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Right now undead can't use this addon. They start in Last Hope, but get swarmed immediately by the hostile locals.
How about either the addon ignores undead or it adds the Cloak of Deception?
First thing I'm doing when this comes out is hijacking an air elemental, then heading to tempest peak.
There I will bathe in Urkis' lightning bolts while doing a silly dance and giving both fingers.
It's in the Mobility tree... but not the one that you have :/ The Assassin addon you are running replaces the old Mobility tree that Prowler uses with a different version that does not have the Strider talent. The new version is slated to be merged into the base game with 1.5, along with the Rogue changes and a bunch of other stuff, and when that day comes I will decide what I want to do about those talents. This whole class needs a major overhaul, but I've been putting it off. Waiting for 1.5 gives me a nice, vague deadline to consider changes and work things out ;P
I still dig out my old 2.3.5 files on occasion to run Lore Master/Possessor/Druids. Miss the excitement of getting a cyclops corpse or eventually the GWoP. Excited.
Hot bloody damn! :O <3
beautiful and totally worth the wait i bet! praise darkgod!
So if you're a luminous/radiant horror then you get some absorption? I'd want to be a worm that walks in the dark crypt.
Hey there, I noticed that two of the talents (prowl and something else) both mention a skill called "Strider" that reduces the cooldown of the aforementioned talents. Where the heck is it?
I've always liked monster-skill type powers. This looks like it will be a lot of fun. It'll be cool to discover which monsters can be used. I want to be a Worm that Walks! Come ooooooon!
1: if you're playing a steam class, all 3 inscription slots begin filled (2 medical injectors, 1 steam generator), so you don't get the shield rune. I'm not sure how you'd solve this, but I just wanted to inform you.
2: Could you make a forum post for this class? It makes discussion on bugs and the like more likely to happen.
Ill make sure to watch! BTW is the rogue rework planned to join the main game anytime soon? xD Thanks!
Can you help me understand what i do wrong?
Ok, everything solved
Looks like it has potential, but I got a couple of LUA errors upon taking the portal at the end of the maze.
Errors: http://hastebin.com/ugovasenij.vbs
Taking a quick look, I'm betting this happened because the weight of your addon is lower than the weight of the Ashes DLC (105). I'd recommend setting it to at least 200, to ensure official content is loaded first.
Also, the "version" in the init is the game version, and is generally set to at least the version the addon was originally created in (in this case 1.4.9). You will want to add a line for your addon version, "addon_version = {1,0,0}".
You might want to consider creating a thread in the addons forum, as well. The forum is better formatted for getting feedback, suggestions, and the like. Cheers.
Yay :) Have fun :)
Good pick on supplying them with the DLCs!
I hope your friend gets to the end and learns much from their deaths :P
Having trouble where I am failing to find a water-breathing device within any shop in Last Hope. Is this a glitch, or am I missing something?
Apply the Classic D&D Mummy Rot diesease to use and this one's a keeper.
I can't seem to edit the description to add a changelog in (maybe it's too many words?) anyway, here's what I've done.
Changes:
Reduce stealth cooldown 10 -> 5, changed max power 64 -> 150
Traps now last 10x as long (8 -> 80)
Traps have their cooldowns halved
Husks can be created from unique creatures (the description already makes this seem possible)
Husks don't unlearn bone shield
Aura Mastery max size +5 -> +7
Aura Mastery min decay rate 3% -> 1%
Brotherhood of Alchemist elixirs no longer get poached
Could you please give some idea of what this actually changes ?
On adventurer, selecting the option to include antimagic doesn't unlock the category.
Looks like the addon also doesn't register you spending category points in already unlocked trees to increase mastery.
And a fun bug http://prnt.sc/d402de
If you unlock golemancy and put a point into the first skill, the game spawns a level 50 golem for you. If you clear your plan, the golem remains. If you then unlock golemancy and put a point into the first skill again, the old one still remains and you get a new one.
The golem doesn't follow you, but it will attack anything that gets into its line of sight.
Playing tome 3.5 years and still think I am beginner ^_^
And yeah, guide is pretty good =D
I gave this addon a spin, and I have to say, I was pleasantly surprised by the level of polish! Not only is it a solid race, but the starting zone is great, and I love the lore and other little touches that tie into the racial talents and standard ToME Mummy lore.
My one critique is that I'm not really sure why Embalming grants Strength. ToME lore, and the lore you introduce, seem to indicate that preservation as a Mummy involves some sort of arcane rites. As such, it seems like Magic would be a better fit, no?
Just an idea, anyway. Great job!
I'm hesitant to test this since I won't find out of it conflicts with
another addon I use until mid way through the game.
Revised shortstaff's also adds short staffs (their own category) and short staff randarts
to the game but there balance is different.
I'm going to have to try it out and see if it does.
I love this addon is it possible for you to upload this to steam so I can grab my updates to it through there?