Search found 41 matches
- Tue Aug 11, 2020 5:59 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Krog Shadowblade & the non antimagic character
- Replies: 1
- Views: 729
[1.6.7] Krog Shadowblade & the non antimagic character
It's great that we get warned when we start a character that has the anti-magic tree, and magic trees since you can't invest in both . . . but unlike when we take the quest in Zigur we don't start with a point in Anti-magic and in the past we could skip it. I was amused a while back to read about so...
- Mon Aug 10, 2020 5:48 pm
- Forum: Bugs Archive
- Topic: [1.6.7+] Hostile novice mage
- Replies: 4
- Views: 1191
Re: [1.6.7+] Hostile novice mage
Thanks for fixing this Dark God! As a side note could we get an option to simply give the novice mage his magic item within the first dialogue if we already have it? This is a really small thing but it feels kind of clunky when I have to go out of conversation and then right back in to hand him an i...
- Sat Aug 08, 2020 3:09 am
- Forum: Bugs Archive
- Topic: [1.6.7] Boots of moving slowly not stacking beyond 1
- Replies: 1
- Views: 596
[1.6.7] Boots of moving slowly not stacking beyond 1
The boots are supposed to gain 2 armor and 2 defense each turn that you don't move up to a total of twelve . . . and this works if I just click on myself to skip the turn. But if I actually attack it never goes beyond the first stack. This even happens when my Bulwark has Last Stand active and is pr...
- Sun Jan 28, 2018 5:37 pm
- Forum: Ideas
- Topic: The Necromancer needs a Complete rewrite
- Replies: 16
- Views: 13294
Re: The Necromancer needs a Complete rewrite
Obviously I think the necromancer should be a VIM using class, and to solve the problem of not having any good support talents I would start him off with both hex and curse so he can better support his undead army in battle. After that I'd replace the entire grave tree (vampirism) with Vile Life, an...
- Sun Jan 28, 2018 4:24 pm
- Forum: Ideas
- Topic: The Necromancer needs a Complete rewrite
- Replies: 16
- Views: 13294
The Necromancer needs a Complete rewrite
The necromancer is my least favorite class, and looking at the mage forums I'm not the only one who thinks so. I've seen a lot of suggestions for "fixing the class" but I don't think it needs fixing. It simply doesn't fit in the game at all anymore. First with the class uses the wrong reso...
- Fri May 12, 2017 2:16 pm
- Forum: Ideas
- Topic: Make the "Imps Claw" a light rather than a tool
- Replies: 14
- Views: 6698
Re: Make the "Imps Claw" a light rather than a tool
Tooth of the mouth is good for early game corrupters and Reavers. It gives a 4% bonus to blight damage which is their main damage type, and adds 15 blight damage to enemies when hit. For reavers it pairs up especially well with another early game relic: Skullcleaver which gives another 8% blight dam...
- Fri May 12, 2017 9:54 am
- Forum: Ideas
- Topic: Make the "Imps Claw" a light rather than a tool
- Replies: 14
- Views: 6698
Re: Make the "Imps Claw" a light rather than a tool
A light level one, see invisible, and low end flame is pretty bad regardless. At low levels in the tool slot it's competing with things like the tooth of the mouth, telekinetic core, and eye of the dreaming one. Even most of the picks have decent stat boosts, torques act like an extra rune/infusion ...
- Thu May 11, 2017 3:26 pm
- Forum: Ideas
- Topic: We need a different start for Reavers and Corrupters
- Replies: 6
- Views: 5249
We need a different start for Reavers and Corrupters
I think this every time I start a new corrupter; especially if it is a Shalore elf. Yes making a pilgrimage to the Scintillating Caves makes sense. You collect all of the great lore about the discovery of corruption and perhaps a friendly giant crystal grants you new insights at the end . . . that f...
- Thu May 11, 2017 12:54 pm
- Forum: Ideas
- Topic: Make the "Imps Claw" a light rather than a tool
- Replies: 14
- Views: 6698
Make the "Imps Claw" a light rather than a tool
"The battered remains of a flame imps hand. It still burns with that unnatural flame." Light radius +1 See Stealth +10 Can be used to activate talent flame. Every time I get this thing I think to myself that it should be a light rather than a tool. It simply doesn't fit well into the "...
- Mon May 08, 2017 11:30 am
- Forum: Ideas
- Topic: Remove mana drain from Shadow Combat
- Replies: 7
- Views: 3625
Re: Remove mana drain from Shadow Combat
A shadow copy showing up after every single hit seems a bit over powered compared to the other skills listed. It would have to be given a VERY low spawn chance; especially considering how early you get the skill. The necromancer doesn't get a shadow copy spell until level eighteen and even with that...
- Fri May 05, 2017 8:36 pm
- Forum: Ideas
- Topic: Make Staff Mastery the first talent in Staff Combat
- Replies: 4
- Views: 3203
Re: Make Staff Mastery the first talent in Staff Combat
Thinking about this it seems like the current staff combat tree is trying to do two different jobs. Staff Mastery, Defensive Posture, and Blunt Thrust are all talents that objectively are physical techniques; not magic. You might be able to buy these at the same time you buy archery training or gene...
- Thu May 04, 2017 4:34 pm
- Forum: Ideas
- Topic: Change the skill selection for paladin escorts
- Replies: 9
- Views: 7096
Re: Change the skill selection for paladin escorts
One should be worried about this re-balance in general. Previously each chant was a separate skill. That means they each were balanced individually. Now they are subsets of a single skill and you need to pay a balance cost for both that utility and the ten point discount to getting all talents to le...
- Tue May 02, 2017 3:45 pm
- Forum: Ideas
- Topic: Change the skill selection for paladin escorts
- Replies: 9
- Views: 7096
Change the skill selection for paladin escorts
(Current version 1.5.3) The recent updates have significantly altered the paladin's iconic chants tree. Unfortunately the paladin escort is still offering a 1 point buff to chant of fortitude or chant of fortress. This was very confusing to me. When I take a point of either skill do I get a buff onl...
- Mon Jan 16, 2017 1:25 pm
- Forum: Metaclass: Rogues
- Topic: Stealth Mechanic Clarifications
- Replies: 13
- Views: 22184
Re: Stealth Mechanic Clarifications
Weird and interesting. As I'm understanding this thread stealth thus becomes a very late bloomer. * For the first three levels it is only giving a minor defensive benefit. * For levels 4-9 it is giving one automatic critical strike with a bonus ranking from ~+14-71% extra critical damage; not quite ...
- Sun Jan 10, 2016 4:49 am
- Forum: Ideas
- Topic: Poisons where they make more sense
- Replies: 1
- Views: 2031
Poisons where they make more sense
Right now the poison tree is available to the rogue . . . who specializes in killing fast. It also is available to the archer who seems to make more sense but also kills really fast with devastating levels of damage. Fast killing characters really don't seem like the best place for a DoT skill tree ...