Recaiden's Undead Races

A place to post your add ons and ideas for them

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Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Recaiden's Undead Races

#16 Post by Thexare »

There was no vault, the whole floor was just one small area with the boss and a couple adds. Well, there might've been more to it, but all I had was a zone that looked roughly like

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PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: Recaiden's Undead Races

#17 Post by PseudoLoneWolf »

That sounds like it might have been the Collapsed Tower, which is a vault. Did you go up stairs to get to it, to a small floor, with no further stairs in it?

Edit: That's assuming that Banshees have the same starting zone as Skeletons... I haven't checked. I'm probably wrong, if they start elsewhere.
Let slip the toast of war.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Recaiden's Undead Races

#18 Post by Thexare »

They don't, and it wasn't the collapsed tower because those stairs I noted on my sketched map were the exit to the world map.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Recaiden's Undead Races

#19 Post by Recaiden »

I've made a change that should have fixed random high-level enemies appearing in the start zone.

There's also a new race. https://te4.org/games/addons/tome/race-wight

jeevasviolon
Posts: 2
Joined: Thu Apr 02, 2020 5:02 pm

Re: Recaiden's Undead Races

#20 Post by jeevasviolon »

Tested out the banshee mod along side the Arcanum Class Pack and the Highguard Class Add-On and had some interesting results in Mob Faction changes. Some interaction occurs when these three Add-Ons are active simultaneously causes the "Ralloren" Faction Tag to be substituted with the "Enemies" Faction Tag. This seems to only occur in the Main Campaign and not in the Infinite Dungeon, and I have never used the Arena Mode. I do not know how useful this information is but I hope it helps.

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: Recaiden's Undead Races

#21 Post by Erenion »

Wights Fury of the Wild triggers when you damage yourself.
This does not damage you, so I'd actually class this as helpful, but from the talent description I'd assume it wouldn't trigger.
Breaking Projection since 1.5

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Recaiden's Undead Races

#22 Post by Recaiden »

Erenion wrote:Wights Fury of the Wild triggers when you damage yourself.
This does not damage you, so I'd actually class this as helpful, but from the talent description I'd assume it wouldn't trigger.
This has been fixed, along with its duration and the display bug on Draining Presence
jeevasviolon wrote:Tested out the banshee mod along side the Arcanum Class Pack and the Highguard Class Add-On and had some interesting results in Mob Faction changes. Some interaction occurs when these three Add-Ons are active simultaneously causes the "Ralloren" Faction Tag to be substituted with the "Enemies" Faction Tag. This seems to only occur in the Main Campaign and not in the Infinite Dungeon, and I have never used the Arena Mode. I do not know how useful this information is but I hope it helps.
I tried to play with those addons and was unable to get this to happen. :shock:
I can say that Banshee doesn't do anything with factions other than wear exactly the same cloak of deception that skeletons and ghouls do.

nsrr
Sher'Tul
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Location: Middle of Nowhere

Re: Recaiden's Undead Races

#23 Post by nsrr »

Wight best starting zone, 10/10

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Recaiden's Undead Races

#24 Post by Recaiden »

v1.0.4
  • Wight unlock condition works more smoothly
  • Mummy jar gives less healing
  • Mummy jar description fixed slightly
  • Mummy resists don’t stack too high

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Recaiden's Undead Races

#25 Post by Thexare »

Won one. Banshee into Dreadmaster, as a Dread Necromancer. How dreadful.

The Dreads were really quite effective, but occasionally drew more hostiles than I particularly wanted - they'd drift into closed rooms full of enemies in Dreadfell and the Prides, and provoke them into coming out to play. This usually didn't get me killed though, and may be a necessary drawback for how powerful they are otherwise.

I noticed that you'd have to use two category points (or get a very lucky amulet drop) to get Threefold Hex high enough for Curse of Impotence. I'm not entirely sure it's worth the effort; I was content with a basic 5/5.

Overall, a lot of fun, and I liked the intro blurb for starting as a Banshee. The full silence immunity made Gorbat Pride far less painful than it normally would be for a mage, but infusions are still quite a sacrifice.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Recaiden's Undead Races

#26 Post by Recaiden »

Congratulations on the win!
Glad the silence immunity was useful, it's supposed to be a selling point since you're undead with low life rating.
I believe it's not actually possible to put 2 category points into 1 category. That's just there for lucky amulets and Infinite Dungeon players.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Recaiden's Undead Races

#27 Post by Recaiden »

Small update for Wights played in Embers of Rage

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Recaiden's Undead Races

#28 Post by Recaiden »

The addon works in version 1.7
And if you have Embers, you can use the new Rak'Shor's Cunning to become a banshee or wight.

Syovere
Cornac
Posts: 41
Joined: Mon Nov 09, 2020 1:30 am

Re: Recaiden's Undead Races

#29 Post by Syovere »

So the Wight racial Fury of the Wild has some amusing interactions to note.

First, it triggers on any damage you do. Including itself. Now, because each enemy can only proc it once per turn, that's not much of an issue, but it does mean that, due to the radius 1, it'll chain through an entire room if everyone's touching. And with the overlapping AoEs, it can be surprisingly powerful for a tier 1 racial.

Second, it triggers on poison damage that you do, too. Combined with Toxic Death, you can pretty easily skip over gaps between enemies too. Now, there's not a whole lot of options for Toxic Death that use Willpower or Magic as primary stats; Shadowblades don't get poison, after all. However, I have a feeling a Mindslayer could TK wield the Mandible of Ungolmor (as my Bladebender did) to interesting effect.

It should be noted that neither of these are necessarily bad; while this was a good way to spread damage out pretty fast, it does require a rather specific build to be powerful and it's still on the traditional long cooldown for a racial active. I'm really just reporting it because it was a fun interaction.

I imagine it would be particularly potent for a cold Archmage using Freezing Vapor with it, or the various lingering fire effects, but I haven't actually tested those yet.

Thornstromb
Low Yeek
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Joined: Thu Mar 19, 2009 11:10 pm
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Re: Recaiden's Undead Races

#30 Post by Thornstromb »

Quick clarification: does the mod have to be active *on that character* to unlock Mummy? because i just cleared the ruins with one of my chars and did not unlock it.
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