Menu
390 players are currently having fun. Join Them!
Tools & Stats
News
April 16, 2025
December 15, 2024
December 15, 2024
April 16, 2024
December 15, 2023
User login
Players Blogs
Recent comments
3 days 17 hours ago
4 days 12 hours ago
6 days 1 hour ago
1 week 8 hours ago
1 week 5 days ago

I was curious about this post but was saving it until I've made it to East myself so that I don't get any spoilers. My first was Skeleton Writhing One. Got over confident raiding orcs and died though :(
I just started my first Nightmare run after reading this and enjoying it a lot. Haven't beaten Normal yet. I agree it's better to have more rares popping up. More fun and better loot. Unique bosses do become tougher. Taking down Bill and the Possessed was manageable, but Norgos encounter was surprisingly dangerous.
Got half a ton of error when trying to stealth past a sleeping wyrm in his vault. Continues after teleporting out.
Barkfist and the Treekin talents are intended to only work with a mainhand weapon and an empty offhand. Barkfist will not function with any offhand weapon, even a mindstar. Barkfist will also not function without a mainhand weapon; any type of weapon is fine as long as it is in the mainhand. Totally unarmed is not possible.
Bark Guard, from the Bark generic talent tree, does function with an offhand mindstar, but not with any other offhand.
I hope that clears it up and thanks for trying the class :)
It gives you an off hand, unarmored attack but could one also go fully unarmed? Or does it only work if you have a weapon in main hand? I understand that it should be possible to use a mindstar offhand and that Barkfist still counts as unarmed? (even if the char sheet doesn't show it?). I noticed the activated skills only work with a weapon in the main hand, which I see as intentional.
Click the download link and save the .teaa to your addons folder. For a steam install it's something like: c/program files/steam/steamapps/common/TalesMajEyal/game/addons
Hope that helps :)
+
Hello! I'd really like the 50% hp trigger option. I have no clue how to install this mod tho, only used to steam mods. Any tips maybe? Thank you!
Enjoying the class so far but just wondering for certain class trees. Since you will be focusing more on dexterity and strength wouldn't be better for requirements for them to scale of dexterity than strength so they are more readily available as in most cases you may have to ICTW prodigy (if you also extra physical power) I so you can acquire them. At least tie into the swordsmanship passive. Also to help make feel a bit more unique to class since you're focusing more on skill and technique than sheer brute force.
And Spring Attack cancelling movement infusions which can be can be annoying as only set amount of spring attack that can happen per turn.
For Lightspeed draw. It's a pretty underwhelming skill. Cause basically after around 3 or 4 uses (which take massive toll on your stamina ) for what amounts to range 9 and 120% weapon attack (granted it's instnat) but 40 turns of increased stamina usage which 40 of mere movement skill on cool down.. robably lower down amount cool down for your (your better off using mutiple evasions or rush is more reliable as lightspeed draw is under the same issue of can't use if there are no enemies) on raw talent cool down. If not probably atleast the increased stamina cost for turn is significantly lower per turn while resting so it you can probably do a hit run or simply that not trying rest with auto explore with it waiting for amount turns to use the rod of recall
More details please!!!
to stop the Ai from running, Holding "I" key for open inventory will do the trick most of the time. Or "Enter" if there is a popup on screen
Thank you for reporting.
I also experienced it untill v1.1.3 . And I removed some causes at v1.1.4 .
If you use older version please try v1.1.4 .
Anyway, I'll fix it when I find what causes it.
Hey, thanks for the great mod!
Today, I somehow got an extra prodigy point with my PM after respeccing to another prodigy.
I tried to recreate the scenario but wasn't able to do so.
Oh, thank you. I meant to come back to gnomes and superload it but hadn't gotten around to it. Your addition is happily accepted. I did some brief testing and everything seems in order, so I incorporated the changes and pushed an update.
You make an interesting point about the other golems. No promises, but I'll think about what might work for that.
wouldn't it be too strong?
Love the class.
If you want to superload golemancy instead of overloading it, I made this :
https://drive.google.com/file/d/1yuCQFZVG1UmSjg26QZd1xY66or2qyGkh/view?usp=sharing
(I took the liberty of adding a small (1/turn) steam regen to the tinker's golem and enable infusions on the garden gnome's
It's a pretty small file so you can easily locate and remove those changes if you dont want them (line 67 & 59 to 63) )
It would be nice if golems other than the tinker's also had their own particularities, like, IDK, gloom on the cursed gnome's golem or maybe something that makes it charge the hatred of its master while fighting.
I've also now updated this page with the full description as well.
Thank you for this nice addon!
I second that I would like to see a highlight of the items in the inventory, so we don't need to look at the tooltip or where the cursor is at. Thank you!
Edit: Sorry, it's indeed only missing in the transmog chest.
Thank you for your reply. I see it. Sorry for wrong guess.
Your addons are very helpful to learn and create addons not just to use. Thank you very much.
That's not a game bug or an engine bug; that's Restart Sustains being sloppy about sharing a single TextzoneList between two other lists that don't really know about each other. I have a preliminary fix in the works; I'll upload it when I've finished testing it (and when the forum is fixed so I can announce it…).
That's probably because you have the necrosis tweak enabled from an earlier version.
Go to C/users/username/T-engine/4.0/settings and delete "tome.inferno_undead_necrosis"
It should solve your problem.
My addon doesn't change any talent and doesn't actually makes changes to the inferno race pack. Only the birth file for Eoland's vampire.
Does it also saves an incompatibility of Inferno's mod due to talent changes in 1.7.? That one failed to start for some time..
Забавно :) Особенно тентакли, развевающиеся на северных ветрах))
Did you know that while talents use "name" for the name of the talent and "short _name" for the technical name, classes and races use "display_name" for their name and "name" for the technical name?
So, if you use "display_name", you can write something longer in "name" and avoid conflicts with other addons.
Edit :
Nevermind, it works but both the chat and the character vault use "name" and not "display_name"
"short_name" exists in the code of the birther but where it should get used, "name" gets used instead.
Edit2 :
The chat/vault issue can be solved by placing this inside "copy" :
for races :
descriptor = {subrace = "Race name" },
for classes :
descriptor = {subclass = "Class name" },