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Can you Merge this with spell merchants? probably annoying to ask this of you but I'm at the addon limit and each DLC pushes that limit lower by taking up addon spaces too.
The game only let's you load like 101 addons. sacraficing a spot to start with a digging tool is a bit much until they come up with a easy to use .teaa file merging tool.
Kinda wish this came with the potential to learn all shadow related trees.
Here are a few I found that seem very very fitting.
Might come from other mods:
Cursed / One With Shadows
Cursed / Shadows
Cunning / Shadow Magic
Spell / Shades
Corruption / Shadowflame
Okay the last one might be pushing it but these seem extremely fitting with the theme of the race.
Maybe if you made a OP version, or one that worked like vampires where you gain a tree at talent level 5 of each racial ability.
The maximum version of this mod I can use without encountering the problem is version 18. Version 19 and above tell me that I already know the maximum allowed talent levels of ALL talents i try to learn from digest no matter what the talent is, I can't learn any.
You can (and should, especially in higher levels or against rares/uniques/bosses) just hover your pointer over the monster to see a short description, including its resistances. To learn its affinities as well, right click and pick Inspect Creature. It'll bring up the monster's Character Sheet, like the one you get for yourself, including all the data you need: numbers, weaknesses, strengths, attacks, effects, spells, powers, runes, inscriptions, etc as you cycle through the pages. It can be a lifesaver. Appropriately enough, I really got serious about doing this sort of inspection while focused on battling a radiant horror surrounded by fire-vulnerable monsters. I use fire spells, knowing that the radiant horror was immune but not knowing he had affinity. I figured I could afford to blast away with fire every couple of turns to clear away the others so I could focus entirely on him, not realizing I was healing him back up in the process until all the monsters except him were gone and he was back at full health. I'm pretty sure I died a few rounds later because I had to start killing him all over again while badly drained of resources.
Damn I've been making a very similar Mechanic class on and off since April 2017 I just keep on losing motivation when I come across a major problem when coding the skills. I honestly don't even know where to start with when coding the more unique skills like embarking and disembarking a mech.
By the description Annihilator sounds like it plays like a steam powered summoner with many summonable limited purpose robots while my Mechanic class was written up as a steam powered Alchemist with only one robot that is extremely versatile with a lot of different modes and upgrades. I'll have to wait and see if the play style is different enough to bother continuing making the class or whether I should start focusing on one of the other class ideas I have written up a partial design document for.
We Apologize for the Delay™; v2, just released, has new game options "UI | Avoid movement chars in chat dialogs" and "UI | No hotkeys in chat dialogs", which should cover both your requests.
nvm
Having a great time with the game and glad to see it has so much more to come. Thank you for your hard work!
Using 2.2.13, Stormpulse still errors out. I tried Quetz' "Change T_BRAINSTORM in the lua to T_BRAIN_STORM.", but I'm not sure if that should affect an already generated item?
Ok. I found them. But its just a good practice to explain this stuff. Addons don't always work and they don't always work clearly. I've found them and played through all three. Great job. I liked them a lot. The balance is good and they provide another way to build up padding for the T2 dungeons.
Sorry... double post.
You will need to start a new game first (so the new zones will spawn) wolfmire (aka "road to Derth") will spawn by Derth, infested ruins will spawn by Elvala and blood soak ruins will spawn by Daikara.
What does one need to do to find these new zones. Is it tied to one of the racial starts? Start a thread on the forum and doc these things. This is a great area for new development.
since I knew this game thanks to linux, it became one of my favorites and although my language is Spanish, it was not an impediment to fall in love and get addicted to ToME, I hope to see a translation in the future.
Greetings from Venezuela, DarkGod. :)
No items spawn in shops
The base nature damage does not seem to scale properly in venom drake aspect? It shows 7 damage over 30 turns even at 60+ cunning.
That was a mistake.
However.
Draconic Strikes was removed from the class months ago!
Thanks for letting me know. A version that fixes that has been uploaded.
http://oi63.tinypic.com/ 1o9m4i.jpg
Got this with no addons beyond official DLC. And even with the DLC disabled, purely just this turned on. Happens whenever you enter combat after learning ghoul mastery, when attempting to summon them.
Posting here instead of thread because I don't know my forum name.
Looks like putting a single point into master necromancer fixes it. Taking it back out brings back the lua errors. This is why most never noticed the error; they put points in MN on spawning in. Maybe its trying to give them resistances regardless of talent level, then realizing it can't.
Wyrmic Guile gives me an error, puts as many points in as I want and doesn't give me anything in return
Can you do an English version so that non-chinese like me can try this mod too?
I released a quick update that tweaked a few things, specifically a faction change from neutral to shalore, maybe neutral faction causes some weirdness in ID...
Edit. I just tested it and hes acting normal like the other merchants, it should be fixed now. If not its probably because youre playing an older version.
Thats odd, I'm thinking its because you started on a previous update, I tested it when I added him but in my test I opened a chest and he popped out (along with enemies) and since he seemed to work I called it good... IDK, I'll have to test it more thoroughly on my day off and see if its an issue with his natural spawning.
PS. Yaaay I can reply and comment again... only took me having to completely switch internet providers :P
Makes necromancer actually fun to play. Well designed skills. However I believe there may be a bug in how the Bone Golem works with the exploding ghouls, I don't think Bone Golem is affected by the healing from the Ghouls that explode, not sure if that's a bug or a feature, but it does say that the exploding ghoul talent is supposed to heal allies so shouldn't that include the bone golem?