I found rares have at least 30% chance to be spawned as mindslayer rare across multiple games, which far surpasses the spawn rate of other rares.
I have the addon of unlock all races/classes btw
Search found 165 matches
- Sat Jun 26, 2021 4:29 am
- Forum: Bugs
- Topic: [1.7.3] Suspected bug: Abnormally high spawn rate of mindslayer rares
- Replies: 0
- Views: 879
- Fri Jan 17, 2020 11:54 am
- Forum: General Discussion
- Topic: Favorite zone? Least? Hardest? Most likely to kill you?
- Replies: 14
- Views: 11917
Re: Favorite zone? Least? Hardest? Most likely to kill you?
No one mentioned Dark Crypt so far? Yes it is brutal and a tad bit unfair, but when I first encountered it it really brought me some sense of anticipation. The 3 parts of the flow (1) fighting deadly casters in a small dungeon (2) timed challenge to kill the 4 corruptors (3) escorting Melinda out of...
- Wed Jan 15, 2020 1:30 pm
- Forum: Ideas
- Topic: Antimagic buffs
- Replies: 6
- Views: 3219
Re: Antimagic buffs
The tree is fine as what it is now. Resolve and Antimagic are potent defense against spell / DOT, Manaclash is weaker than Rune of Dissipation but does not require you to spend an infusion slot for it. So I am pretty happy with the state Antimagic is in now relative to the absolute trash it had been...
- Sat Jan 11, 2020 5:18 am
- Forum: Bugs Archive
- Topic: 1.6.6 error upon inspecting / facing Snaproot
- Replies: 3
- Views: 980
1.6.6 error upon inspecting / facing Snaproot
No impact to gameplay but this error pops up upon inspecting / facing Snaproot ERROR: Game version: tome-1.6.6 Addons: neka_qol01a-1.0.0[X!], items-vault-1.6.0[O], gem_transmo-1.1.0[X!], no_ruined_dungeon_puzzle-1.6.0[X], qt-statreq-removal-1.5.5[X!], qt-trap-removal-1.3.1[X!], select-your-escorts-1...
- Sun Dec 01, 2019 2:29 am
- Forum: Bugs Archive
- Topic: [1.6.4] Problem with auto-use for Meditation
- Replies: 0
- Views: 976
[1.6.4] Problem with auto-use for Meditation
If Meditation is set as "auto-use with no enemies are visible", when you are on auto-explore while no enemies are visible, you will just activate and deactivate meditation again and again
- Sat Nov 30, 2019 3:12 am
- Forum: Ideas
- Topic: Class Evolution System
- Replies: 4
- Views: 3985
Re: Class Evolution System
I think class evolutions should first target the least flexible classes in terms of playstyle and unique options. Which to me means having class evolutions for summoner and skirmisher first Agree with what you say. Apart from that I think there could be some experiment on how class evolution works....
- Mon Nov 25, 2019 12:27 pm
- Forum: Ideas
- Topic: Rak'Shor's Cunning... make the racial category 2.0 mastery
- Replies: 10
- Views: 5016
Re: Rak'Shor's Cunning... make the racial category 2.0 maste
Or let's remove Rak'Shor's Cunning and replace it with something else. The problem with Rak'Shor's Cunning is that it is only valuable for one single time as you are dying, and you would be much better served with a prodigy that helps you avoid dying in the first place
- Tue Nov 19, 2019 3:57 am
- Forum: General Discussion
- Topic: ToME will never "live", but 1.6 dug its grave further.
- Replies: 10
- Views: 8581
Re: A few gripes with the current patch
imo there is enough whipping for 1.6 for now, a number of issues are getting addressed in the 1.6.1 patch so I will wait and see, hopefully more fixes would come. The death of ToME is a rather strong statement. The devs might have done a botched job for this release but at least they are listening t...
- Mon Nov 18, 2019 2:42 pm
- Forum: Ideas
- Topic: Summoner buffs
- Replies: 2
- Views: 1783
Re: Summoner buffs
I feel like Summoners are among the early-iteration classes left a bit behind. Pet classes are usually among my favorite classes to play in a game, but Summoners leave me a bit cold. Two proposed changes that would make them more fun (for me, anyway). 1. Let them summon with line of sight instead o...
- Mon Nov 18, 2019 1:58 pm
- Forum: General Discussion
- Topic: [1.6.0] The game feels entirely overtuned/general feedback
- Replies: 91
- Views: 153545
Re: [1.6.0] The game feels entirely overtuned/general feedba
Mana Thrust 1-shot by Pale Drake at level 39 as AM summoner (on the theory that hiding from enemies behind minions might help), 1263 damage (just 12 over my max hp). Resolve appears not to be helping against 1HKOs. Unable to do enough damage to kill Massok despite snuffing all his Unstoppables with...
- Sun Nov 17, 2019 2:16 pm
- Forum: General Discussion
- Topic: [1.6.0] The game feels entirely overtuned/general feedback
- Replies: 91
- Views: 153545
Re: [1.6.0] The game feels entirely overtuned/general feedba
Side track a little bit: I just had a very short run with the 1.6.1 beta playing a wyrmic in Nightmare difficulty. It appears melee damage is now better, but accuracy still seem to be a problem. Even with 5/5 in Combat Accuracy I still missed quite often
- Sun Nov 17, 2019 1:57 pm
- Forum: Addons
- Topic: Revamped Wyrmic
- Replies: 46
- Views: 39396
Re: Revamped Wyrmic
Just dropping by to say I am glad to see this mod is still being updated! This is what wyrmic should be like, and I think this is a worthy candidate to replace the vanilla wyrmic. Dragon's Scorn is quite overpowered though, but other than that I think the mod is in a pretty good spot. Just had a ver...
- Tue Nov 12, 2019 2:39 pm
- Forum: General Discussion
- Topic: Revert the fleeing AI.
- Replies: 9
- Views: 5085
Re: Revert the fleeing AI.
I agree. The escape AI is supposed to (1) make the fight more challenging (2) make the fight more fun. Unfortunately it fails on both objectives. Enemy who are fleeing are actually losing, and that's why they flee. Even if they make a come back, they are still in a losing position. So fleeing does n...
- Tue Nov 12, 2019 2:02 pm
- Forum: Ideas
- Topic: Solipsist Changes v2
- Replies: 4
- Views: 2708
Re: Solipsist Changes v2
If I have my way I would just redesign the tree, keep it making your character stronger as you take damage but changing how it works completely. No matter what, if we keep its main mechanism as passive bolt firing, the tree would still be boring on one hand and easy to exploit on another. And I don’...
- Sat Nov 02, 2019 5:00 am
- Forum: Ideas
- Topic: Solipsist Changes v2
- Replies: 4
- Views: 2708
Solipsist Changes v2
I had once started a thread about changing some Solipsists' talents, but the suggestions I made were horrible so I don't want to bump that up. I guess I will just start a new thread instead to organize some suggestions I have seen elsewhere and add a little bit of my thoughts. For one thing, Solipsi...