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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 493072 times)

beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #195 on: September 14, 2011, 03:10:13 pm »

Yep. If you find a door that has that sealed message, you know you've found one, and can dump stuff inside.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #196 on: September 14, 2011, 03:14:59 pm »

Actually, I'm semi-sure those little rooms count as vaults, too. There's lesser vaults that don't have the locked door message. Items should still persist in them.

The locked ones are definite, though.
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Dr.Feelgood

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Re: Tome 4: Tales of Maj'Eyal
« Reply #197 on: September 14, 2011, 03:20:57 pm »

My lv.40 lich was grinding adventurer parties and I realized that I never got an alchemist quest item from them. Is it bugged or am I just really unlucky?

From what I can see of it, the Antimagic school isn't that good, considering you lose teleport, and pretty much all other equipment based movement abilities. Though, if you can get it before knocking out the escort quests, and don't mind scumming/praying to the RNG, you can get a decent phase door ability in the slime tree.

There's rush and blinding speed. And movement infusions. I still wouldn't recommend anti-magic to anyone.
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #198 on: September 14, 2011, 03:43:43 pm »

I'm thinking of writing up a loose guide, or rather a pair of guides. One would just be a loose guide with just difficulty indicated by approximate level needed, the other giving a description of the areas and what to expect. But would take a while. Lots of spots just in the first portion.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #199 on: September 14, 2011, 03:46:25 pm »

Check the T4 forum, there's already a project like that in the works. Contributions are very welcome. This is a good place to start looking.
« Last Edit: September 14, 2011, 03:48:33 pm by Frumple »
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Lmaoboat

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Re: Tome 4: Tales of Maj'Eyal
« Reply #200 on: September 14, 2011, 03:58:11 pm »

I wish you could start from after beating the beginning dungeon, I'm getting tired of starting over.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #201 on: September 14, 2011, 06:53:12 pm »

Some races or classes do not have the same starting dungeons as other ones.
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Lmaoboat

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Re: Tome 4: Tales of Maj'Eyal
« Reply #202 on: September 14, 2011, 06:54:37 pm »

I've done most of them already. The forests are the most annoying to navigate, and I don't really like this game's level generation in general.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #203 on: September 14, 2011, 07:08:36 pm »

Trollmire is easily the worst dungeon in term of interest.

While it looks much more like a forest than the Old Forest (Old Forest is in fact a regular dungeon, corridor+rooms with trees replacing stone walls) it really makes the navigation painfull.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #204 on: September 14, 2011, 07:31:16 pm »

Trollmire is the second worse dungeon in that sense, now. Sunpas and ano-whatsits (The celestial hybrid/melee and caster classes) start in a zone that is like Trollmire, without the road, and filled with water (that fortunately doesn't drown you, but it does obscure items in ASCII mode, among other annoyances.). Actually getting through it drops you in the middle of Kor'Pul, more or less right beside a boss.

Mire's actually not that bad since the road was put in, unless you're one of those folks the compulsively fully explore levels. Then it's just not quite as bad, heh.

More seriously, if you don't like trollmire, everyone except yeeks and dwarves can just leave their starting zone. Go to one whose layout you like better. There's at minimum six first tier dungeons to choose from, and that's ignoring the possibility of jumping right into second tier dungeons.
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #205 on: September 14, 2011, 07:57:49 pm »

I have to explore the entire floor because what if I missed an enemy and as such like, six exp DX

It's a terrible disability really

Ranwick

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Re: Tome 4: Tales of Maj'Eyal
« Reply #206 on: September 14, 2011, 10:10:11 pm »

How do you choose to equip your golem (as an alchemist) instead of simply healing it? I was able to do it once, but I've not been able to do it again.
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #207 on: September 14, 2011, 10:10:58 pm »

the way I've done it is drop items on the floor, right click the golem, and pick them up. I somehow think there's a better way, but it's somethin.

Lmaoboat

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Re: Tome 4: Tales of Maj'Eyal
« Reply #208 on: September 14, 2011, 10:12:04 pm »

I have to explore the entire floor because what if I missed an enemy and as such like, six exp DX

It's a terrible disability really
I'm the exact same way. I'd rather the game use a more standards "halls and room" method of level generation.
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #209 on: September 14, 2011, 10:13:50 pm »

It does pretty much everywhere other then Trollmire at least. :P
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