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Chakan
Mar 30, 2011

ChibiSoma posted:

I really wish someone was doing an informative video series. If not on the game as a whole then on specific characters.

Then you're in luck! Now that I have a stable source of income, I'm going to try and do videos on each of the classes. I'm also going to try to stream more but I don't want to burn out on ToME so that's iffy.

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Chakan
Mar 30, 2011

Arzachel posted:

So I just summoned a level 39 Bringer of Doom. I'm level 12. Welp?

Walk away and come back later, he'll wait. Or don't, sometimes you can take BoD that early.

Chakan
Mar 30, 2011

Dodge Charms posted:

The addon "Infinite 500" adds stores and graves and artifact-potions. The stores in particular are nice because otherwise there's no point in having a "gold" counter.

The addon "Vulcus" adds a high-level town / event thing to the ID, I've never gotten the event though.

Basically with these two addons, and the knowledge to never open vaults*, ID is fun and interesting with many classes. Otherwise, it still kinda sucks.

*sometimes it's ok to open vaults, obviously.

Chakan
Mar 30, 2011

Dodge Charms posted:

ID vaults usually kick my rear end unless I have Arcane Eye to scout around inside them and cherry-pick foes.

When is it generally safe to start opening them WITHOUT the cheese of Arcane Eye?

Pretty much what other people said. I'm really aggressive in opening vaults in the normal game, but I dare not open any for the first 10 levels in ID, after that it's dependent on just how powerful your character is. High-level Berserker with a heroism infusion & "refuse to die" is obviously more able to handle the vaults on his level than a level 10 bulwark is on his level.

e: of note is that in most roguelikes "get out of jail" is not as good as "never get caught by the cops." I don't think this holds true as much in ToME because you WILL get caught by an oozemancer unique at some point.

Chakan fucked around with this message at 06:11 on Jan 31, 2014

Chakan
Mar 30, 2011

Fibby Boy posted:

I finally killed the master! And then got jumped by a large group of level 40 orcs when I left. :( Nearly killed them all but the damage finally caught up to me.

That's a fixed thing, they don't kill you, even if they defeat you. You can beat it, but it's not a big deal if you don't. Congrats on beating the master, he gets easier as you beat him a few times.

Chakan
Mar 30, 2011

Dodge Charms posted:

So... why keep it?

Because it does lead to a different feel for the different races. Whether or not you enjoy it is another matter. I like it because my default is slow-to-level races, so when I go average or fast, it feels so good.

Chakan
Mar 30, 2011
PM gets there, but yeah, it never feels as powerful as many other glass cannons. Lategame they're supposed to be very good at controlling the battlefield, but it doesn't quite pan out for me.

e: VVV re: Temporal Wardens being fun. They can be except when you play them "correctly" (the archer build is just flat out the best build and it's boring as hell). Not that you can't play them with a little more interesting stuff though.

Chakan fucked around with this message at 05:12 on May 11, 2014

Chakan
Mar 30, 2011

Tuxedo Catfish posted:

As a Solipsist, am I screwing myself lategame if I take a mix of physical and mind skills? I don't like playing casters whose primary nukes have less than 10 range so the Psychic Assault tree isn't that appealing, but I like the sound of the locked mind-based trees as well.

As a Solipsist you can simply decide that everything is relative and use that to make every build you can conceive good.

AKA: you can't really go wrong in point allocation, though some are clearly better offensive/defensive/etc.

Chakan
Mar 30, 2011
Thought forms are generally considered less good than other things, but they're still useable. Most people max mind sear and work on some other stuff in that tree, cautiously adding points into the solipsism tree when they feel safe enough. For generics I love the feedback tree because it adds to your tankiness once you get it rolling.

That's really it for the basics, everything else is choice after that. Solipsists have a lot of interesting paths after that and lots of offensive/defensive capabilities.

Chakan
Mar 30, 2011
There are none. There are a couple cool mods, but most just add a class or race with varying levels of balance and interesting gameplay.

Chakan
Mar 30, 2011
Mind slayers are Jedi. They have a few tricks and such that you manipulate the fight with, but their basic game plan is to use their lightsabers to slice through baddies. Early on you focus on bump damage points and transition to a melee powerhouse with good control of the battlefield.

Solipsists are more difficult to level, but easier to play. Mainly knowing when to put more points in their namesake tree is the hard part.

e: vv yes, they're very easy to play because mind sear can get you to level 15 basically by one-shotting everything short of the Minotaur. But the solipsism tree is very tricky and dangerous.

Chakan fucked around with this message at 18:58 on Sep 21, 2015

Chakan
Mar 30, 2011
The real issue with trollmire 4 is that it's usually not very hard but randomly you just lose w/e character you went in with too early. If it was always death for fresh characters that would be at least interesting.

e: VV cause then you could put anything that matters in there. I don't even think about going in, of course I do because the time spent on this character is so low that I'll gamble on the .1% chance of dying for a guaranteed level and 4 gold. I'd rather it be a thing you come back to at level 20 or so and be a "here's an interesting melee fight, can you deal with that? If so, have a few T1-2 uniques that haven't dropped yet (or whatever.)"

also I thought I typed this but deleted it, I'll leave it up now though.

Chakan fucked around with this message at 03:14 on Dec 25, 2015

Chakan
Mar 30, 2011
If you're dying to the enemies: what level are you? You should probably be around level 15 before trying the sandworm lair.

If you're getting crushed by sand and asphyxiating: The sandworm lair has a unique gimmick in that there are pockets of "safe" land and sandworms (neutral to you) tunnel between them. The sand collapses after a while, so just follow a sandowrm around to each of the islands until you get to the one with the way down. There is an alternate map for the sandworm lair that just has huge sandworms going from left to right, just follow them and eventually you'll get where you're going.

Chakan
Mar 30, 2011
Please don't play on roguelike if you haven't beaten the game yet. You don't have to listen to me, and it's cool that you got to 50 in a couple weeks, but think of it as a favor to me.

There are no items you should definitely save in your vault, but I usually save some of the higher tier unique artifacts and something with water breathing in case I'm playing a build that benefits from that, or I get unlucky and get nothing that lets me water breathe.

Chakan
Mar 30, 2011
I'll say this, if you're not literally trapped in by bodies then the ability that makes you move faster and damage stuff as you walk by is an amazing escape/gap closer. My character only got to 15 before I had to stop for dinner a few minutes ago, but he's clearly going places. Figuring out the tinker system is a little obtuse, but I'm starting to understand it.

Chakan
Mar 30, 2011

MagusofStars posted:

Not sure what you're asking here, but the thing is that Solipsists are almost like 3 completely separate classes rolled into one. However, due to the way various skills synergize, it's pretty hard to build an effective hybrid. The general "styles" of solipsists are:
1.) Caster-focused build: Psychic Assault, Solipsism and Thought Forms for class skills. Generics, go heavy into Feedback tree and standard cherry-picked useful skills (Lucid Dreamer, Dream Walk, Mental Shielding), plus your racials and either escort unlocks OR Antimagic/Fungus from Zigur.
2.) Sleep-focused build: Slumber, Nightmare and Solipsism (plus a few points in Psychic Assault or Distortion for direct damage). Generics are Dreaming tree, plus the usual (similar to caster).
3.) Melee-build: Dream Smith, Distortion, Solipsism (remaining points to Psychic Assault tree for direct damage and confusion). Generics go for Dream Forge, plus the usual.

The joke is that Mind Sear takes five skill points to max, at which point you can win the game.

e: The second question mark was supposed to tip you off.

Chakan
Mar 30, 2011
Lich level 7, do we know what's up with that? Sounds exciting.

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Chakan
Mar 30, 2011
If you have patience, roll a summoner. You'll be bored to tears by the time you get to the master, but if you can act like a coward every time you see an enemy, you can win.

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