ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Tue Mar 27, 2018 6:06 pm 
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Yeek

Joined: Fri Jan 10, 2014 1:49 am
Posts: 12
Just to let you know, I converted the weekly adventurer 1.0.0 to a random adventurer mod (by doing a universal find and replace from "weekly" to "random") and uploaded it as such with credits to the original mod in the class description so that anyone looking for a fully random adventurer w/ mindslayer options based on your code can nab it. This way it can live side-by-side with the actual weekly challenge, which I hope to actually participate in. Thanks for your help!


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PostPosted: Tue Mar 27, 2018 9:51 pm 
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Higher

Joined: Wed Feb 01, 2017 11:03 am
Posts: 73
Location: minmayland
https://te4.org/characters/226971/tome/ ... fdb743b087 my char for this week

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


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PostPosted: Tue Mar 27, 2018 11:04 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 372
This week was pretty funny and just the right level of difficulty imo.

https://te4.org/characters/101797/tome/ ... 0b7a298b2f

Started using gestures, realised soon that expose weakness was less great when they were on, that hidden blades didn't trigger of them, and neither blade flurry. Continued with gestures anyway.
Ended the run as a solipsist, I had sleep form escort, sleep on dreaming eye, slumber on cloth of dreams, inner demons on shard of insanity, psychic lobotomy on aletta's diadem, dream walk and mind sear from escort.
I took meteoritic crash during DF 9, remembered pretty fast that the talents that work/don't work with it are so weird.

I was changing playstyle every other floors, sometimes just kiting at range 10 with sleep/mind sear, sometimes doing mid range rotation of agony/dark whispers/reproach, sometimes rushing in with rampaging gestures, so it never got boring.

I vote for more like this, even though it's not an option.

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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 31, 2018 3:03 am 
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Yeek

Joined: Fri Jan 10, 2014 1:49 am
Posts: 12
Master down!

https://te4.org/characters/102886/tome/ ... bc00142a85

(I don't know if NPC forgiveness is an allowed addon, but it had zero effect on play. I just forgot to turn it off.)

Very, very offensive tree selections for my first attempt. I almost went antimagic until I found an arcane stralite greatmaul of doom in the thieves' hideout. That pretty much carried me on through.

Fun fun fun! Add me to the spreadsheet if you like, or not. I'll just play along at home.


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PostPosted: Sat Mar 31, 2018 10:18 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 659
Location: Middle of Nowhere
Tried several times to get a run going on Insane, for some crazy reason. Didn't go very well. I gave it up and switched down to Normal for the sake of getting a win before the end of the weekend. This little adventurer bumped and ground his way to the bottom of Dredfell as quick as halflingly possible. The talent load out this week definitely presented a challenge, but was not very exciting, imo.


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PostPosted: Sun Apr 01, 2018 12:57 am 
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Halfling

Joined: Sun Sep 29, 2013 8:03 pm
Posts: 99
Nothing is very exciting on Normal, imo. Nightmare for Normal! Make Eyal great again!


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PostPosted: Mon Apr 02, 2018 1:50 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
dreast wrote:
Just to let you know, I converted the weekly adventurer 1.0.0 to a random adventurer mod (by doing a universal find and replace from "weekly" to "random") and uploaded it as such with credits to the original mod in the class description so that anyone looking for a fully random adventurer w/ mindslayer options based on your code can nab it. This way it can live side-by-side with the actual weekly challenge, which I hope to actually participate in. Thanks for your help!

You're welcome!

Cathbald wrote:
I vote for more like this, even though it's not an option.

Yeah... I really should have put a "keep it as is" option.

pizdabol wrote:
Nothing is very exciting on Normal, imo. Nightmare for Normal! Make Eyal great again!

Agreed. Remember if you find the challenge too easy or whatever, feel free to step up a difficulty level!

Anyways, new week coming up. We have a new seed: micbranned
Quote:
Corruption / Rot
Cunning / Survival
Psionic / Discharge
Psionic / Dream Forge
Psionic / Feedback
Spell / Staff combat
Technique / Combat training
Technique / Agile Combatant
Wild-gift / Cold drake aspect
Wild-gift / Earthen power
Wild-gift / Eyal's fury
Wild-gift / Fungus
Wild-gift / Higher draconic abilities
Wild-gift / Mindstar mastery
Wild-gift / Moss
Wild-gift / Ooze
Wild-gift / Storm drake aspect
Wild-gift / Blizzard
Wild-gift / Cyclone

with these trees. OP and spreadsheet have been adjusted accordingly.

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


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PostPosted: Mon Apr 02, 2018 6:44 pm 
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Thalore

Joined: Thu Jul 27, 2006 2:50 am
Posts: 157
Are staff-combat and mindstar mastery "free" categories since anyone can buy them anyways? Just wondering, since they've been in every week so far.


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PostPosted: Mon Apr 02, 2018 9:22 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
Yes, same with combat training.


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PostPosted: Mon Apr 02, 2018 11:02 pm 
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Higher

Joined: Wed Feb 01, 2017 11:03 am
Posts: 73
Location: minmayland
https://te4.org/characters/226971/tome/ ... 185e0298e8

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


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PostPosted: Tue Apr 03, 2018 12:00 am 
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Yeek

Joined: Fri Jan 10, 2014 1:49 am
Posts: 12
Here's a fun fact: Vortex isn't range capped. So two category points in Wild Gift/Cyclone and five points in Vortex gives you a 10-range monstrosity.


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PostPosted: Tue Apr 03, 2018 1:20 am 
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Halfling

Joined: Sun Sep 29, 2013 8:03 pm
Posts: 99
That's weird, I seem to get Fire Drake Aspect, Technique/Supercell, Conditioning and Harmony instead of Blizzard, Agile Combatant, Cold Drake Aspect and Fungus :shock:

PS. Never mind, hadn't updated :doh:


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PostPosted: Tue Apr 03, 2018 2:37 am 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
pizdabol wrote:
That's weird, I seem to get Fire Drake Aspect, Technique/Supercell, Conditioning and Harmony instead of Blizzard, Agile Combatant, Cold Drake Aspect and Fungus :shock:

PS. Never mind, hadn't updated :doh:

Cathbald also had that issue :P


Anyways, I've decided to replace the poll option with a new, fancy google form! Please respond to it after you've finished this week's challenge (or don't)!

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


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PostPosted: Tue Apr 03, 2018 7:41 pm 
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Joined: Tue Apr 03, 2018 7:36 pm
Posts: 1
https://te4.org/characters/209856/tome/ ... 29198e7a23

I absolutely loved this one. Where the last one had little in the way of sustainability (at least for me), this week's felt stupid good. First attempt for this one, and I felt playing it from an anti-magic/resist style was definitely the way to go.

Now, to beat the game with this guy and prepare for insane difficulty for next week. :cry:


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PostPosted: Thu Apr 05, 2018 10:28 pm 
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Yeek

Joined: Fri Jan 10, 2014 1:49 am
Posts: 12
https://te4.org/characters/102886/tome/ ... 350e72256a

I would vote same difficulty or harder... and the mod skill trees were a bit unbalanced (esp. the ability to make the second Cyclone skill have a range of 10 for an extra category point).


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