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I've spent enough time in this game to at least give every class a try now, and it doesn't really seem to me like there's that much excessive text in skill descriptions- a lot of them just do so many things that they need to have long descriptions (mindslayer aura skills for example). I admit that I haven't read skill descriptions in a while (beyond hopping in game just now to check a few of them), so I'd love a few examples of what you're talking about, but from what I've seen, the majority of skill descriptions seem to consist of a couple sentences (at most) of flavor text describing what it does and the important details of what the skill actually does.
On the topic of too many skills, I think that if you were to look at the number of skills across all classes, there definitely is a ridiculous number of skills. However, looking at each class individually, most have a pretty normal number of skills for an rpg character. For example, mindslayer has 55 skills (plus whatever you get from extra skill trees picked up along the way, as well as however many race skills your race has), anorithil gets 40, etc. For comparison to other games, classes in guild wars 2 get a minimum of 4 different weapons with 2-5 skills per weapon, and then a choice of three skills from somewhere around 20 utility skills, one healing skill from around 5, and one elite skill from around 4ish. In dungeons and dragons online, many classes can almost fill the screen with bars full of skills- I used 10 bars of at least 10 skills/usable items each when I played. For comparison to another single player game, skyrim, the baldur's gate games, and plenty more provide you with similar numbers of skills. There's plenty of other examples, but the point is, you don't really have THAT many skills compared to other games. (Also, would you rather each class be forced into using a small set of skills or have the choice of multiple skillsets? You're not using every skill a class has to offer in most situations.) In this game, I tend to find myself cycling between 10-20 skills in a normal fight near the end of the game, which isn't terrible at all in my opinion.
I'm not entirely sure what lore has to do with skill descriptions. Or how you skip them. If you want to have any idea of what you're (supposed to be) doing anyway.
(or more precisely the massive bloat of stuff you accumulate over the game, I wasn't particularly surprised to hear dreadfell used to be the last dungeon)
Thankfully you can skip it all. :) Some of us actually like the creative effort put into the game. Lore is good.
Haven't really found any issues with this so far.
Can monsters just walk over traps given enough of a stat or something though?
I'm not really sure about that, but I've seen monsters (at least early on) just walking past some traps of mine.
Looks great!
The only thing left on my wishlist now is a patch to address the skill bloating.
It's not only that there are too many skills, if we print out the text attached to each of the around 50 abilities each character has, we get a small novel. Too many buttons, too much text, too much 80's in game design in that aspect. Less is more. Streamline a bit please, I got the point where i refuse to try out new classes, because I simply don't want to read 10 pages of a novel called "skill descriptions".
Occasionally the server hiccups. It comes back up eventually. Yes it is annoying. No there is not much to do but keep trying.
I did manage to unlock it with a Thalore Hero ("No" by name) remembering to not dally this time on the floor above. The unlock itself was relatively easy ...getting there not so much as I had to deal with rare oozes growing with no PD to move me out of the range (except for a nonmagical and erratic one on my cloak.) Finding the stairs was the hard part.
You sir, have won the internet!
Have a cookie!
I'd rather just skip the class altogether as a bad experience. But thanks for the advice.
Best.Addon.Ever.
I'm very happy to see this! Paradox mage has always been my favorite class and I look forward to seeing how they play in 1.3.
All categories work for me. Either there is a bug that doesn't show up with my set up or you have an addon conflict. I use this with about 40 other add ons (I have way to many) and it works so I'm not sure what could be causing it. Try turning on dev mode, creating a test character, setting all the modifiers to 2 and turning on semi god mode. Then see if you are gaining the points correctly. Also I've never tested this on a game started without the addon so that could be the problem.
If it still doesn't work could you tell me what addons you use?
Edit: Also, the bonuses aren't retroactive so if you change the options partway through a game it will only effect level gained after the change.
Edit2: I suspect another addon is superloading levelup() in actor.lua. The xp boost is through worthExp(target) while the others are through levelup(). If an addon superloads levelup() but not worthExp(target) it would explain your problem. I could try boosting the addon's weight to give priority to its superload of levelup(). Please say which addons you have so I can look into it.
Wyrmics are kinda bad but on normal at least you should be able to get far with them somewhat easily with the right build. Put points in bellowing roar, sand breath, ice wall, lightning speed, and dissolve, those are the good skills. Pick one of the weapon trees to invest in. If you pick shield offense (which I suggest), put points in shield pummel for the stun and at least 1 point in assault for the damage burst. If you pick the 2h, get some points in stunning blow and death dance. You don't need to max every skill that you plan to use, look at how much it improves before investing points, most active skills work fine with just 3 points invested. You can always max stuff later.
Fungus tree is fine with 5/1/1/1 for a while, eventually you want to boost the 3rd skill in that tree for more equilibrium regen and faster inscription use.
Use bellowing roar and sand breath to soften up the enemies and apply debuffs, pop the fungus regen and close in to melee with movement infusion (for the stun resist) or rush if you're fighting something that can't stun/pin you. Dissolve and assault is 6-7 hits in 2 rounds which is usually enough even for tough enemies. If you find yourself in trouble you can use ice wall to cut off any pursuit and your lightning speed to run away. Bear in mind that all the skill related advice applies to 1.2.5 wyrmics, they will change (improve) significantly in 1.3.
In terms of inscriptions, go for regen, wild, movement and shield/heroism. Don't go AM as you already have fungus. Early on you also want to load up on +hp items. If you see some in the shop, transmog gems and buy them. Purchasing good inscriptions and +hp items is always a good investment.
I'd also suggest posting in the forums instead of here, as you'll get a lot more people replying and hopefully giving useful advice.
So the add-on does show the options in the menu, but doesn't take effect. It might be an add-on conflict, but I am not seeing anything obvious.
Edit: The experience bonus works, but the rest doesn't. That doesn't say a lot, but now you know where to look?
Thanks for replying. I just loath the Thalore options for builds. Wymric as I said was especially bad for me. I am not really a fan of AM either. The Fungus line is OK but imho not particularly amazing until you get 5 in each ability and even then its really luck based because you need to find extraneous Healing infusions to make the talents valuable. The AM tree is horrible imho. It may or may not be on in any given fight after a few turns. If it is on it is costing you Equilibrium thus potentially costing you turns. Granted the third talent of the Fungus line does help with turns occasionally but it seems like a really bad trade off in terms of playability.
Now I say this having just won with a Higher Hero AM with no deaths. Hero allows you to do some fun interesting things to offset handicaps but imho the racial start of Thalore is just terribad and unfun. I will be giving it another shot at some point.
As to the wyrmic sand talents, I did not find them to be great. Swallow was mediocre even at 5 and the other abilities didn't even inspire me to put multiple points in them.
Again thanks for your reply.
i actually managed to unlock the oozemancer class using a thalore anti mage wyrmic (that was my first win)
if you want to unlock the oozemancer at any cost you can actually do that on easier, it isn't bound by any achievement so yeah, you can do this, keep trying :D
and imho you have burrow and movement infusions,and quake may save you from bad situations
good luck
I assumed that signing in on the site should force a sync. Sounds like some kind of bug in the install maybe? Try reporting it on the forums.
That about covers it, though I seem to remember Pernband preceding the Middle Earth variants, with the Middle Earth ones gradually being stripped of Pern elements (there was a point where you were fighting Dragonrider uniques (sorry, never read the series so I don't recall their proper names, just that there was a Gold one and...a Red one? Blue one?) at the same time you were fighting Morgoth. I could be misremembering the timeline. I just thought DarkGod decided to create a Pern variant of basic Angband, complete with playable dragonriders, and quickly developed an overland map. Then, amidst concerns that McCaffrey was lawsuit-happy the use of her copyrighted characters, DG moved back to more Tolkienish-style mythology.
I do miss the Jedi, though. Things got really weird around that time. Then there were guns that were never actually playable and all manner of weirdness in places like the infinite dungeon that wasn't infinite(666 levels, iirc) where you could get the Flame Eternal, and the addition of Mount Doom and getting the One Ring from Sauron before confronting Morgoth and so forth.
I'm trying to figure out where you're going with this. I applaud any attempt to add new content; it's just that this particular one is massively overpowered. Quite obviously so, which I assume means you already know this. Is it something you created just for fun, or are you going to develop and refine it while nerfing problematic aspects?
To me it matters. And I suspect there are others out there who may benefit from the knowledge. Considering the number of "roguelikes" suddenly sprouting up like weeds on Steam, history is very relevant. Thanks for your opinion though. Also funny is in the mind of the beholder. I am not interested in being "funny" just to satisfy some puerile need some people have for that.
Needs a tl;dr funny sum-up to be steamworthy
And the past doesn't matter the slightest bit, you wanna review this game, not something old.
Really enjoying this so far, thanks for the work put into it. Half-Orcs have always been a favorite of mine. Other than the lack of lore friendliness (which doesn't bother me) this is great. Very balanced, its definitely the best race mod I've used, even if incomplete.
Currently this addon modifies the trap code to allow forced movement (such as rush, knockbacks, etc.) to trigger traps. This addon should be considered a test environment. If people will test it and let me know if they encounter any issues with it we'll know rather or not we can add this change into vanilla!
If you run into any weirdness testing this change please post them here.
http://forums.te4.org/viewtopic.php?f=50&t=43735
And thanks for testing!
Loving this class. Never run out of resources, slaughter everything with doubled-up damage-type bonuses. Only problem is that luminous terrors make me run away screaming. Better rank up Wildfire faster.
MYYYYY
GOOOOOOOOOOOOOOODD
I love you haha <3