
What version of the game are you playing, and what arena are you talking about?
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.
storm talent line is bugged atm. Nova doesnt work. I'd avoid storm tree until next beta.
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.
Thank you for your help, i think i'm getting the hang of it now, i won't mess up next time!
Yes, i chose the category, and no, it stayed 0.70.
If i run into anorithil choose hymn of perseverence, noted.
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)...
"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.
"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.
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.
"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).
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.
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
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.