Recent comments

  • AEther Operators   11 years 26 weeks ago

    ...now that I've gotten a good grasp of just how powerful this class is, I'll offer some thoughts. My techpaladin character (Bob the Sightseer, on my character page) can wipe the floor with pretty much anything. If I didn't have to go through the quests and the like, I have no doubt that my level 33 techpaladin could win the game in a walk. I doubt he'd even notice the final bosses. At worst, a mana clash could disable enough sustains that he'd have to reapply them before going back into the thick of battle.

    I'm currently scumming the slimepits by holding down the 5 key (pass a turn) and letting elite boss slimes just kill themselves on me without doing any damage that isn't healed instantly, all in hopes of getting that Eye and awakening the golem. In other words, this class is beyond unbalanced. I'm basically running on a bunch of sustains, using Illuminate to clear out the riff-raff, and not facing anything remotely close to an actual threat. I get the feeling it was developed to just be a fun class to play, so I'm not complaining because, well, it's a fun class to play.

    Nevertheless, a few thoughts: 1) Perhaps a limit on how many powers a character can have at one time? If you want to preserve some of the fun, allow the character to pick which powers s/he wants to keep and which s/he wants to dispense with. 2) Increase the level of the Deep Scan spell. It's definitely up there with the highest powers. Level 24+ doesn't seem unreasonable, especially since the other powers and abilities won't make it easy for a player to get that far. 3) Perhaps some caps would be in order. Say, a cap on health per level (or even a cap on health from constitution.)

    Mind you, I'm not complaining. As I said, it's a lot of fun. It's a bit tedious going through the powers (one runs out of hotkeys right quick) because the magic screen has a notable lag once you start accumulating talents. But, as I said, I suspect you intended this to just be a fun time for all, and, in that, you've succeeded.

  • Improved Stores   11 years 26 weeks ago

    I didn't even realise people used this, as I didn't announce it anywhere! But I'm glad you like it. I didn't actually buff any infusions/runes, I simply removed sun infusions and forced them all to generate with an ego, so what you're seeing is just better diversity. Whereas before it might be only every couple of games you'd find a good infusion, now you're guaranteed one. But yeah it makes the game easier, this was just a personal preference thing for me as playing on nightmare I'd end up restarting chars till I had a decent movement in the shop.

  • AEther Operators   11 years 27 weeks ago

    Thanks to Deep Scan, it's grotesquely overpowered if one plays with the Everything Is Unique mod (assuming once can survive to level 8.) But it's still...just plain neat when you do. Even without the Unique mod, a trip to Anglowen is like a trip to the candy factory, and I'm guessing adventurer/Ziguranth parties are still rich veins of power. :)

    All in all, though survivability to level 8 is definitely an issue with the Unique mod, I'm having a lot of fun just accumulating mounds and mounds of powers. I think I even got a prodigy or two. The passives alone are enough to make a dilettante giddy.

  • Undead races   11 years 27 weeks ago

    Try another class?

  • Undead races   11 years 28 weeks ago

    I know what you mean! I kept dying as a brawler trying to unlock ghouls,finally went summoner and unlocked it easy!

  • Let there be gnomes   11 years 28 weeks ago

    Great idea :D feels like you brought in a basic(but much needed) roguelike race in here!

  • Let there be gnomes   11 years 28 weeks ago

    Thank you for the notice and sorry for the inconvenience, I changed the amulets accordingly.

  • Let there be gnomes   11 years 28 weeks ago

    Just a note, the "Teleport: Oyze" skill is a spell, so it's tricked me out of getting an antimagic escort. Maybe make it an activable amulet or something?

    Also, I believe the correct tag is "contest2014", not "contest 2014".

  • "Overwhelmingly Positive"   11 years 28 weeks ago

    So it would seem :)

    Many thanks :)

  • "Overwhelmingly Positive"   11 years 28 weeks ago

    ... it seems there's something you're doing right, DG :).

  • "Overwhelmingly Positive"   11 years 28 weeks ago

    That is because you have created an exemplary game with an abundance of depth in both lore and gameplay, and a uniform, high level of quality throughout. Thank you for your long-standing hard work and dedication to the TOME project.

  • "Overwhelmingly Positive"   11 years 28 weeks ago

    This is a brand new feature, just added in the latest update, along with curators and the new front page.

  • The voice of your dark god !   11 years 28 weeks ago

    Note that you still haven't made Classic Tome2 (And maybe even Pernangband) downloads available here. This is the perfect timing, so that folks can hear this radio show about history of roguelikes, and experience the milestones in history of this game, and greater understand your glory!

    History demands that this be so!

  • Allow Respec Anywhere   11 years 28 weeks ago

    Can you please put this on Steam Workshop?

  • WIki updating, looking for community and staff comments.   11 years 28 weeks ago

    I have recently played a Thalore Berserker. I used him to get every artifact I could find. He has quite the backpack due to the 'I can carry the world!' prodigy.
    If it is of any use, check him on the character vault, search for the name 'Tusk'.

  • The voice of your dark god !   11 years 29 weeks ago

    cool! your interest was triggered by dragonriders! When i was a kid my father had this stack of second-hand books by Anne McAffrey,I still read them years later.

  • Yeek ArchMage   11 years 29 weeks ago

    Fearscape has a very limited range (5?) so if you stay far enough away you won't get sent into the Fearscape. Doable for ranged characters. If you have antimagic, try to spam mana clash to remove all of their Vim so they either can't cast Fearscape or can't sustain it for long.

  • Announcing: Ashes of Urh'Rok   11 years 29 weeks ago

    We are one month closer to the release of AU, just another (REDACTED) to go and we'll get to enjoy demony goodness. I can hardly wait! :)

  • WIki updating, looking for community and staff comments.   11 years 30 weeks ago

    A lot of people simply don't care because "the chat is nice and helpful!" but personally I'd love to see some updating going on in the wiki! (although Vyn has almost single handledly been doing that for a bit now, if you refer to the 'recent changes' button and I'm really grateful that someone is putting time into this, and wish more people would) I personally don't know how much I can help but I'll update when I see something out of place that I can confirm is out of place (which isn't very often xD)

  • Yeek ArchMage   11 years 30 weeks ago

    I just recently fought the grand corrupter. He fearscapped me of course, and despite the fact that I could regen something like 60hp/turn, had 3 heals, and an antimagic shield, he killed me easy and I couldn't hold any damage on him. I was in adventure so I came back and his fearscape was down. I killed him in like 4 turns after that. So fearscape makes an absurd impact, especially on boss type enemies.

  • Yeek ArchMage   11 years 30 weeks ago

    Hm, we were in Fearscape - maybe it was the native fire damage...

    In any case, it seems I need to learn how to build an archmage that can handle something that deals out so much damage over an extended period. I suppose I had gotten lazy with the shielding and teleport - but, after all, that *did* get me through the whole game ... ;-)

  • WIki updating, looking for community and staff comments.   11 years 30 weeks ago

    Well I am aware I have at least 5 artifacts in my turtle's inventory that do not have a wiki page. I also learned through the sludgenest that the transmogrification chest has a limit of something like 984 items. At that point it becomes rather laggy transferring from it to the normal inventory.

  • Yeek ArchMage   11 years 30 weeks ago

    Strange, I didn't think displacement shield reflected the damage type back, I thought it was just raw damage of some other form. I suppose I've never looked at it quite thoroughly enough. That is good to know though for next time I run into something that heals/is immune to its own main damage type.

  • WIki updating, looking for community and staff comments.   11 years 30 weeks ago

    roaming through the inventories in the Characters Vault is probably the easiest way to get started =) this game deserves a solid wiki, so it's really appreciated

  • Yeek ArchMage   11 years 30 weeks ago

    Wow, lost both remaining lives in the slime tunnels.

    50th level archmage, all the shields and aegis, boatload of sustains, 650 HP/mana. First pedestal was a 14,000+ HP forge giant who took me to Fearscape and roasted me in four turns - blew through my shielding and dropped a thousand points of fire damage on me (after the 53% fire resist). Having the deflection shield up turned out to be a mistake, as his own fire attack healed him - he was at 100% when I went to Eidolon.

    I geared up, went back, and ran - I had spent a lot of points on speed, and some of my gear had movement bonuses, which had served me well throughout the game - fast moves, a randart pick with a 10% spell cooldown bonus, and the Staff/Hat set with -1 Manathrust cooldown let me dish out the damage fast. Maybe I could just hit the other pillars and dodge the big nasty ...

    Alas the second pillar was a repeat of the first - only 3,000 HP on the gwelgoroth, but multiple dual-critical darkness attacks did me in, the darkness heal affinity notwithstanding. One tactical error, trying to use a magic effect removal icon from a piece of gear I wasn't wearing at the time wasted a turn by putting it on instead ... and down went the shields, and all his health. That's the last mistake Megalord will ever make.