Any undead character. I guess they have to find other solutions (e.g. rocket boots, skate or whatever).Arcvasti wrote:I'm not really sure what kind of character doesn't have a movement infusion?
Search found 114 matches
- Wed Mar 14, 2018 10:31 am
- Forum: Spoilers
- Topic: Orc patrols on insane (trigger warning)
- Replies: 6
- Views: 5217
Re: Orc patrols on insane (trigger warning)
- Mon Mar 12, 2018 11:07 am
- Forum: General Discussion
- Topic: What's the point of nerfs and chronomancer conoisseurs
- Replies: 8
- Views: 6151
Re: What's the point of nerfs and chronomancer conoisseurs
I think it's easy to see the difficulty of the game only from the perspective of one's own skill level. And I think thst goes for anyone. For me at least, there's no race/class combo that provides "no challenge" even at normal or nightmare. For better players, it might be harder to challen...
- Sun Mar 04, 2018 7:44 pm
- Forum: Ideas
- Topic: Some prodigies are unaccessible in EoR
- Replies: 2
- Views: 1921
Re: Some prodigies are unaccessible in EoR
I don't think the inaccessibility is an issue itself, however it'd look a lot better if they simply weren't on the prodigy selection screen in the EoR campaign (much like how the race selection screens are different).
- Sat Mar 03, 2018 5:44 am
- Forum: General Discussion
- Topic: Announcing Tales of Maj'Eyal next expansion: Forbidden Cults
- Replies: 28
- Views: 18241
Re: Announcing Tales of Maj'Eyal next expansion: Forbidden C
Well, not *all*. Don't forget the stone warden!astreoth wrote:there isn't some special reason you can't use arcane and nature together.
lore wise the only reason you can't is because is because all the groups who use either power source hate each other, and for good reason too in most cases.
- Thu Mar 01, 2018 8:19 am
- Forum: Addons
- Topic: Mentalist class
- Replies: 17
- Views: 11090
Re: Mentalist class
Consumables are a terrible mechanic. There is not one game where that is not true. Come on, that's BS. It doesn't fit well with the tactical power fantasy game style of ToME, but there's many great games where it's a central and key mechanic. Star Realms, Numenera RPG, and Neo Scavenger are just th...
- Wed Feb 28, 2018 10:49 pm
- Forum: Addons
- Topic: Cat Point Cap Boost [1.0.0]
- Replies: 5
- Views: 2404
Re: Cat Point Cap Boost [1.0.0]
Very interesting. This could yield benefits for escort categories as well, especially if you're a Cornac. The question is, for example would a sixth point in Unflinching Resolve put it to the level that Berserkers and Bulwarks enjoy? Moreover, would it be worth it? Sorry, but going from 5 to 6 poin...
- Wed Feb 28, 2018 4:11 pm
- Forum: Addons
- Topic: [1.4.4] Eternal Darkness - A Full Necromancer Rework v2.21
- Replies: 218
- Views: 171147
Re: [1.4.4] Eternal Darkness - A Full Necromancer Rework v2.
Playing adventure mode, I just got stuck in the husk from animus purge due to dying with the pet around. The husk couldn't harm itself and there where no enemies around, so game over for me in a really frustrating way. I don't know if this is a bug due to your mod, but since your mod modifies necro ...
- Wed Feb 28, 2018 5:54 am
- Forum: Addons
- Topic: Cat Point Cap Boost [1.0.0]
- Replies: 5
- Views: 2404
Re: Cat Point Cap Boost [1.0.0]
Don't know about the power level of this, but it does look appetising for a necro dead-set on becoming a lich. Allows lvl 7 lichdom while providing more other benefits than the +.2 mastery of necrosis.
- Fri Feb 23, 2018 2:59 pm
- Forum: Spoilers
- Topic: All Tinker Recipes
- Replies: 11
- Views: 19558
Re: All Tinker Recipes
I don’t understand the question regarding points. You do need a point in Explosives to use Headlamp, but the tinkers scale with level of their components, not the level of your point investment - so if you have t5 ore and herb you’ll make a T5 headlamp even with just 1 pt in Smith and Explosives. O...
- Fri Feb 23, 2018 11:08 am
- Forum: Addons
- Topic: Doomed/Darkness Tweaks
- Replies: 35
- Views: 22112
Re: Doomed/Darkness Tweaks
I cut off part of my left thumb, and also the Gesture code is woven directly into Combat.lua and other various basic parts of class/, so I'm probably going to take a while making any new additions. Sorry about that. Sorry to hear about your thumb, that really sucks. Hope your long-term ability loss...
- Fri Feb 23, 2018 10:57 am
- Forum: Spoilers
- Topic: All Tinker Recipes
- Replies: 11
- Views: 19558
Re: All Tinker Recipes
Thanks a lot! Though I guess part of it is also: is it worth putting the points into? I mean I can definitely see Headlamp's accuracy bonus and light radius being worth 2 points in a vaccum, but is it worth 2 points to get that instead of just using a focus lens? Also does razor edge work for launch...
- Thu Feb 22, 2018 12:13 pm
- Forum: Spoilers
- Topic: All Tinker Recipes
- Replies: 11
- Views: 19558
Re: All Tinker Recipes
Hi! Thanks a lot for the sheet. I was wondering, do you or anyone else know of a more general guide on what tinkers are worth using/when they're worth using? Which are considered strong and which are considered weak? Of course this is conditional, but seems like a lot of it wouldn't be tied strictly...
- Wed Feb 21, 2018 1:03 pm
- Forum: Metaclass: Warriors
- Topic: 1.5 Bow Archer Guide
- Replies: 29
- Views: 141678
Re: 1.5 Bow Archer Guide
Thanks a lot for this guide! So far my most successful run on nightmare/adventure; level 31 with only two deaths, by now my mediocre ass tends to be long since buried and forgotten. As it's relatively recent I thought I'd ask you: Is Volley bugged? Firing out of Concealment at 5 enemies, I assumed i...
- Tue Feb 20, 2018 6:29 pm
- Forum: Dumb Questions
- Topic: Which Vim skills actually refund Vim?
- Replies: 5
- Views: 3991
Re: Which Vim skills actually refund Vim?
Honestly, I'd prefer if they were designed more like "if a creature dies within 0.5 turns after being hit by the talent" or something like that. Seems like it would match the conceptual intent while being much smoother for gameplay. Would require a bit of rebalancing among non-damaging and...
- Tue Feb 20, 2018 9:16 am
- Forum: Dumb Questions
- Topic: Creation Options
- Replies: 4
- Views: 3268
Re: Creation Options
As A and B have been answered, I'll say that C is because there's six *unlockable* races.
Select for spoiler: Ghouls, skellies, yeek, ogres, whitehoof and yeti
Select for spoiler: Ghouls, skellies, yeek, ogres, whitehoof and yeti