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RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Ciaphas posted:

Thanks for the info. Don't think I've seen a pink item yet, how are those different from regular items? I'm a little colorblind, so just gonna check, randarts all have goofy names like "steel amulet 'Relgebers'" right?

Turns out that trident I mentioned was indeed an artifact, The River's Fury. Lovely little thing. :v:

It's not really pink so much as salmon-colored. There is exactly one way to get rare-quality items: every rare enemy you fight (the ones with class levels and salmon-colored names) will drop one.

Randarts and rare items are both randomly generated, and both of them have names like that, but rares have fewer stats and egos.

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NachtSieger
Apr 10, 2013


Ocreata posted:

Oozemancers are broke as hell, you can make them pretty much immune to damage for a number of turns with Reabsorb + first Thalore racial, assuming you put a few points into thick skin. You'll also be healing 200-300 per turn per rear end in a top hat standing on your lawn via Nourishing Moss. Leaves Tides gives you 60% evasion on top off that.

Yeah, but I dunno if you're going to be perpetually bluffed up with Reabsorb+Wrath of the Wood. I'm just saying against sudden bursts, the Oozemancer isn't as invincible as people like to make it out to be, even if it can still be pretty beefy. :shrug: Also forced anti-magic sucks for higher difficulties.

EDIT: I admit though I am not super expert at ToME so grain of salt and so on.

Brackhar
Aug 26, 2006

I'll give you a definite maybe.
I have learned an important lesson. Never open vaults in Dreadfell.

Magres
Jul 14, 2011

Brackhar posted:

I have learned an important lesson. Never open vaults in Dreadfell.

https://www.youtube.com/watch?v=WrjwaqZfjIY

Mystery Prize
Nov 7, 2010

Very Wrong Dude posted:

I have learned an important lesson. ALWAYS open vaults in Dreadfell :getin:

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Mystery Prize posted:

I have learned an important lesson. Always open vaults.

If your character can't survive, he or she wasn't tough enough to make it further into the game anyway.

NachtSieger
Apr 10, 2013


JosephWongKS posted:

If your character can't survive, he or she wasn't tough enough to make it further into the game anyway.

The early ID floors disagree with you.

Tempora Mutantur
Feb 22, 2005

What would the most OP adventurer class setup be? I was originally thinking it would be hilarious to run the Bulwark's two shield skills + stonewarden's shield skill + battle tactics (GWF/Step-up) + stone warden's vines + stone warden's twins (I use them as a purge, because shield > split > purge is awesome) + Rampage. I'd call it the Omega Warden. Gotta go fast while my vines kill everything.

Only downside is I'm yet again a shield user instead of something awesome, so I'm trying to think of what I'd ditch. Definitely want to go melee, definitely want battle tactics + Rampage, unsure beyond that.

Dodge Charms
May 30, 2013

S.T.C.A. posted:

Gotta go fast while my vines kill everything.
Stone Vines cut your move speed in half, so you ain't gonna go fast until Step Up triggers, and I suspect if Stone Vines trigger, they'll break Step Up.

Most powerful is probably Reaving Combat + Arcane Combat + Absorption + Battle Tactics.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
The two most ridiculous Adventurers I've made so far are What Is Damage and the Laser Lich.

What Is Damage is about never giving a poo poo about damage. Every single talent scales off of Willpower. The core of it is Psionic/Absorption and Solipsism together, which lets you triple-wield mindstars, heavily reduce damage, further split damage into health and Psi, and also regenerate Psi while that is happening. It is an utterly ridiculous combination. Then you stack Ooze on that so your damage splits over bloated oozes and you're immune to half the status effects in the game, you grab Mindstar Mastery for triblade silliness, slap on Gloom because your infinite mindpower will cause everything to poo poo the bed and explode long before it can chip through your preposterous resilience, and eventually get Psionic/Fine Energy Manipulation for Reshape Weapon so that you can utterly vaporize everything in melee. Going Antimagic is a great idea, because it gives you another shield and access to Fungus, which regenerates your health and Psi and... well, long story short, you hit like a train and are really horribly unreasonably hard to kill. I took the Doomed tree with Blast last time for another shield and Blast, but I wouldn't do it again because I almost never had any Hate and I had so many great places to put class points that I never even bothered investing in Blast.

The Laser Lich is like a stick Reaver, but stupider. You want Reaving Combat and Psionic/Absorption with one point in each (you can add more later if you feel like it). Congratulations, you can now triple-wield staves. Grab Spell/Necrosis for Blurred Mortality and Lichform, and remember to put another cat point in it before you become a lich - gotta have those sweet rank 6 bonuses. Also take Spell/Temporal for ~Time Shield~ and eventually Essence of Speed. Unlock Staff Combat and max out Staff Mastery and Channel Staff. Do whatever with the remaining talent points (I do recommend grabbing Celestial/Light because it's nuts and doubly so for a lich, and possibly Stone Alchemy because then you can get way more staff artifacts from the merchant as well as imbuing all your stuff). Your first several levels will be a grind, but once you're triple-wielding blight-attuned staves you become a ridiculous cackling chainsaw-studded gatling gun with a surprising degree of resilience thanks to Blurred Mortality and Time Shield.

I am personally a much bigger fan of What Is Damage since it starts working right away and involves a lot less finicky stuff, but both are amusing diversions, if kind of one-note. If you like melee then What Is Damage is probably a better idea, although Laser Lich can certainly gently caress guys up incredibly fast with the massive damage output from a mega-buffed Channel Staff/Reaving Combat proc every round.

Angry Diplomat fucked around with this message at 15:29 on Feb 11, 2014

A Meat
Jun 28, 2013

CERTIFIED FRESH AS HELL DOC MAKER

Dodge Charms posted:

Stone Vines cut your move speed in half, so you ain't gonna go fast until Step Up triggers, and I suspect if Stone Vines trigger, they'll break Step Up.

Most powerful is probably Reaving Combat + Arcane Combat + Absorption + Battle Tactics.

Does Reaving Combat even proc off of Arcane Combat? Because that would mean you could possibly run into a rare that can instantly murder you when it hits you in melee, and that would be terrible and not fun.

I've wanted to try a Stealth + Shield Offense + other Cunning trees + Battle Tactics gimmick Adventurer, but I haven't bothered with it yet. Can Shadowstrikes even happen on an Assault guaranteed crit? But I like the mental image of some dude sneaking up on orcs and knocking them out with a shield.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Arcane Combat isn't a spell (which is why AM ABs can use it) meaning it doesn't proc Reaving Combat. Plus is doesn't take a turn.

The crits from Reaving Combat, however, will proc Arcane Combat.

Also What Is Damage sounds utterly hilarious and I want to give that a whirl.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

theshim posted:

Also What Is Damage sounds utterly hilarious and I want to give that a whirl.

It really is funny as hell. It can occasionally be a bit hairy early on since you're an uncomplicated melee whacker with moderate damage resistance and not much else, but once you've got all your shields online you turn into an immortal psychic buzzsaw. Then you get Mental Tyranny and welp. I cleared the Elven Tomb by just walking up to everything and stabbing the goddamn poo poo out of it, occasionally pausing to use a regeneration infusion if it seemed necessary.

You could probably do some extremely silly things with Forge Shield, but you'll already have a lot of great places to put generics. Surge is also a fantastic option, but again, you'll already have a lot of great places to put class points. There are so many powerful options for a What Is Damage build that you can try all kinds of different things and tailor it to your liking without changing the basic playstyle (hit things, not know what damage is) at all. The only things that are absolutely 100% mandatory are Absorption with a second cat point, Solipsism, Mindstar Mastery, and Finer Energy Manipulation.

Angry Diplomat fucked around with this message at 15:53 on Feb 11, 2014

notwithoutmyanus
Mar 17, 2009
What about brawler double strike plus arcane combat with earthen missiles?

Or reaving combat plus mindstar mastery?

Or reaving combat plus flurry tree?

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
I want to grab the Doomed tree with Madness in it for What is Damage. The first three skills would be a waste again (although Hateful Whisper could at least give you a little bit of Hate back) but Madness on this guy sounds utterly broken hilarious.

notwithoutmyanus posted:

What about brawler double strike plus arcane combat with earthen missiles?

Or reaving combat plus mindstar mastery?

Or reaving combat plus flurry tree?
Reaving Combat does nothing for mindstars, you can already dual wield them with no penalty and it only procs on spells which use a turn.

That said using Flurry with two artifact longswords is enough to make me shiver.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Arcane Brawler can work; it'd be a lot like a regular AB except with punches instead of Flurry. Reaving Combat + Mindstar Mastery is doable but I don't know why you'd do it, since mindstars already ignore the offhand damage penalty, are better for Will+Cunning than Strength+Magic, and have some really good antimagic egos and artifacts.

Reaving + Flurry would be nice for the large number of strong hits, and if you threw in GWF and Flexible Combat you could get some pretty hilarious damage calls, I think. Do that on a stealth build for dual mainhand GWF Flexible Combat Flurry Shadowstrike crits :unsmigghh:

e: also get poisons because hahahaha why the gently caress not.

theshim posted:

I want to grab the Doomed tree with Madness in it for What is Damage. The first three skills would be a waste again (although Hateful Whisper could at least give you a little bit of Hate back) but Madness on this guy sounds utterly broken hilarious.

Yeah, Madness + Mental Tyranny on a triblades build is totally bananas. Very little can stand up to that.

Angry Diplomat fucked around with this message at 16:13 on Feb 11, 2014

Dodge Charms
May 30, 2013

Angry Diplomat posted:

What Is Damage is about never giving a poo poo about damage. Every single talent scales off of Willpower. The core of it is Psionic/Absorption and Solipsism together, which lets you triple-wield mindstars, heavily reduce damage, further split damage into health and Psi, and also regenerate Psi while that is happening.
Sounds a bit like Quadbar, my three-plus-one lifebar winner.


theshim posted:

Arcane Combat isn't a spell (which is why AM ABs can use it) meaning it doesn't proc Reaving Combat
The spells procced by Arcane Combat will indeed trigger Reaving Combat, up to once per turn. The bonus melee attacks from your once-per-turn Reaving Combat can trigger more spell procs. Combine with Stone / Earthen Missiles for absurdly high damage.


notwithoutmyanus posted:

What about brawler double strike plus arcane combat with earthen missiles?

Or reaving combat plus mindstar mastery?

Or reaving combat plus flurry tree?
1 - Works great, you have single-weapon proc chances.

2 - Vim + Equilibrium is a bad idea.

3 - Works fine.

Raitzeno
Nov 24, 2007

What? It seemed like
a good idea at the time.

There's an addon called Blood Knight that has a bunch of existing fuckawesome trees reskinned as bloody-sounding things and slightly shuffled, all working off Stamina and bleed effects. I made an Adventurer with both Rampage and its bloody cousin Bloodfury. I don't even remember what exactly it did other than that, but Rampage auto-starts when you take a big hit and Bloodfury auto-starts when you bleed 1% of max life per turn, which is every loving turn if you're using the Blood Knight's generic-tree passives. "Never not be Rampaging" indeed.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Dodge Charms posted:

The spells procced by Arcane Combat will indeed trigger Reaving Combat, up to once per turn. The bonus melee attacks from your once-per-turn Reaving Combat can trigger more spell procs. Combine with Stone / Earthen Missiles for absurdly high damage.
Right, confused with the last one in that tree. Bleh.

ToxicFrog
Apr 26, 2008


RPATDO_LAMD posted:

It's not really pink so much as salmon-colored. There is exactly one way to get rare-quality items: every rare enemy you fight (the ones with class levels and salmon-colored names) will drop one.

Randarts and rare items are both randomly generated, and both of them have names like that, but rares have fewer stats and egos.

Also, randarts will say [unique] in the item description, and rares won't.

A Meat
Jun 28, 2013

CERTIFIED FRESH AS HELL DOC MAKER

Are slings Dual-wieldable if you have Reaving Combat (as in, do you get something from it)?

In the same vein, are ranged weapons telekinetically wieldable as a Mindslayer?

I just wanna have a dude wield three slings. Preferably actually use all three, but just psyching enemies with ornamental slings is cool too.

Dodge Charms
May 30, 2013

Angry Diplomat posted:

Reaving + Flurry would be nice for the large number of strong hits, and if you threw in GWF and Flexible Combat you could get some pretty hilarious damage calls, I think. Do that on a stealth build for dual mainhand GWF Flexible Combat Flurry Shadowstrike crits :unsmigghh:

e: also get poisons because hahahaha why the gently caress not.
Pure Wil + Cun can do even better: Venom Drake Aspect -> Dissolve is more attacks than Flurry. Use it with Mindstar Mastery + Poison for absurd number of poison attempts, which stack if you're using Deadly Poison.

To get even more absurd, pick up Oozing Blades or Corrosive Blades, so the Acid <-> Nature damage will buff each other.

Stealth interacts poorly with multi-attacks, since you have to pass a Stealth check every attack to stay hidden. Stealth works much, much, much better with one-big-attack talents (melee, ranged like Steady Shot, or a spell / mindpower).



A Meat posted:

Are slings Dual-wieldable if you have Reaving Combat (as in, do you get something from it)?

In the same vein, are ranged weapons telekinetically wieldable as a Mindslayer?
No.

Yes, but it no longer does anything. There's code in the Mindslayer trees to do psi things with ranged weapons, but none of that code is currently accessible.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
There should be some kind of warning when you try to rest or autoexplore with an escort on the level. Several times now, I've absentmindedly tapped Z after killing a group of enemies only to have the escort run off and get themselves killed while my character is auto-resting.


edit: Also, I just killed Urkis with my level 14 TW, through the time-honored strategy of "teleport away and rest to full every time he hits me".

RPATDO_LAMD fucked around with this message at 20:11 on Feb 11, 2014

But Rocks Hurt Head
Jun 30, 2003

by Hand Knit
Pillbug
Oh man I just started playing ToME a few days ago and I have a Bulwark slowly ripping through everything and have lots of awesome poo poo and now I'm in the Bearscape. I almost can't wait to use up my deaths and play a less-boring class. This might be the best roguelike I've ever played.

Zeerust
May 1, 2008

They must have guessed, once or twice - guessed and refused to believe - that everything, always, collectively, had been moving toward that purified shape latent in the sky, that shape of no surprise, no second chance, no return.

notwithoutmyanus posted:

What about brawler double strike plus arcane combat with earthen missiles?

If you pick up the Nullpack class addon, the Fossil class is exactly this. Accessible only to Skeletons, comes with the standard Pugilism/Unarmed Training package, but with Earth, Stone and Arcane Combat, and Aegis in generics. Yes, it is hilarious.

Smarmy Coworker
May 10, 2008

by XyloJW
Oh god, even a level 20 archmage with the most powerful shields and spooky lich armor couldn't survive a single hit from Celia. Maybe I just won't do that quest.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
So are there any mods out there that help deal with Sandworm lair? I like most of the game and am getting more and more guys to the East, but god drat do I hate doing the lair. Especially the 'large' version. It just takes so long to get around and the more defensive/slower classes are screwed if they can't force their way through the piles of trash mobs before the sand catches up. This area is making want to quit playing Tome4 and go back to Crawl. :(

Magres
Jul 14, 2011
Pretty sure Wyrmics can just tell the sand to gently caress itself and burrow through.

Burrow + Lightning Speed = HAHAHAHA EAT poo poo SANDWORM LAIR


Wyrmics are awesome and I really should roll up a new one!

Dodge Charms
May 30, 2013

Slaan posted:

So are there any mods out there that help deal with Sandworm lair? I like most of the game and am getting more and more guys to the East, but god drat do I hate doing the lair.
The big secrets are:
- Have a higher-than-100% movespeed,
- Be able to teleport if you get stuck in a collapsing tunnel behind a pile of clear brittle oozes.

Movespeed items like Boots of Speed or the Feathersteel Amulet are solid gold in this place.

Like Magres says Wyrmics have Burrow as an additional panic button, and an Arcane Blade or Archmage can dig their way around with Pulverizing Auger, which is also a good attack spell at 4 or 5 points.

Magres
Jul 14, 2011
^^^^^

As always, Cursed using Surge is the answer to all problems :getin:

Jowy
Dec 4, 2007

Jesus Christ, it's a Pyro!
While not as reliable, Psychportation torques are also pretty handy there. If Zigur doesn't instinctively hate you for being filthy mage scum, check their shops, there's an okay chance they might have one.

Raitzeno
Nov 24, 2007

What? It seemed like
a good idea at the time.

Also there's an addon that allows you to manage alt zones. I have it set to turn Alt Sandworm off at all times guaranteed, as well as a few other nasty alts (like the Maze which I really, really hate).

I'm pretty sure it's included in ZOmnibus but I don't use that, it's definitely available on its own.

Dodge Charms
May 30, 2013

Raitzeno posted:

I'm pretty sure it's included in ZOmnibus but I don't use that, it's definitely available on its own.
It's in zOmnibus, yeah.

On the subject of addons which make life better, this guy is doing some good stuff with the UI elements:
http://te4.org/games/addons/tome/marson-ui


Personally I like alt-Maze because of the loot.

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Magres posted:

^^^^^

As always, Cursed using Surge is the answer to all problems :getin:

Need damage? Rampage

Need mobility? Rampage, Surge, Blindside, and Reckless Charge

Need crowd control / debuffs? Gloom, Fears

Need damage mitigation? Rampage (Tenacity), Gloom (Sanctuary), and Curse of Shrouds

Need vision? Preternatural Senses

Need resistances? Relentless


Is there a problem that Cursed doesn't have an answer to?

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Raitzeno posted:

Also there's an addon that allows you to manage alt zones. I have it set to turn Alt Sandworm off at all times guaranteed, as well as a few other nasty alts (like the Maze which I really, really hate).

Why do you hate Alt-Maze? Alt-Maze has 4 levels while Traditional-Maze has only 2 levels, which means Alt-Maze offers twice as many treasure chests and twice as many rares / randarts. I love it when my character gets Alt-Maze.

JosephWongKS fucked around with this message at 03:51 on Feb 12, 2014

psy_wombats
Dec 1, 2009

JosephWongKS posted:

Why do you hate Alt-Maze? Alt-Maze has 4 levels while Traditional-Maze has only 2 levels, which means Alt-Maze offers twice as many treasure chests and twice as may rares / randarts. I love it when my character gets Alt-Maze.

If you're playing a caster and that awful boss sneaks up around a corner, you're dead in two or three turns unless you get lucky with your infusion. Bonus terrible for Anorithils, who need to be within the 6 tile grab radius to cast 90% of their damaging spells.

(I personally just don't like how it breaks autoexplore, it's irrationally annoying)

NachtSieger
Apr 10, 2013


psy_wombats posted:

(I personally just don't like how it breaks autoexplore, it's irrationally annoying)

I've never had a problem with autoexplore breaking, if it runs into a hole then just take two/three steps away from it and hit z again.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

NachtSieger posted:

I've never had a problem with autoexplore breaking, if it runs into a hole then just take two/three steps away from it and hit z again.

Most of the time when I do that it autoexplores right back to the hole. :downs:

Shwqa
Feb 13, 2012

JosephWongKS posted:

Why do you hate Alt-Maze? Alt-Maze has 4 levels while Traditional-Maze has only 2 levels, which means Alt-Maze offers twice as many treasure chests and twice as many rares / randarts. I love it when my character gets Alt-Maze.

And melee users likely want garkul's helm which the normal maze boss has a 50% of dropping.

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RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Raitzeno posted:

Also there's an addon that allows you to manage alt zones. I have it set to turn Alt Sandworm off at all times guaranteed, as well as a few other nasty alts (like the Maze which I really, really hate).

I'm pretty sure it's included in ZOmnibus but I don't use that, it's definitely available on its own.

Really? I find alt sandworm much more tolerable than the normal version. There's no screwing around with 20 different burrowers trying to find the right one to follow to the exit, you just sit behind the big fat worm and walk forwards till you reach the end.

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