Search found 156 matches

by marchewka
Wed Jan 27, 2016 11:14 pm
Forum: Ideas
Topic: new Geomancy trees
Replies: 3
Views: 1319

new Geomancy trees

So... what would you think about an addition of some new stone/earth related trees, in order to make a playable archmage earth-based subclass? Here are basic outlines, of possible two such trees. Earthshaker tree Earth Splitter Form a fissure in the ground on a given path - length 2/3/4/5/6 - fill t...
by marchewka
Tue Mar 31, 2015 10:54 pm
Forum: Ideas
Topic: Artifact & Ego ideas
Replies: 542
Views: 374073

Re: Artifact & Ego ideas

Gloves of the Beast Master A pair of thick gloves made from cured hide of alpha male silverback wolf. In the original story, passed through generations of tribal hunters, these gloves were created by a power-hungry halfling mage, who was so blinded by his confidence that he summoned spirit of the s...
by marchewka
Tue Sep 02, 2014 7:17 pm
Forum: Ideas
Topic: new random boss
Replies: 7
Views: 4029

Re: new random boss

In general, Sand Worm Lair could use more Dune references. Maybe a rare room - a pool of water, with protecting nomads? Or a random krysknife?
by marchewka
Wed Aug 20, 2014 5:56 am
Forum: Ideas
Topic: new random boss
Replies: 7
Views: 4029

Re: new random boss

...and he should be able to induce hallucinations, angband style :-P
by marchewka
Tue Aug 19, 2014 5:18 pm
Forum: Ideas
Topic: Artifact & Ego ideas
Replies: 542
Views: 374073

Re: Artifact & Ego ideas

Following this post: http://forums.te4.org/viewtopic.php?f=39&t=42174 Boss specific randarts that can happen only in Sandworm Lair - generated as randart chainmail, helm or cloak, with procedurally added specific ability: Sandworm Hide - heavy armor that grants Speed Sap Sandworm Skull - helmet ...
by marchewka
Tue Aug 19, 2014 5:13 pm
Forum: Ideas
Topic: new random boss
Replies: 7
Views: 4029

new random boss

An idea that popped out of todays in-game conversation - a random boss that can happen in Sanworm Lair, anywhere except the last level. Sandworm Messiah, a halfling (why not? halflings are small, wriggly and sexy!) that wanders tunnels trying to tame worms, and find enlightement by harvesting their ...
by marchewka
Tue Jul 10, 2012 12:46 am
Forum: Bugs Archive
Topic: bugs with classic interface
Replies: 1
Views: 957

bugs with classic interface

1# Created trollmire-starting character in the new minimalistic interface. Reverted to the classic one, restarted game. As a result, left side of the trollmire map was covered by the left-hand-pane of the classic interface, covering the character and anything else that would be there. Exiting and re...
by marchewka
Sat Mar 03, 2012 11:46 am
Forum: Ideas
Topic: wyrmic tweak - icy skin
Replies: 1
Views: 1162

wyrmic tweak - icy skin

Cost of ice skin is now set at 30 Eq. This means that this sustain alone grants 4% failure chance for every other equilibrium skill that this class possesses. Isn't it a bit harsh? A good but not gamebreaking sustain, that grants 1/20 chance of loosing any class-specific action afterwards. Proposals...
by marchewka
Tue Feb 28, 2012 8:55 am
Forum: Bugs Archive
Topic: [b38] memory leak, somewhere
Replies: 0
Views: 794

[b38] memory leak, somewhere

A rather cryptic post with little value, as i have lost access to the machine with the files. Basically, when playing rogue lvl16 in an adventurer party abush, after loosing life and getting back to the ambush, some 2 rounds of intense action later (involving one paradox mage and one ant-rot-hill) i...
by marchewka
Mon Feb 27, 2012 8:58 pm
Forum: Ideas
Topic: new trap for rogues
Replies: 6
Views: 2462

Re: new trap for rogues

It's funny, the way we speak in different languages. I say "it's white", you say "it's round". I dont deny that rogues have SOME way of setting off traps. I just say that adding one more way of doing it, preferably without the hassle of adding another talent and using an already-...
by marchewka
Mon Feb 27, 2012 12:09 pm
Forum: Ideas
Topic: new trap for rogues
Replies: 6
Views: 2462

Re: new trap for rogues

In my humble opinion letting the rogue have an ability of setting off a trap upon which he led his enemy would be really useful. Consider the following tactical possibilities: - tactically positioning enemy on the dungeon-loaded trap (he gets his once), and then setting it off (he gets hit a second ...
by marchewka
Sun Feb 26, 2012 5:49 pm
Forum: Ideas
Topic: new trap for rogues
Replies: 6
Views: 2462

Re: new trap for rogues

Well, i care to disagree. The functionality of Lure is somehow different - make a decoy (range >= 1) that needs to be destroyed by enemy (unknown time), and then set off some traps in the set radius. In case of this idea, it's range = 1, radius = 0, time = 0. So saying its got the same functionality...
by marchewka
Fri Feb 24, 2012 4:10 pm
Forum: Ideas
Topic: Artifact & Ego ideas
Replies: 542
Views: 374073

Re: Artifact & Ego ideas

Shield of Blades shield with the following statistics: -5 defense +15 armor on getting hit - 25% chance for a riposte (hitting the opponent back) activates for: lvl 3 whirlwind fluff: This elongated heavy shield of dwarven origin is spiked with various blades and spikes, making it less useful for b...
by marchewka
Fri Feb 24, 2012 4:06 pm
Forum: Ideas
Topic: new trap for rogues
Replies: 6
Views: 2462

new trap for rogues

Idea for new trap increasing the number of tactical options for a rogue. Name: Defuse Trap Unlocked by: defeating Atamathon. After it's achieved, the trap becomes available to all rogues who posess the trap skill. Usage: instant Cost: whatever (say same as Nightshade Trap) Working: when used on an e...
by marchewka
Wed Feb 22, 2012 7:52 pm
Forum: Spoilers
Topic: Player character/talent choices in the b37
Replies: 7
Views: 4691

Re: Player character/talent choices in the b37

Good job! There are several interesting things over there. Most notably: - lack of doomed - could it be caused by the nerf to pity? - the fact that not even a single person had any incentive to put more than 1 point into the Dominant Will, or Luck of Little Folk racial talents - maybe the improvemen...