ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Wed May 09, 2012 8:25 am 
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Wayist

Joined: Sun May 06, 2012 1:11 am
Posts: 21
Location: The Pacific Northwest
So ToME 2 seems to be just about dead. Sad days, since it was my favorite Angband variant for a long while. I think I played ToME 2 longer than I played straight Vanilla, even.

To give it a good send-off before I move over to ToME 4 I've decided to run the scummiest, twinkiest, most unbelievably unfair character that I could think of: a Rohan Knight Lost Soul Symbiant, using Archery and Symbiosis to hang back and let summoned monsters do the heavy lifting while taking potshots with his bow. I'm discarding ALL ethics, sportsmanship, and general rules of good conduct (short of hacking the lib files) all in the name of a quick win. The goal here is to break the game like never before and have fun doing it. :twisted:

I'm scumming around the lower floors of Mandos, and this character (after many false starts) is starting to get promising. I got lucky killing an Ice Troll that was running away from a pack of co-aligned High Elven Rangers, which popped my level into the mid-30s right off the bat. From there it was an easy walk to the Summon Never-Moving spell, and easier still to summon/dismiss/repeat until I got a Master Q as my symbiant.

Then the item-scumming started. In the grand tradition of unethical players everywhere I've been summoning creatures and making them drop their items, which has so far netted me the Ring of Flare, the Anchor, and a perception rod for ID-ing stuff, among other assorted artifacts. I plan to scum some decent kit until I find a Staff of Probability Travel, then use that to go all the way up to the first level. The free wizard-lighting will easily let me scum for broken sticks and other junk, then once I've got piles of that I'll take them and Prob. Travel all the way back down to level 98 to make stacks of artifact ammo.

Any other ways I could be scummy? The point is to indulge all those behaviors that I felt badly about doing before. I figured I may as well, since everyone seems to be moving on to 4 these days.

An oddity, though: One of my "false starts" was leveled up to about 22, with a Staff of Identify and no decent equipment, when suddenly he got breathed on by a Nexus Hound that had wandered from his pack. The Nexus effect the game chose was to move me down a level, but since I was already at level 98 of Mandos it booted me back to the surface (like getting a Princess quest on the last level of the Downs). I appeared on the surface and got the "Congratulations" message for escaping the Halls. I had to suicide him, because it pretty much wasted the whole purpose of staying down there.


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PostPosted: Wed May 09, 2012 8:00 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Good luck and do keep us posted!

In fact your character build would be interesting to view!

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PostPosted: Thu May 10, 2012 12:40 am 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 702
ToME2 is not dead! Not dead I say! It is alive and well, and probably immortal, and... and...

:cry:

It's really too bad T2 is in such a state of stagnation though. Hmm. I'll have to see what I can do with the SDL interface at some point; IMO the one thing T2 really needs, more than anything else, is a decent cross-platform interface.

Anyway! I'm looking forward to further postings on this character. I always loved DITLs, and this one looks fit to be hilarious.

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PostPosted: Thu May 10, 2012 2:24 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
I always found alchemy to be the best game breaker. As soon as you can make an artifact, get a bow with Extra Might and Extra Shots (and nothing else that scales with pval). They don't cost much, so you should be able to get around +10 easily. Combine that with a +20 damage on the bow and +20 ammo, and you are doing (40 bonus damage * 15 damage multiplier * 10 shots per round = ) at least 6000 damage per round, plus more with slays or brands. Also, the power of the bow increases exponentially with the value, while the cost remains linear, so improving it to +20 (24000 damage per round) or more shouldn't be too hard.

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PostPosted: Thu May 10, 2012 7:44 am 
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Wayist

Joined: Sun May 06, 2012 1:11 am
Posts: 21
Location: The Pacific Northwest
Never thought about an alchemist archer. That might work. But Alchemy for me always involved too much tedium, trading many many game turns hunting down ingredients for an easier end-game. I usually lost patience after creating a Shovel of All Stats (+10) or whatever, plus a decent sword with extra attacks.

I had a Possessor once that made it all the way to Mount Doom before I fat-fingered him into oblivion. The bodies went something like Lizard King => Cyclops => Grand Master Thief => various Thunderlords. I ended up getting lucky and snagging the body of Marda (summoned during my fight with Trone, I think) and stuck with that until the end. Innate +30 speed and over 3,000hp on a melee-oriented character. Probably my most powerful fighter ever.

Update: earlier today Bitlitch the Rohan Knight Lost Soul Symbiant made it out of the Halls of Mandos. The staff of Probability Travel I found only had two charges on it, which would have taken me up and then down again but not back up, causing me to leave early. My original plan was to gather junk at the top to use Ammo Creation at the bottom again, but I decided that if I were going to make un-sportingly powerful ammo to break the game then I might as well just scum Elf Skeletons from Lothlorien rather than hunt around for another Prob. Travel staff later on. Oh well. Being a summoning symbiant, not much of my damage will be coming from the crossbow anyway.

The flight from Mandos wasn't too hairy once I got a Perception rod. After that I didn't need to do much scumming to find some halfway decent equipment, which got boring fairly quickly. Once I found the Ring of Flare I decided to start speed-climbing until I found a Probability Travel staff. My Master Q is pretty much awesome for pumping gear in a hurry, but it's amazing how fast you get tired of sifting through knee-deep piles of summoned dragon loot. Especially when the RNG refuses to give you even ONE DAMN PAIR OF BOOTS.

I placed points just Archery and Symbiosis so far, with a few in Magic-device for rods. I'm planning on plowing through Barrow-Downs and Mirkwood and seeing what Fumblefingers decides to give me for secondary skills. If I end up with some good boosts to Magic-device or maybe Mindcraft, then I'd be ready to start picking off the meatier dungeons and working my way to the Necromancer, probably just filling in holes in my equipment along the way.

Attached is a truncated character dump, after going to Gondolin to *ID* all my equipment.


Attachments:
File comment: Character dump immediately after the Halls of Mandos
Bitlitch.txt [10.96 KiB]
Downloaded 108 times

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PostPosted: Thu May 10, 2012 1:17 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1713
Location: West Virginia
I always found the easiest character to be a lost soul death mold sorceror worshiping Melkor with unusual rooms on. Level scum to get next to a vault with guaranteed excellent items, lift out the rings (which will be either speed or artifacts) and you are set. Kill a few monsters to get to level 3 and you can start lifting tomes. When you get Genocide you can clean out entire checkerboard vaults with impunity. It takes an hour or so to get a character that can cast PT and is thoroughly equiped.

Next use PT to check for dungeon markets with potion stores to get maxed out easily.

Buy a stack ? of Summon Unmoving Pet from a pet store and go to the bottom of the Paths of the Dead. Summon and kill druj (using line of sight to make it impossible for the ex-pet to target you) to get to the 40s.


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PostPosted: Thu May 10, 2012 1:24 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1713
Location: West Virginia
Alternative alchemist:

Pump Alchemy, Magic, Spell Power, and Mana.

When you can add flags, start with a mage staff of wizardry and add Stealth. Get it some experience and increase Stealth, which will also increase mana and spell level. When it gets to about 100 or so Manathrust will kill Morgoth in one shot.


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PostPosted: Thu May 10, 2012 4:42 pm 
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Wayist

Joined: Sun May 06, 2012 1:11 am
Posts: 21
Location: The Pacific Northwest
A Deathmold sorc might work: One of my only two Morgoth-killers was a sorceror, and she almost made it all the way through the Void. If ToME 4 doesn't hold my interest I'll go back and try it.

The RNG never seems to give me tomes as a sorceror, though, especially not in the Halls of Mandos. And sure enough, once I play a non-spellcasting character, I get tomes every which way. One lost soul I ran had every spell tome except for Knowledge, while my current character (who has no use for spell tomes whatsoever) had TWO Tomes of Knowledge drop from the same lich. Go figure. The RNG is a fickle mistress.

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PostPosted: Thu May 10, 2012 6:57 pm 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 480
One of my favorites (in theory at least): An antimagic Alchemist. It appears that anti-magic isn't 100% incompatible with Alchemy...


Last edited by AnonymousHero on Sun May 13, 2012 5:00 am, edited 1 time in total.

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PostPosted: Fri May 11, 2012 4:43 am 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 702
I generally play Alchemists as weak Warriors, and never make use of their artifact forging abilities. Which is probably why most of them die young... But I just don't have the patience to forge artifacts. Too much tedium for something that ought to be fun.

(IIRC my most broken character ever was a Melkor Mindcrafter. By these standards though that's not too terrible.)

Also: you named your Quylthulg Sarah Palin? Hehehe.

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PostPosted: Sat May 12, 2012 12:01 am 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1713
Location: West Virginia
AnonymousHero wrote:
One of my favorites (in theory at least): An antimagic Alchemist. It appears that Alchemy isn't 100% incompatible with Alchemy...


I played one of these, and it does work.

I don't remember whether I won or not- I tend to get bored with Alchemists and suicide once it is clear that they are unstoppable.


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PostPosted: Sat May 12, 2012 12:05 am 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1713
Location: West Virginia
MasterShizzle wrote:
A Deathmold sorc might work: One of my only two Morgoth-killers was a sorceror, and she almost made it all the way through the Void. If ToME 4 doesn't hold my interest I'll go back and try it.

The RNG never seems to give me tomes as a sorceror, though, especially not in the Halls of Mandos. And sure enough, once I play a non-spellcasting character, I get tomes every which way. One lost soul I ran had every spell tome except for Knowledge, while my current character (who has no use for spell tomes whatsoever) had TWO Tomes of Knowledge drop from the same lich. Go figure. The RNG is a fickle mistress.


The key to an easy LS DM sorceror is to play with Always Make Unusual Rooms. You will get plenty of tomes. Deathmold powers include being able to fetch things, which makes looting vaults trivial.


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PostPosted: Sat May 12, 2012 12:46 am 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 702
In all fairness, being able to fetch stuff from inside a vault should definitely be considered a bug.

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PostPosted: Sat May 12, 2012 10:36 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1713
Location: West Virginia
Lord Estraven wrote:
In all fairness, being able to fetch stuff from inside a vault should definitely be considered a bug.

The Recall spell can also do it.


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PostPosted: Sun May 13, 2012 12:24 am 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 702
Ugh. Perhaps I'll look into fixing that. I assume the C function for grabbing an item at a distance should be checking for CAVE_ICKY, or something like that?

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