ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Wed Mar 07, 2018 2:44 am 
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Thalore

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 177
Kruzifixxion wrote:
guys I did it Id like to thank minmay for telling me the op strat ^^


Does this strat involve having two Invisibility Runes? Or was that just showing off?


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PostPosted: Wed Mar 07, 2018 2:56 am 
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Higher

Joined: Wed Feb 01, 2017 11:03 am
Posts: 74
Location: minmayland
Arcvasti wrote:
Kruzifixxion wrote:
guys I did it Id like to thank minmay for telling me the op strat ^^


Does this strat involve having two Invisibility Runes? Or was that just showing off?


no i changed my runes after i killed master

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please try not to be so condescending. I play on Madness.


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PostPosted: Wed Mar 07, 2018 12:08 pm 
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Low Yeek

Joined: Sat Nov 04, 2017 3:16 pm
Posts: 7
This is my current best attempt: https://te4.org/characters/46113/tome/2 ... ab59ff90e4
Managed to beat half of Master's first form but sadly shields eventually all ran out.

Bonus stupidity points for dying three times in Temporal Rift 1.

Path taken: Norgos -> Troll -> Korpul -> Bill -> Rest of T1 -> Ass Lord -> SWL -> Maze -> OF -> Nur 1 (entered Nur 2, made one step, saw luminous horror, exited :D ) -> Halfling -> Slavers -> Ruined (only died once because I am an idiot and don't heal immediately after finishing a fight) -> Daikara with Rift -> Dreadfell


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PostPosted: Thu Mar 08, 2018 10:41 pm 
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Higher

Joined: Sun Dec 10, 2017 12:27 am
Posts: 79
Still going, just starting the second T2 dungeon. Got down to -200 life in the sandworm lair


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PostPosted: Thu Mar 08, 2018 11:39 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
I've got a run going. Not sure how far I'll make it before the end of the week, just due to time, but it's going pretty good so far. Nightmare Adventure, playing Higher. T1's, OF, Maze, SWL, Tunnels and Halfling Complex cleared. Zero deaths so far. I'm regretting a few build choices, but they haven't hurt me (yet).


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PostPosted: Sat Mar 10, 2018 1:47 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
nsrr wrote:
I'm regretting a few build choices, but they haven't hurt me (yet).


They hurt me. Lost all of my lives in various places from Daikara to Dredfell. While playing the run I started to put together a build that I think will work better, so I'm going to give that a go.

Also, out of curiosity since I wasn't involved in the discussion that started this, how were the categories chosen? Was it blindly random, or X random class and Y random generic, or was it not random at all?


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PostPosted: Sat Mar 10, 2018 3:17 am 
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Wyrmic

Joined: Tue Mar 08, 2016 3:55 pm
Posts: 248
Made it pretty far on Normal Roguelike, but died on Dreadfell 8 to a rare vampire and a Dread pack. I think I'll wait for the next challenge, in hopes of more interesting trees.

https://te4.org/characters/190198/tome/ ... 8ff138bf40


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PostPosted: Sat Mar 10, 2018 10:26 am 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 381
It was mostly random, some categories have been excluded (MS trees because you would ALWAYS take the TK slot, hounds for carrying the game by themselves,...)

Then 10 random class trees and 5 random generic trees.

Next week will be different and more user friendly since you won't have to pick every tree by hand every time you restart (and navigate through adventurer's dozens of trees.)

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I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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PostPosted: Sat Mar 10, 2018 11:55 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
Good to know. I can understand why some were excluded.

I'm guessing next week's challenge is going to be packed into an add on as a new class? That's a great idea. I had a couple of times where I was picking a new tree and had to check the thread to see what was available, and messing with the Adventurer level up screen is a hassle in general (praise be to DarkGod for the 'hide' checkbox). Looking forward to it :)


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PostPosted: Sat Mar 10, 2018 12:03 pm 
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Thalore

Joined: Thu May 21, 2015 10:28 pm
Posts: 169
Yup

https://te4.org/games/addons/tome/weekly-adventurer


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PostPosted: Sat Mar 10, 2018 2:46 pm 
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Halfling

Joined: Sun Sep 29, 2013 8:03 pm
Posts: 99
What's the seed?


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PostPosted: Sat Mar 10, 2018 2:54 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
pizdabol wrote:
What's the seed?

Ask me on the 12th. That’s when next week’s restarts.

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A little bit of a starters guide written by yours truly here.


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PostPosted: Sun Mar 11, 2018 4:46 am 
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Halfling

Joined: Thu Jul 16, 2015 4:46 am
Posts: 81
I think learning tinker should be allowed.
It is understandable escort trees are not included in the poor of talents, since you don't need to make them available in the first place with an escort. But for tinker, you actually have to choose to learn it and then get the permission to buy for 500 gold.

My point is, unlike other escort trees(which are available from start), learning tinkering is part of the natural game for adventurers. So I don't see a point to dismiss it, unless you think it will make the game too easy, and ban it as a restriction from normal game play. And by this, we also implied that all steam talents will never be part of this challenge.


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PostPosted: Sun Mar 11, 2018 5:17 am 
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Higher

Joined: Wed Feb 01, 2017 11:03 am
Posts: 74
Location: minmayland
fateriddle wrote:
I think learning tinker should be allowed.
It is understandable escort trees are not included in the poor of talents, since you don't need to make them available in the first place with an escort. But for tinker, you actually have to choose to learn it and then get the permission to buy for 500 gold.

My point is, unlike other escort trees(which are available from start), learning tinkering is part of the natural game for adventurers. So I don't see a point to dismiss it, unless you think it will make the game too easy, and ban it as a restriction from normal game play. And by this, we also implied that all steam talents will never be part of this challenge.

No because tinkers make it too ez

In fact the eor addon itself should be on the banned addons list since just having it enabled makes the game 100% easier with sawrd/ewh/spb being able to drop in last hope or the t2s

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Quote:
please try not to be so condescending. I play on Madness.


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PostPosted: Sun Mar 11, 2018 5:27 am 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
fateriddle wrote:
I think learning tinker should be allowed.
It is understandable escort trees are not included in the poor of talents, since you don't need to make them available in the first place with an escort. But for tinker, you actually have to choose to learn it and then get the permission to buy for 500 gold.

My point is, unlike other escort trees(which are available from start), learning tinkering is part of the natural game for adventurers. So I don't see a point to dismiss it, unless you think it will make the game too easy, and ban it as a restriction from normal game play. And by this, we also implied that all steam talents will never be part of this challenge.


of course it makes the game too easy, its tinkers.

Steam talents aren't a part of the challenge either. Nor is any of the ashes stuff. It was made to be as accessible as possible.

_________________
A little bit of a starters guide written by yours truly here.


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