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Syllogism posted:I'm surprised no one has talked about the infinite dungeon mode yet, though I guess it's quite dull and poorly balanced currently. The main interesting part about it is that there is no level cap and talents/skills aren't capped to 5, so there are some interesting/broken ones due to the way they scale. 78291 plays the ID quite a bit, you could probably ask him about it.
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| # ¿ Jan 9, 2012 07:24 |
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| # ¿ May 20, 2013 11:29 |
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100 HOGS AGREE posted:Please help, that's what killed me on my latest playthrough. i think i've seen high-level liches with the summon shadows sustain. there's probably a greater vault somewhere on the floor with that near it. one thing that can help is to use the summertide phial's activatable ability, which will abjure the shadows at a pretty cheap cost. otherwise, your two options are to either skip the floor or rush the vault.
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| # ¿ Jan 9, 2012 20:17 |
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Jowy posted:Edit: Bloodcaller is loving insane and the mental save loss is worth it. There are a lot of players far better than me who will admit to going out of their way to pick it up since apparently it applies to all damage, not just physical attacks. Seriously ??? Even magic spells that an archmage might have?
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| # ¿ Jan 9, 2012 20:18 |
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Jowy posted:That's what I've heard. I haven't had the chance to try it cause I barely play casters to be honest and I usually don't bother to get it because I'm lazy as gently caress. I really want some confirmation though because holy poo poo that would own, in fact I think I'm gonna open up cheat mode right now!!!! and try it. lmao and here I thought that the Arcane Shield talent was completely worthless, as who cares about a 30% of a 300pt heal when I'm throwing up 1500pt shields at will? if I had this up the last time I made it to the Room of Death in the Vor Armory, I coulda sat there and tanked those wyrm fuckers all day as hurricane shredded them faster then they could shred me.
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| # ¿ Jan 9, 2012 20:43 |
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Fangz posted:Yes. In fact the drain effect also triggers the 'generate shield whenever healed' sustain, which is both good and bad. what do you mean? Why would it be bad?
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| # ¿ Jan 9, 2012 20:44 |
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Fangz posted:If you have a minor burn effect triggering the life drain and then the arcane shield for example, you'd just be stuck with a lovely 3 hp damage shield and doing a heal wouldn't create a brand shiny new 100+ hp shield like it normally would, since you already have a shield of that type up. You'd have to take another hit or wait for it to wear out first. If you are fighting stuff that can hit you for over 100% of your normal HP, then this is *bad*. Oh i see. I had assumed each new shield would add to the others, as thats how the other shields seem to work.
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| # ¿ Jan 9, 2012 21:17 |
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Rascyc posted:Only different shield effects stack. If it's generating 'damage shields' then you can only have one damage shield up, any new ones will just be locked out and won't take effect. Damage shields are basically what you are getting from runes and that heal->shield talent. That's Hurricane (3rd one in the Storm Tree), which is an expensive sustain that will randomly trigger an insane AoE DOT (yeah, AoE DoT, this is as crazy as it sounds like) when you cast Nova or Shock. Accept no substitutes when you wanna wipe out a whole screen of monsters (NOTABLE EXCEPTION: THE ROOM OF DEATH IN VOR ARMORY) in a single turn.
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| # ¿ Jan 9, 2012 22:25 |
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Gils posted:Could someone tell me what's in that room in spoilers? I avoided it on the only character I've had in the east because someone warned me away, but now I want to know and I haven't gotten close since. 7 like Lvl 70 multi-hued wyrms plus a bunch of multi-hued drakes and a shitload of multi-hued drakelings. If they don't one-shot you, through your shield, the turn you open the door, you probably have a pretty strong character. As far as loot goes, I'm not sure anything specifically good is in there, but I do know that you get an achievement if you clear it.
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| # ¿ Jan 9, 2012 22:36 |
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nines posted:Wheres the best place to go after daikara? Just cleared it with a 23 bezerker but I lost a couple of lives to a ridiculous vault on level 5 so I want to be pretty careful with my next steps. ruined dungeon or hidden compound would be a pretty good bet
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| # ¿ Jan 9, 2012 23:00 |
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Rascyc posted:I've been told the smaller shops stop scaling at 15 and the bigger towns (Last Hope) at 20. that sounds about right, I think. also, after you beat Dreadfell, the shops in Last Hope (including the Lost Merchant!) and Dreadfell will restock with better items.
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| # ¿ Jan 10, 2012 00:59 |
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Bathe in Light protip, if you ever grab the Celestial Tree from an escort quest: on subsequent escort quests, you can repeatedly cast Bathe in Light at a chokepoint to heal your escort questee!
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| # ¿ Jan 10, 2012 04:24 |
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goldjas posted:So for the underwater area in the Far East is there any reason not to just Kill both of the lying bastards ? I'm interested in this as well, and wouldn't mind hearing a little more about the east and the rest of the endgame in general. I've managed to get just one character that far so far, where I bit it in that Room of Death, and, especially since it was over the weekend when there server was down, I was completely lost as to what to do. Ending up doing the spider cave and the armory, avoiding the patrols for the most part (although the few I did dropped a bunch of artifacts), and that's about it.
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| # ¿ Jan 11, 2012 00:58 |
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How do you set stuff to auto-use?
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| # ¿ Jan 11, 2012 17:21 |
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WAMPA_STOMPA posted:I'd rather put them in racials and stuff like harmony or the curse tree (I think that's generic). How do people feel about dropping a cat point in the Harmony tree vs grabbing the Celestial Light tree from an Anorthil rescue quest? I had done the latter in my previous game, and it was pretty worth it, especially as an archmage. Gives you an extra low-cooldown heal, an extra shield (that doesn't count as a damage shield, so it stacks with them, but does take a turn to use), Bathe in Light for healing other escort questees, and, of course, max-level Providence. Even at mastery 0.7, it still lasts 6 turns and heals for about 200 hp total. So, its sorta like getting 3 extra inscription slots for the price of 1! (and 10 generic points)
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| # ¿ Jan 11, 2012 20:46 |
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Philosophrates posted:First I was afraid Reminds me of a similar situation... oh wait...
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| # ¿ Jan 12, 2012 05:04 |
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goldjas posted:You don't have to win that battle, it doesn't matter if you lose or not. Well, if you win, you get all that fabulous loot and XP... taking off your lamp and using an invis rune can really help, btw. Nagual posted:This confused me to no end at first, hit x by accident and your weapong and shield are just gone, there's no hint towards a second wepon set anywhere in the UI. I've remapped 'x' to '[' because it always seems that I fatfinger Z when I'm tearing through the early levels.
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| # ¿ Jan 12, 2012 16:59 |
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Well, the first thing you were doing wrong was trying the Halfling Ruins at lvl 10, lol. I know enemies scale with your level, but there's still a big difference between the capabilities of the monsters and the boss... a big difference between"standing there with lot of hitpoints" and "teleporting crit craziness." Try doing the other starter dungeons first...
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| # ¿ Jan 13, 2012 20:10 |
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protip for the Kor'Pul boss (The Shade): he'll always be in the same spot until he catches wind of you (sees you in LOS), which is right in the middle of that long hallway. so, use your digger to borrow out a spot like this:code: )
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| # ¿ Jan 14, 2012 01:24 |
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Protocol 5 posted:I'd guess this is so people don't accidentally chop their way into a level +15 clusterfuck by accident. how on earth (or is it, "how un earth?") would you do it by accident? how often do people use their diggers?
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| # ¿ Jan 14, 2012 02:23 |
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The Moon Monster posted:I've noticed this too. It seems like against 99% of the enemies I see my acuracy is like 30 higher than their defense, but then I run into something like a Dreadlord and his horde and I can barely land a hit. Speaking of which: Whoa how do you get your icon bar at the bottom to be more than 1 row ?? edit: just found the option in esc -> game options -> icons hotkey toolbar rows. This is seriously going to be great in helping me remember about my switchable activatable items... German Joey fucked around with this message at Jan 15, 2012 around 01:19 |
| # ¿ Jan 15, 2012 01:16 |
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blugh, just lost my last archmage in the gushnak pride at lvl 50: http://te4.org/characters/9840/tome...32-0025900d6212 ridiculous way to die, too. didn't die to any of those freaky boss orcs, but to a single lvl 65 armored skeleton in a blood lich vault. there was no reason for me to die; had at least 2 shields waiting, both of my displacement shields, etc. just fat-fingered an extra attack and the dude crit me, I think twice, and welp. I think I was plenty strong enough to go the distance; had crazy AoE dmg, ridiculously tanky, had 2 sources dorokhloe and like 4 or 5 spellbinding boots + 2 staves of warding and 2 staves of channeling, fully stun and confuse immune, high resists and defenses (although these coulda been higher I guess), etc. the game just starts to get really tedious near the end (well, guess its a bit tedious in general, but the late-game is really a slog) and I start hurrying rather than playing. that's very bad considering that spike damage can be absolutely ridiculous later, where a crit can hit me for almost full hp (or beyond) if I don't notice that a shield expires. I guess that's why there aren't any archmage roguelike winners on the server. I think I had like 30 hours sunk in this sucker and I still had 3 prides to go + whatever the hell is after that. I don't think I should try again. -_-;;
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| # ¿ Jan 15, 2012 22:21 |
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God of Evil Cows posted:What exactly does the luck stat do? The only thing I've noticed that it does is change your critical chance by a little bit. it's like how luck works in ADOM; it biases dice rolls in your favor a little bit. I don't think its as drastic as it is in ADOM though.
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| # ¿ Jan 15, 2012 23:20 |
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Indecisive posted:So after several failed attempts at running a 'storm' mage where I max lightning/chain lightning then the entire storm tree before hitting Dreadfell, I bit the bullet on trying the Meta tree as suggested by everyone ever, and instantly beat the Master and made it to the far east (even beat the ambush my first time seeing it, which was surprising). It's pretty sad how good it is, dispel magic owns, 30% less cooldown on everything including blink/teleport/runes is ridiculously good, and 1 talent for 20% more damage is absurd. Part of the improvement is probably better/more careful play, as well as using non-lightning utility spells like flameshock and freeze, but now I have to wonder if I'll be able to do a mage without getting the Meta tree at 10. Yeah my archmage build is pretty similar. IMHO the beam builds don't look so good. I mean, yeah, you'll own most early stuff in the Tier1 (and maybe even the Tier2) dungeons pretty quick, but the main problem in playing roguelikes isn't killing the enemies, its not dying to them. Considernig that the way spike-damage and disables can ruin your day in a heartbeat in this game, I think that the better approach is to use your vast array of disables to tactically take out the few dangerous enemies (disablers + archers mostly) from play while the rest helplessly flail against your epic defenses while being whittled down under heavy using AoE DoTs. It takes awhile to get this rolling, but you could cakewalk up to lvl 18 just with displacement shield + lvl 1 lightning bolt + lvl 3 manathrust anyways. So, IMHO, as far as offensive spells go, Ice-Storm = awesome, Freeze = awesome, Tidal Wave = awesome, flameshock = pretty good, Shock = awesome, Nova = awesomer still. And of course, Displacement Shield is your main boss killer, besides from your other disables. Just keep disabling and let that AoE DoT damage pile up while your foes sit there helpless. Flameshock and Nova, while being good on their own, unfortunately doesn't mesh well with Ice Storm, since frozen enemies are immune from new status effects (doesn't remove old ones) while they remain frozen. So, I find that I really only have time against anything dangerous to cast only one or the other before popping Ice Storm, and Novacaine just deals far more damage. Flame Shock is pretty good for when Ice Storm runs out, but eventually, with Quicken Spells, you'll be able to keep Ice Storm up all the time anyways. One change from that guy I posted earlier would be to not max Flame Shock. Grab it early, (maybe in the late teens), take it out when Novacaine becomes available (I shuffle around my points quite a bit, heh), but then don't bother with it after that. Instead, get chain lightning as your additional late-game damage spell. While I was still able to defeat crowds pretty quickly near the end there, I really wish I had even more damage. The Meta school is a big part of what makes the build work; you absolutely need Spellcraft Maxed or you're gonna own yourself the very first instant you try to cast Novacaine in a big crowd. Also, dispell magic is awesome for owning bosses with annoying sustains (especially Shield Wall or anything else that improves stun resist); useless on crowds though, which is annoying when every other loving orc in the prides is nearly immune to hurricane because you can't get it to proc through their stun resist and saves. (I guess this is why the Wildfire tree is more popular since it doesn't have this weakness.) 30% less cooldown is good too, although I didnt really have the mana to keep it up until the late clvl 30s / early 40s. But, you can get by with just a pair or two of spellbinding boots until then anyways. Oh yeah, on that note, a couple more IMHO on archmagi equipment: on your feet, spellbinding boots. Always. Nothing else is even fractionally as good. Resets your main disable cooldowns and resets your shield cooldowns. Lets you tank ridiculous amounts of damage Keep spares in your inventory so you can switch them out in big battles. In your hands, get a starfall staff early (who could say no to an extra AoE disable?), polar if possible, and upgrade to a staff of warding as soon as you can find one. Rarely, you can find one in the Angolwen shop right before Dreadfell (and commonly after it), and sometimes the Merchant will have one too. This staff is crazy good; gives you an extra free lvl 5 Displacement Shield (which costs like 90 mana otherwise), lots of extra Defense (the one I had there was +15 and wasn't even of the highest material quality), and 30%-60% stun resist, depending on material. This staff makes a ridiculous difference to your tanking ability. The way that disable immunities (Stun/Confuse) work in Tome4, you either need to have really high immunity or otherwise you shouldn't bother. If you only have 10% resistance, for example, then 9/10 situations where stunning will happen will play out as if you didnt have it at all, which means you need to play as if you don't have it at all. On the other hand, getting close to 100% while having some sort of backup instant contingency (i.e. a mental/physical infusion), effectively let you ignore the status effect all together. So, you can stay in battle longer, plan further ahead without worry, take calculated risks without catastrophic failure, etc. With the huge amount of stun resist from the staff of warding, you can close that gap to 100% with just a couple other items, one (or both) of which can be a quartz ring. Plus, it frees up your body armor slot for that awesome mummy costume from the ancient elven ruins, which gives 4000% confusion immunity, tons of resists, that darkness invocation, and all those other awesome effects, if you're so lucky to find it. In your offhand keep a staff of channeling, which is like spellbinding boots except it works at a higher power level. Other items to keep your eyeballs peeled for: hats of earthrunes (for Crawl players, this invokes Tomb of Dorokhloe for free, which, while temporary, effectively becomes "cast for full regeneration" when combined with all your cooldown resets and regen crap) for panic-switches, hats of sanctity (invokes an AoE that prevents silence on you while forcing it on enemies that are in the AoE), Vaugh's Redemption, and anything that increases Mana. Ironically, Archmages are desperate for Mana since they have so many sustains up: I get Arcane Power very early, (which isn't worth maxing, IMHO), the defensive sustains (stone skin and blur sight) after that, feather wind somewhere around the T2 dungeons, Spellcrafting, Hurricane, and Tempest after that, and Quicken Spells at the very end. I dont understand how people can afford Probability Travel or Essence of Speed considering how expensive they are. And of course, last note on equipment - save every piece of +Str, +Con, and +Mag equipment that you can early on for level-up switches so you can put everything you have into willpower (after you grab that first point in Ice Storm) without wasting precious stat points. I guess the downside to this style of play is that, being more tactical, it is slower. Being that Tome4 is such a really ridiculously long slog - IMHO putting even ADOM, which has some really repetive grindy parts, to shame - a faster-paced style might end up being more successful just because it will keep your focus better in the long run. Which, you know, is really disappointing, because I think that Tome4's greatest strength, besides its interface, is that combat is so different from other roguelikes yet is so tactically interesting and varied. But, its just like, buried under so much loving fat that you can't even find the meat. And I know there's the ID and the Arena, but the game isn't balanced for those modes. It's balanced for the main quest. And I want to eat that meat goddamit! quote:So far my one primary complaint is that a lot of the game feels really long and drawn-out and grindy, which is partly self-inflicted perhaps (the MUST DO EVERYTHING EVERY TIME mentality) but at least adventure mode prevents you losing all that work the second you get to something unfamiliar and die to a threat you've never seen before - I don't think I'll ever care to play this on Roguelike setting. Well, IMHO part of the "MUST DO EVERYTHING" mentality is that you're really hurting yourself if you don't, you know, do everything. You want the fortress for the stash, you want to do the halfling ruins for the bonus the Yeek gives you, you want to do the elven ruins for the mummy costume, you want to do sandworm cave because the heart is a free extra level-up, the Ruined dungeon for the easy loot and alchemist quest items, the Arena for Bloodcaller, the Trapped Merchant for the shop, etc, all the escort quest areas for the amazing escort quest rewards, etc. And, you know, at the very least, every boss will drop ya some artifact and an experience level. The bosses are the most fun (besides random greater vaults and escort quests) anyways. So, even though some of these areas can be tedious (especially the sandworm cave, WHAT the gently caress were they thinking when they designed this?), if an area is gonna help you beat a game you're gonna end up investing 30 hours (or more) on a single try, it makes sense to do it if you're interested in beating the game. Perhaps making the availability of these zones limited, or perhaps making some mutually exclusive with each other, would help?
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| # ¿ Jan 16, 2012 23:03 |
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Vincent Valentine posted:Is there any way to get more Rune slots? I am using Teleport, Shielding and Regeneration and it's been doing me wonders, but I just got the Special rune from the Temporal boss, granting damage and Removed from Time and I want to use it, but I'm really hesitant to replace the runes that have been essentially winning the game for me. There's something about seeing spoiler tags in a roguelike thread that just makes me go ballistic hahaha. Guys, don't do this, it misses the point of the game!
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| # ¿ Jan 17, 2012 01:25 |
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Jowy posted:As a counterpoint for archmage builds, if you have Wildfire unlocked you can literally just max your fire/wildfire skills, max Spellcraft, and get the prerequisite defensive skills (i.e. all of your shields, teleport, probability travel) and basically never care about anything ever again. Wildfire is a ridiculous tree. Yeah, but where's the fun in that? Almost all the top-leveled Archmagi on Roguelike seem to use that tree, and I can tell why just from a glance haha. You got both the crazy AOEs, the disables, and big-damage nukes all in one tree. Seems to be more mana-intensive though, as instead of your big AoE costing 10 mana + a sustain, its, what, 100 mana a pop?I still haven't unlocked the Wildfire tree, but I did managed to unlock the Ice tree late on my last run. (which seems to majorly suck from a glance, but someone correct me if that's wrong)
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| # ¿ Jan 17, 2012 01:30 |
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oneliquidninja posted:This sounds like a really fun build and I'm actually a huge fan of both of the water tree and the tempest tree so I think I'll give this a go. wait what Ugh, I guess this wouldn't surprise me if it were the case. Someone in chat said it did when I asked, and said they had killed themselves with it, so I just assumed it was true... -_-;; well, in that case, then that's 4 extra class points for ya lol. Which I guess means you can get this build fully rolling by the low 20s, maybe as early as lvl 20 if you get the Potion of Focus. Still probably worth sustaining 1 point in it later for spellshock on bosses, though.
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| # ¿ Jan 17, 2012 04:03 |
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Jowy posted:Well, there's about as much fun as can be had in having disgustingly devastating room clearing nukes and massive range stuns on demand while everything around you burns. Don't get me wrong, I love hurricane to pieces and I want to do another archmage with it, but sometimes you just need to see your entire screen on fire. lol oh I know, don't get me wrong there!!!!!!!!!!!!!! quote:It's not as mana intensive as you'd think, you don't really even need Inferno most of the time and in fact I didn't use it that often, and it's definitely the biggest offender of 'holy poo poo this costs a lot of mana'. It's still a great skill since you can do things like hide around the corner from the boss rooms in orc prides and toss it in there while they burn to death, but usually it got reserved for special occasions even with 500+ mana. Tarelion's staff helps a lot too, my last archmage had like 89% crit so that was a looooot of mana he was getting back all the time. how the heck do you get 89% crit chance ?????????
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| # ¿ Jan 17, 2012 04:13 |
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goldjas posted:What does saving the merchant even do for you? As far as I could always tell the main reason to do this was for more boss kill xp on the Assassin Lord, I didn't realize the merchant actually did things. a.) Gives you access to a super-shop that has lots of rare ego-brands and often artifacts b.) After you return from the East, you can commission SUPER DUPER randarts for a few thousand pieces of gold. The one time I tried it, I got a ridiculous drakeskin leather armor with like +35 armor, +20 defense, 79% stun resist, some random resists, +12 luck, a bunch of other stats, etc. Couldn't wear it because it woulda left me without confusion resistance, but I think I woulda gotten an item from the Gushnak pride that woulda let me wear it... But anyways yeah, definitely worth saving that guy...
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| # ¿ Jan 18, 2012 21:53 |
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Hope it's better than the last episode where two of the guys hadn't even played the game...
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| # ¿ Jan 19, 2012 02:30 |
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Trabisnikof posted:Can someone spoil me on getting my house? It's at the end of the secret dungeon that starts at the end of the old forest. Follow this walkthrough: http://te4.org/dl/thirdparty/t4walkthrough/birth.html SOMEONE PUT THIS IN THE OP FOR THE LOVE OF GOD
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| # ¿ Jan 19, 2012 07:23 |
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JosephWongKS posted:If you talk to the rescued dude after killing Subject Z, and pick the peaceful dialogue option, you get +15 to your Mental Save. also 10% confusion immunity.
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| # ¿ Jan 19, 2012 15:53 |
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If they don't reduce durations currently, then what exactly do saves get you?
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| # ¿ Jan 20, 2012 21:09 |
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Indecisive posted:While you're still in the intro area your phase door is boosted to always be controllable so make sure you abuse the poo poo out of that to get away from enemy swarms. Also keep in mind that the projectiles that the non-snakes shoot at you are dodgeable if you take a step sideways (or blink away), its completely possible to beat the entire intro without getting hit once. This is good training for the regular game because dodging projectiles and avoiding getting hit in general is vital to survive as an archmage. As for freeze, get a low-cooldown wild infusion that removes physical debuffs and hang on for dear life, that thing will save you a million times since it's unlikely you'll ever get stun immunity. A combo physical/mental remover is good too if you can find one, because confusion becomes as big an issue as freezing at times. Another important thing to remember is that your Phase Door has a cooldown of only like 2 turns in the starting area and I think costs only 1 mana. So, use it a lot. The other thing that might help is to realize that the orb attack that those loro-whatever things cast at you will always land at wherever you were standing when it was cast, meaning that they're actually pretty easy to dodge just by moving around tactically. As for skills and stats, I put all my stat points for lvl 2 and 3 into Willpower, get 1 point in Phase Door, 1 in Heal, 2 in Flame, 2 in Lit. I then take out my points in flame and lit at every level, and leave them out once I beat the boss. (I'll get another point in lit later but I'd rather have manathrust at lvl 3 then lvl 2 for the caverns). The other thing I suggest is to not turn on arcane power, as it won't for the most part help you kill anything in the starting area, and the extra mana really helps a lot if you find that every enemy on the floor is attacking you at once. That starting area really is a huge pain in the rear end until you get the hang of it though. (then again, its still a big pain in the rear end even after you get the hang of it but at least you won't be dying in it anymore, lol) German Joey fucked around with this message at Jan 20, 2012 around 22:58 |
| # ¿ Jan 20, 2012 22:56 |
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oneliquidninja posted:Every five points your save is higher then the attacker's power (spell, physical, mental as appropriate) reduces the effect duration by 1 turn. I decided that I'm gonna reinstall and try this again, one last time - how do I install this? Just put it in my addons folder?
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| # ¿ Jan 20, 2012 23:02 |
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Also, what's in the Conditioning tree? Anything interesting for Hybrids? edit: Oh wow it looks Awesome 0_0 http://te4.org/wiki/talents-techniques
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| # ¿ Jan 20, 2012 23:03 |
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Uh, did something screwy happen with my game, or am I braindead? I just got to the east, saved Fillarel, and then went directly to the Gates of Morning. When I got to there, Aeryn let me into the city after I told her I saved the other elf, and told me to talk to that elf scientist, but now: a.) the elf scientist guy won't give me any quest options b.) Aeryn didn't give me that special ability that reduces status durations c.) Melena, the woman whose husband is eaten by spiders, won't give me the quest to save him. What the hell happened and how can I fix it?
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| # ¿ Jan 22, 2012 06:38 |
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Mr. Lobe posted:That happened to me about 4 days ago. I was an alchemist dwarf at the time. Well. What did you do about it.
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| # ¿ Jan 22, 2012 06:55 |
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Mr. Lobe posted:Gave up that character. I never wrote a bug report about it; I had to end the t-engine process at some point during the fight with the orc for unrelated reasons, and I just assumed somehow that messed up the sequence of events necessary for the return to the West. Now that I see reason to believe it wasn't just the hard-reset, maybe I'll go write that report. Ugh actually the same thing happened to me. I hadn't taken my level up yet from the orcs on the other side of the gate, and then the game froze, as it often does, (seriously, what is with this? what a weird loving place for a game to crash) bringing up the level-up screen. So I had to kill the process. The game brought me to the other side of the map when I reloaded, and I was able to retrigger the fight when I came back, but I guess this is what hosed it up. I wonder if there's a way to hack the save to fix whatever trigger is wrong here?
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| # ¿ Jan 22, 2012 07:06 |
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Mr. Lobe posted:I'm sure you could get it fixed by using the debug console with some help from someone on the IRC or something. I just felt tired of Alchemists at that point, so I didn't bother. Ok, I'll give that a shot. My character here is doing pretty well and I don't think I'll have the time or energy to try again.
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| # ¿ Jan 22, 2012 07:27 |
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| # ¿ May 20, 2013 11:29 |
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Thanks to tiger_eye (who is someone here) and edge (who I think is oneliquidninja?), my problem is solved! The solution, for posterity, is to open the Lua console, type "=game.state:isAdvanced()", then "=game.state:hasGoneEast()" (hope I'm remembering that second one correctly)
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| # ¿ Jan 22, 2012 09:10 |







)

Almost all the top-leveled Archmagi on Roguelike seem to use that tree, and I can tell why just from a glance haha. You got both the crazy AOEs, the disables, and big-damage nukes all in one tree. Seems to be more mana-intensive though, as instead of your big AoE costing 10 mana + a sustain, its, what, 100 mana a pop?