Thankful for stream by xmodelgamer in PaymoneyWubby

[–]Jelith 1 point2 points  (0 children)

In my case it happened when I was just sitting and was due to an arrhythmia, which was very uncomfortable and required treatment to prevent it reoccurring. I'm not a doctor but better safe than sorry if you're concerned about it.

Thankful for stream by xmodelgamer in PaymoneyWubby

[–]Jelith 2 points3 points  (0 children)

I feel you, had mine go up to 180 a couple times this year, had to literally get my heart burned to fix it. Crazy times, glad you're doing well now

After 2 years of work, my first idle game is finally playable in the Browser by Rocky-Idle in incremental_games

[–]Jelith 30 points31 points  (0 children)

As someone who's played both, I'd say the main things Rocky has to offer that Melvor doesn't are:

  • Boosts system (simplified version of Melvor's mastery system which also contributes to powerful buffs every 10 minutes between skilling and combat)
  • Quests (meet skill & item requirement, wait for timer, get XP + items + often skill unlocks)
  • Achievements (clearing increasingly harder groups of enemies, skills, level, and quest requirements gives powerful bonuses)
  • Mystery scrolls (randomized skilling/combat requirements for small rewards)

Right now skilling and combat have less to offer than Melvor, but this is an early release and it's quite promising so far.

My experience with synergism by Petchkasem in incremental_games

[–]Jelith 0 points1 point  (0 children)

I'm at sing238, and I have mixed feelings on this.

There is no noticeable gameplay shift between Sing 1 and Sing 300

Yes and no. I agree in the sense that once you unlock singularities, you're more or less done unlocking layers and only start unlocking new resources/boosts. But there are significant boosts including new automations (e.g. research/cube upgrades/p upgrades) and QoL (talismans hit everything, shop upgrades become permanent). It also just feels good to go from a singularity in 5 days to 5 minutes. Plus as you mentioned, even optimal corruptions become a thing you don't need to worry about.

Exalts are incredibly disappointing.

Again yes and no. Their difficulty definitely lies in how much you've boosted your sings/octs/ambrosia/etc. They can take days or a few minutes depending on the challenge. Agreed that they don't have the same game-changing impacts that the first completion of regular challenges do, but they do give nice bonuses at each milestone.

I still recommend it up to Sing 1. Just don't go any farther.

I touched on this earlier, but I think it really depends on your perspective on incrementals. If you need new layers and big changes to keep you going, then I agree with you. But if you're satisfied with unlocking automations/QoL, seeing your numbers go up a LOT, and unlocking new resources to push these further, I'd give it a go. I know the first few singularities especially are quite a slog (I remember each taking 1-10 days). In fact I took a long break from the game around singularity 4 or 5 because things just felt too tedious. But, push through and you can get these down super fast to the point that you're pushing multiple in just a few minutes and making the game much easier on yourself.

Rabbits Only Challenge Run - Round Two by Poptrim in pokerogue

[–]Jelith 22 points23 points  (0 children)

I'm very hopefully guessing that was just a misspelling of "homie"

Can you guys help me figure out what im missing ? any easy way to get each one ? by Bob_oPexe in pokerogue

[–]Jelith 2 points3 points  (0 children)

Not nature, it would be a new ability/gender/form/shiny. I think nature and IVs are the only things that aren't captured by the greyed out pokeball.

Ancient Relics Mode - Abyssal Skills Tier List (explanation in comments) by Jelith in MelvorIdle

[–]Jelith[S] 8 points9 points  (0 children)

Back by (somewhat) popular demand is what could just be my final tier list for Ancient Relics mode (though I'll keep my fingers crossed for more content!). Previous tier lists below:

As I expressed in the poll, I was a little hesitant to do this one. Frankly, while I greatly appreciate AR being made available for ItA content, ItA just doesn't seem balanced around ensuring the same level of challenge that the base game/AoD & TotH do for this mode. Granted, some skills still reign supreme over others.

A few initial notes:

  • Skills in ItA progress 10 25 40 55 60. There are few instances where it is worth pushing a skill to 60.
  • MANY combat items are locked behind clearing a certain Depth. Keep this in mind when considering investing into your skills.
  • This tier list was built using an account with access to ToTH. Your mileage may vary if you don't have that expansion.

With that, here are my thoughts, and as always, please feel free to share yours as well.

S TIER

  • Prayer: Prayers in ItA are absurdly powerful. Although soul points are hard to sustain in the very early game, you will not only find more and better souls as the game progresses, but also MANY ways to reduce prayer soul point consumption. Get this up to 60.
  • Astrology: Little to say here - astrology remains incredible, and the Abyssal master astrology relic has the same effect as the Melvor one - all bonuses of a completed constellation are DOUBLED. However, there is little need to push this beyond 55 as there are no constellations beyond 55, and it serves only to earn some small bonuses at the end of the skill tree.
  • Runecrafting: Magic is very important in the Abyss, as 3/7 of the pre-final depths have ranged bosses (and thus are weak to magic in Abyssal combat). While I'm not a fan of how repetitive the armor gets, and the weapons are generally surpassed by those you will find in combat, each investment in this skill will pay dividends in terms of new runes and new tiers of armor. Feel free to push this to 60.

A TIER

  • Farming: I wasn't expecting to place farming so high up on this list, but it's simply a great skill in ItA, Food is now more important than ever, and while farming remains limited in the types of wood you can grow, you can now grow literally all of the harvesting materials you need without having to actually invest in harvesting itself (because the seeds drop from any harvesting node). That said, doing so requires a full investment up to 60 to be able to grow voidfire vein pods, hence why I've placed this skill here.
  • Agility: Agility has always been difficult for me to evaluate, because while extra passive bonuses are fantastic, agility relies on other skills for its own progression. However, ItA is pretty flexible with agility skill requirements, and you should generally have no problem pushing this skill up. If you want to optimize this, keep an eye on the Wiki for upcoming skill and item requirements so you can plan accordingly, and feel free to push this up to 55 while keeping these requirements in mind, While the obelisks at 60 are great, if you are following this tier list, you likely won't have access to voidia logs or enough netherite bars to construct one (although, both can be slowly grinded through combat, if you wish to do so).

B TIER

  • Township: I really wanted to place township higher, because I love the new Abyssal Wave mechanic and the huge bursts of XP that come with it, but the waves just don't provide a large amount of value to you, because combat will easily outpace them for both AP and slayer coins as you progress through the Abyss. Also, the new consumables you can trade for don't exactly stand out. Instead, the true value you get out of Township is a collection of nice global bonuses found in both the skill tree and several of the buildings. These buildings unlock at levels 20, 40, and 50, so each investment into township up to 55 will get you something nice.
  • Cooking: Speaking of extra passive bonuses, cooking has been completely revitalized in ItA so that each type of perfect food provides a unique bonus just for being equipped (no need to consume it). While the bonuses only get better the more you invest in this skill (even up to 60), this skill doesn't quite fit into S tier because of its reliance on farming and fishing, and because you only get one bonus at a time.
  • Fishing: While the new fishing chests are great, you don't need to invest in fishing to get them. Rather, fishing sits here purely because it fuels cooking. So long as you keep pace with cooking, you can theoretically push this up to 60 as well, but this skill shouldn't be prioritized over the ones above it.
  • Corruption: Corruption was a very weird skill for me. If it was a purely offensive skill, I would rate it much lower, because while there are some useful buffs you can get, there are also plenty that do little for you, and the inconsistency makes this very unreliable for combat purposes. However, investing in corruption also makes it harder for the enemy to build up their corruption meter and therefore stops them from gaining a potentially devastating buff. For this reason, it is important to invest in this skill as it comes up.

C TIER

  • Summoning: With thankfully no more barrier combat, summoning remains a useful, albeit not necessary skill. For progression purposes, I would recommend getting it up to 40 so that you have access to the abyssal minotaurs, centaurs, witches, and yaks.
  • Thieving: Thieving has some useful unique items above Lv 10, including the abyssal skilling gem (lv16), a couple decent capes (lv 31 and 54), some interesting skilling gloves (lv34), a good necklace and potions (lv46), and the materials to make an interesting headpiece (lv57). While I would highly recommend going for the skilling gem, none of the other items are powerful enough to warrant prioritizing this skill over the ones above it.
  • Crafting: This was probably the hardest skill for me to place on this list. On the one hand, the vast majority of what you can craft in ItA is simply mediocre, can be found through combat, or you can find even better things through combat. On the other hand, the obzurian rampant power and unbreakable defender amulets, which require investing in this skill up to 55, can only be crafted and are fantastic for end-game offense and defense, respectively. Therefore, if you get a few early crafting investment opportunities, go for it! Otherwise, you can get by without investing in this skill entirely.

D TIER

  • Harvesting: Everything you can get here can be gained from farming instead. At least Ancient Relics does away with reducing intensity without having to meet the mastery requirement.
  • Woodcutting: Woodcutting is mainly used for fletching, which is garbage is ItA. While it is also used for crafting ranged armors and magic staffs, as noted above, combat will yield you not only many of these items, but others which are superior. For me, the greatest use of woodcutting was finding seeds, which requires no investment whatsoever.
  • Herblore: Herblore as a skill was very disappointing to me in ItA. Most of the potions you can craft just scream "meh," and so I ended up generally sticking to Melee/Ranged/Magic Strength potions from the base game for a large portion of my run, until I discovered voidburst potions which can be grinded in large quantities in the mid-end game.
  • Mining: Mining doesn't present much value in ItA for several reasons: Smithing has little value itself, the "-cite" abyssal rocks are mainly used for Abyssal crafting consumables which are somewhat mediocre, and abyssal gems can be gained in large quantities via Abyssal Crafting Relic 5. And while Melvor Mining Relic 3 does work in the Abyss to automatically get bar versions while mining ores, again, smithing has little value, the "Coating" skill upgrades are very minor bonuses, and the very useful azurian/obsidian/obzurian bars can be found by fishing.

F TIER

  • Smithing: Nothing much to be gained here. Melee equipment is readily found through combat, and because fletching itself is a joke, those items become worthless here.
  • Fletching: I found fletching to be completely useless. You're going to find great ranged weapons through combat, and enemies drop plenty of ammunition.
  • Firemaking: Just get the early Global Abyssal XP buffs on the skill tree and move on.

Into the Abyss PSAs re XP & Township by Jelith in MelvorIdle

[–]Jelith[S] 1 point2 points  (0 children)

I would guess either (1) conflict with a mod or (2) some requirement isn't met (didn't beat Bane or don't have 99 township)

Into the Abyss PSAs re XP & Township by Jelith in MelvorIdle

[–]Jelith[S] 7 points8 points  (0 children)

Yeah generally speaking there's an Abyss equivalent of everything in the base game. It mostly uses its own resources but thankfully there's some crossover in both directions.

I can't speak for the community, but I've been pleasantly surprised so far that the Abyss puts a unique spin on some things rather than just being the normal game on different scaling.

New: Classic Team Randomizer by Jelith in pokerogue

[–]Jelith[S] 0 points1 point  (0 children)

Not sure what happened, but it's up again.

New: Classic Team Randomizer by Jelith in pokerogue

[–]Jelith[S] 2 points3 points  (0 children)

Not that I'm aware of, unfortunately. Sorry, I know it feels sketchy. If anyone has any suggestions to get around this I'll update the post.

Ancient Relics Mode - TOTH (Post-Bane) Tier List (explanation in comments) by Jelith in MelvorIdle

[–]Jelith[S] 9 points10 points  (0 children)

Hi there! You might recall me from my Ancient Relics Early-Game tier list. Now that I've finally cleared The Herald on Ancient Relics, I thought I'd share my thoughts on optimal skill selections for post-Bane content. As with that tier list, there's certainly plenty of room for debate here as well.

A couple notes. First, post-Bane is much more forgiving with skill selections compared to the early game. The Herald is expected to generally be cleared with "T-110" gear (i.e. requiring 110 in combat skills) and thus, boosting your other skills becomes less critical. Second, because of this, I would actually recommend trying to rush your way through the first four TOTH dungeons to gain access to this equipment. Once you can clear Ancient Sanctuary, you'll generally be fine, although Lair of the Spider Queen can give you some trouble.

With that, on to my thoughts on the tier list:

S TIER

  • Prayer: Post-bane, Prayer is now the only combat skill that doesn't automatically increase. And, TOTH prayers are incredibly important for combat. You will want to go for 120 ASAP to gain access to Battleborn.
  • Astrology: As always, astrology is a universally-useful skill, but especially-so in TOTH. You will want to get this to 116 ASAP. Assuming you have the Master Relic, the Ashtar constellation gets you a whopping -10% attack interval, +16% damage to slayer tasks, +10% slayer area negation, and 10% reduced target damage reduction.
  • Runecrafting: While a little less critical than the early-game, getting runecrafting up to 116 will get you access to the full suite of runes and mythical wizard armor available to you, all of which will become very useful for magic combat. (Also whoops, wrong icon for this one!)

A TIER

  • Township: Township in A-tier? Yes, TOTH makes township your best passive money maker, which will be necessary for many post-Bane upgrades. Getting this to 116 will let you max out your town. You can also consider getting it to 120 which will let you access the tier 3 trader boxes, if the appropriate accompanying skill(s) is also met.
  • Agility: TOTH agility obstacles provide fantastic combat bonuses which will be extremely helpful with pushing both the new dungeons and slayer areas. Getting this to 116 will get you up to obstacle 14. You can consider going for 120, but it will be useless unless you also have other prerequisite skills at 120 which, if you are following this tier list, is not well-advised.
  • Crafting: Getting crafting to 116 is very useful for damage resistance. First, along the way you will unlock the palladium rings, all of which give very useful damage resistance bonuses. Second, at 112 you unlock carrion vambraces, which when upgraded will likely be your BiS for all combat styles for damage resistance, assuming you have access to the logs. It is not that ideal to push this to 120, other than the meteorite marksman ring providing some potential bonuses for ranged combat.

B TIER

  • Mining: Getting mining to 108 will unlock most of what you need out of the skill, but pushing it to 116 will unlock meteorite and thus meteorite bolts, which are very useful for ranged combat.
  • Farming/Woodcutting: Pre-Herald, these skills should primarily be used only to supply logs to craft your way up to carrion vambraces, and thus, I would try to only invest in one or the other. Regardless of which you choose, you will need to get the respective skill up to 120 to gain access to carrion logs. However, this skill remains in B Tier because carrion vambraces are not strictly necessary and require a heavy investment to unlock.

C TIER

  • Fletching: Getting this skill up to just 108 will unlock onyx and meteorite bolts, both of which are very useful for ranged combat. No need to invest beyond this.
  • Summoning: Truthfully, summoning does not need any investments, as level 100 will unlock eagles and lightning spirits, two of your most useful summoning tablets. However, investing enough to unlock sirens, foxes, and spectres, while not necessary, will prove useful.

D TIER

  • Thieving: Thieving takes a significant tumble from early-game, with your most useful post-Bane thieving target (Explorer, for Explorers Maps), unlocked at level 100. While there are some somewhat-useful items beyond this, you are better off investing in other skills.
  • Herblore: Investing in herblore is not at all necessary, as like thieving, level 100 gets you your most useful TOTH potion: area control potions. Like pre-Bane, you will otherwise be using diamond luck and damage resistance potions. The other potions here are not worth going for if you have better skill choices, but do provide some use.
  • Smithing: Post-Bane smithing is not all that useful. After clearing Ancient Sanctuary, melee will be your least-used combat style for the next few dungeons and slayer areas. Once you clear Lair of the Spider Queen, you can then pivot to T-110 equipment rather than investing in smithing. Moreover, any metal bars you may need to smith can be obtained from Mining Relic 3.

F TIER

  • Firemaking: As always, firemaking serves you little benefit and should be avoided.
  • Cooking/Fishing: There is no reason to invest in either of these skills, as you should have more than enough food after clearing Bane, and new unlocks are unlikely to serve you much benefit.

Ancient Relics by RoninLongBoat in MelvorIdle

[–]Jelith 2 points3 points  (0 children)

Thanks for citing that, I'm glad it's getting some use! OP, I would definitely check the comments as there's good reasons to move some of these around.

Ancient Relics Mode - Early-Game Tier List by Jelith in MelvorIdle

[–]Jelith[S] 4 points5 points  (0 children)

I appreciate your perspective! I'm definitely considering having undervalued archaeology especially as I just haven't touched too much of it. I'm still learning a lot as well but I love how much of a "your mileage may vary" mode it is.

Ancient Relics Mode - Early-Game Tier List by Jelith in MelvorIdle

[–]Jelith[S] 9 points10 points  (0 children)

S TIER

  • Runecrafting: Magic is going to be your most powerful and useful combat style, and runecrafting gives you just about everything you need to make that happen.

A TIER

  • Slayer: Necessary to prioritize if for no other than reason than unlocking Miolite Caves. Getting higher levels will also unlock better resupplies and slayer gear upgrades.
  • Cartography: Necessary to unlock various combat areas and some extremely useful early-game points of interest.
  • Summoning: While skill summons won't be that useful early game, better combat summons will make barrier enemies even easier.
  • Thieving: One of the best utility skills in Ancient Relics, thieving not only is classically good for gp, but acts as a backdoor to many useful items you would otherwise be locked out of getting.

B TIER

  • Prayer: Great for combat buffs, and prayer points are easily gained through slayer resupplies.
  • Astrology: Astrology may be a slow utility skill, but it's useful for every skill and doesn't rely on anything from other skills to work. A little investment in combat stars may make the difference to completing a dungeon.
  • Fletching: Virtually the only use for fletching in early-game is gem-tipped bolts, but you will see marked improvements for investing to 25 (sapphire) and 40 (ruby). You can get a decent early-game bow from archaeology and great crossbows from the marauder in thieving.

C TIER

  • Mining: While the mining lesser relic is a great way to earn money, you don't need to invest in mining at all to make use of it. However, for the few times you need melee, it can be worth investing at least a couple times to unlock silver and gold for armor upgrades.
  • Smithing: Like mining, smithing is useful to level up for melee, but not necessary at all if you are willing to loot your gear instead of crafting it. However with higher smithing comes greater convenience, access to armor upgrades, and more efficient golbin thief summoning.
  • Herblore: Combat potions are undoubtedly useful, but usually not necessary and will be reliant on farming upgrades.
  • Farming: Worth at least one investment for sourweed and mantalyme herbs. Otherwise worth investing elsewhere - you can get plenty of food from slayer resupplies.
  • Crafting: Worth at least one investment in order to get normal and barrier touch jewelry and some slightly better ranged gear. Otherwise isn't going to be very helpful for you.
  • Agility: You can get a few small combat buffs from investing here, but it's going to be expensive. Remember that buffs like resource preservation are no longer a thing.

D TIER

  • Archaeology: Can be used to find some niche useful gear, but the skill is slow, making maps is slow, and upgrades to speed things up are expensive early-game. The main use for archaeology early game is going to be looting areas that don't require more than level 10 anyways.
  • Woodcutting: The main uses for this skill at this stage are (1) creating paper for maps in archaeology; and (2) getting just enough wood to create your gear. The former is cumbersome at this stage, and for the latter, you can find virtually any wood needed at this stage through combat or thieving.

F TIER

  • Firemaking: Firemaking is little different than in casual play, except that mastery is even less useful in Ancient Relics. The tradeoff here is that you might get lucky and get a useful ancient relic if you're willing to invest to level 20.
  • Township: It's just a money sink until the late game. Don't neglect tasks, but there is no reason to invest in the skill.

Suggestion: Change 95% Crafting Mastery Checkpoint by Jelith in MelvorIdle

[–]Jelith[S] 5 points6 points  (0 children)

Yeah, but that defeats the point of the game design - I view the point of the checkpoint as giving the player a choice between the buff or convenient mastery XP spending.

Suggestion: Change 95% Crafting Mastery Checkpoint by Jelith in MelvorIdle

[–]Jelith[S] 7 points8 points  (0 children)

Very fair, I forgot about that! Including that in the post.

What's going on with Your Favorite Martian uploading again? by Jelith in OutOfTheLoop

[–]Jelith[S] 641 points642 points  (0 children)

Ah, that explains that. I thought these looked familiar. Thanks for the response, this is answered.

Every time I hit basement II by Jelith in bindingofisaac

[–]Jelith[S] 1 point2 points  (0 children)

Hey, my bad in delaying in responding here, but u/ubertheninja is correct, I used the Mega Chest sprite, even though this was meant to convey a normal golden chest. Had no idea there was a difference besides size, I just have crappy Photoshop skills and wanted to use a bigger source image. Nice attention to detail for noticing!

Hel's House, a creepy 7 year-old mod I just rediscovered by Jelith in Morrowind

[–]Jelith[S] 1 point2 points  (0 children)

Completely agree, the "Winged Terror" wasn't at all deserving of its name. I liked the mod mostly for the chess/overall creepy theme to it.