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Please... PLEASEEEEEE Dark God.
I have money with your name on it.
You forgot to eat the Heart of the Sandworm Queen (unless you were purposely saving it).
Those extra stats and points could have helped a lot.
But then again, I once forgot to drink the Blood of Life, thinking it was a passive that you were meant to keep in your inventory, so I can't judge you too hard.
Also, both alchemist quests were completed - you could have picked up both potions for several generic and class points.
Beating the Master is nice, but I see that your infusions REALLY need upgrading - the starter one you have are really bad and don't scale at all. Besides that, most characters should have a 4th infusions by lvl 20 (or even by lvl 10) - something like Movement is good for "tactical reatreat" (aka RUNNING FOR YOUR LIFE).
Once you got some good infusions, the Master should be much easier to deal with.
Beating the Master is nice, but I see that your infusions REALLY need upgrading - the starter one you have are really bad and don't scale at all. Besides that, most characters should have a 4th infusions by lvl 20 (or even by lvl 10) - something like Movement is good for "tactical reatreat" (aka RUNNING FOR YOUR LIFE).
Once you got some good infusions, the Master should be much easier to deal with.
I'll do that! Thank you. I've got some ideas of how things need to change already. And I think I'll alow egos on the items too.
Let me write it up and I'll push the update.
Could You top us up with some news on this !
Make it a Dark God's blessing
I'll test it at some point when I start a new character. You should include information on what to look for here since nobody will have any idea how and where these items can be procured for testing.
Looking for feedback on balance, drop rates, and when the items should appear in the game.
And any other suggestions you may have! This is an ongoing mod and I'd like to make it fun.
Many thanks,
~Rocketman
the skills are so unique. hope this gets updated.
Your stream link has an extra parenthesis at the end of it
If you can find a source of Tracking or if your class has access to the Divination tree or vimsense or other talents capable of detecting monsters at a distance, you can look at the monsters inside the vault before opening a door and learning only then what sort of enemy you'll be confronting. Vision or item-based mapping (there are at least three helpful items in that vein) won't work on a vault, but telepathy/tracking can.
a lot of fights are won by not face tanking. try running away before you absolutely must. the Master is esp. vulnerable to this approach, but you need to be sure that the terrain is on your side.
We wait as long as necessary
Guys, you are cool! You're like a diamond in the gaming world
This is my first time ever creating a mod so there's likely to be bugs, please let me know in the comments!
Vaults are just annoying. So many of them are so easy to clear, then I run into this one, which is so much more difficult than every other vault. I really don't want to read too much into spoilers, so I am just going to leave them alone from now on.
The best idea is to clear level and open vault as last thing. If it's too hard just pop movement infusion, or simply run FAST.
Always good idea to return later for some loot.
WtW is insanely hard early especialy due to huge nuke potential. In old forest there this specific vault that should be avoided.
Bulwarks are particularily weak against the mages, it's just how they work.
Though Antimagic forbids you entering Angolwen or using runes, it can scale from your Physical power, which is good for melee fighter.
Arcane shield-wielding is more about Sun Paladins or Demonologists.
WtW is in fact my #1 killer. I consistently run now as soon as I see them and (maybe) return some 3 to 6 levels later.
Master is strongest boss in first half game!
"Phase Door" and "Teleport"
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area.
These talents save my archmages many times.
Thanks so much for updating this amazing addon. I hesitate to report this as it is tons of fun and infinitely exploitable, but there seems to be an issue with the War Hound Locomotion > Rapid Dash talent. At talent level 4 the swap places effect becomes automatic rather than checking any success roll. That works fine, but it appears to happen at instant speed (o% of a turn) when your character is immobilized, rather than being cancelled. That allows for infinite free attacks disregarding retaliation damage etc on whatever you are swapping places with.
I've also seen a bugs across several characters, although I can't seem to pin down what triggers them. Temporary effects like the healing/equilibrium from friendly dragonfire effects on the fire drake, and the effects of clasped gems on the hydra, are somehow applied to the character's base stats. I've found myself running around as a firedrake with permanent +300 health regen and equilbrium drain, and clasped turquoise on my hydra had the resist pen zeroed out, such that removing them brought the character to negative all-resist penetration. I had to add the turquoise back on to get back to 0% all-resist pen.
I guess it's this thing https://www.reddit.com/r/ToME4/comments/gmp2n9/way_to_a_strange_portal/
Replied to the wrong comment. Deleted.
Let me give you a hint: Inner Power & Arcane Cunning correlate in a very good way. Use it on full scale.
You're also obviously wasting a hellton of talent points on low-level attack skills at the game's beginning. Try investing in enhancements.