ToME: the Tales of Maj'Eyal

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PostPosted: Thu Sep 16, 2010 7:40 am 
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Thalore

Joined: Sat Aug 07, 2010 12:07 pm
Posts: 130
*** WARNING: This contains heavy spoiler about the final fight agains the blue sorcerors! ***
*** I recommend you don't read this if you want to keep your fun in finding your own tactics and experiencing the surprises this fight offers! ***







Really... don't!







After finally giving up upon finding the *mancer unlocks or an amulet of the fish, I decided to go towards High Peak. About the first thing I found in the high peak was... guess what... an amulet of the fish. *bangs his head against the wall*
I could've ported back to Angolwen (at least I suppose so), but I didn't care anymore. Another remarkable drop in the very nice high peak was a new "Magma Dragonbone Staff of Wizardy" which outclasses my old one (similar type, but worse). Working my way through the high peak wasn't really difficult but lots of fun. The monster are leveled to a point that they proved some resistance and that kept me concentrated. Grinding myself through the pretty deep (high?) peak dungeon I only once encountered a near death situation. I got a bit sloppy at some point an suddenly found me surrounded by a pack of poison jelly (800hp each - omfg! ), me hp were down below 100 and the poison ticked for 280 per turn. Luckily a greater healing pot + active regeneration got me ~300hp at my next turn, thus giving me 11hp after PD in safety. A cure poison pot saved the day (and probably my keyboard which likely would've been smashed otherwise).
Finally down at the final lvl, everything actived that could prove helpful and entering the sanctuary. Event started and whoops, I even get some help. Nice, but kinda messed up my initial tactic because suddenly I coudn't use me AoE to their fulles anymore... :roll:
Nevertheless, I trapped the left guy (which turned out to be the mage) in a stonewall, the right was happily punching Aeryn and thus giving me the opprtunity to nuke to the full extend. Careful repositioning enabled me to activate Ice Storm without hurting Aeryn and it turned out that this guy is immune to stuns. Lucky me, that I decided to do him first (my original decision was based on the resists), because that might have proved to be some trouble taking him on with his high resists and the spawning critters without Aeryn.
Finally, the only dmg I took during this first part of the fight was from Aeryn lightblast-thingy. Soon after evil blue #1 died the first summons started to appear (coincidence or scripted?) and Aeryn died while I took care of the mobs from the southern 2 portals. Unfortunately the stonewall started to crumble on "his side", therefore he took some big hits before I realised what was going on. Quick PD to the southern LoS-breaker and the dance with blue mage #2 began. I was quite surprised that he not only takes full dmg from my casts (in opposition to the other one who had massive resists), but could be stunned to. At some point I managed to fully prison him in a stonwall while Inferno+Vapor active. With a 13 turn, 210.8 dmg Inferno that fried him down to 400hp (I brought him to ~50% beforehand), leaving me enough time to kill relaxed some of the spawns and waiting for the SW to crumble. 1 punch later he went down.
I was kind of surprised when I got an extra achievement (Master Tactician) for not disabling the summon portals. Hell, I didn't even know you *could* disable them. :roll:

Conclusion & Feedback:
Slime tunnels:
Lots and lots of jelly. Since my AoEs seem to do more dmg than their reproduction threshold, I literally grinded my way through hundereds of them. I guess at some point I did hit some sort of cap where they stopped to split further... Well, I cleared the whole thing. :roll:

High Peak:
Nice monster density and well leveld mobs. That was a lot of fun and had an appropriate roguelike difficulty though I still miss the "oh shit"-monster like Black Reavers, Sky Drakes or GWoPs from Tome 2.x. I can't wait for the vaults. :twisted:

The Sanctuary:
The final fight is really well done. I enjoyed it a lot! Stonewall reduced the difficulty hugely but I think it would've been possible without it too - especially since other classes deal much more single-target dmg than my mage. If Aeryn takes the tough melee guy on, it should be easily doable to kill the caster before Aeryn goes down - especially since the caster is stunable. The summons might impose some trouble at some point (especially if major demons show up) but it should be possible.

General ToME feedback (now that I'm done):
  • Caverns of Osse:
    Didn't do them since I didn't find a fishy amulet... I dumped my beta9 mage down there and he died pretty much instantly after entery cause of 2 myrmidons at the starting point. :mrgreen:
    They looked like fun and I will do them with my winner later, since I finally found an amulet in High Peak.
  • Dragons:
    Their stun immunity made them uncomfortable opponents till the end though not exactly dangerous. The loot is very disappointing, since money is absolutely useless.
    My proposal: Give each of them a decent loottable (probably equal dropchance for every itemcategory) and as compensation give every dragon the ability to summon dragons of a lower category (e.g. Drakes can summon wyrmlings, Wyrms can summon both Drakes and Wyrmlings). But that might be just another reason to add diggers (keyword: anti-summon tunnel).
  • The Orc Prides:
    I like them the way they are, though I cursed the Vor Pride a lot - but that is only due to the *mancer-unlocks. ;)
  • Mt. Doom:
    I gave you some time ago already feedback on MtD. I still like it a lot. Just one comment/question: I though TP/PD "forward" isn't supposed to work anymore. Actually I didn't try it outside of the boss arena (there forward PD worked, but that might be intended). However, it was still possible to probability travel forward in the main passage. That extremely sped things up... Bug or Feature? ;)
  • Sidenote: High Peak gives alot of XP. I entered the Slime tunnels with lvl 40, and ended up at lvl47 when I reached the sanctuary... Wow, thats powerleveling.
  • Unremarkable Caves:
    I know that the Anorithil are unlocked when you help the nice lil' elven lady. However, siding with the orc doesn't grant anything. Is there something planned? Orcrace unlock? One of the "evil" classes?
  • Staff of Absorption:
    It sucks. I didn't try the activation yet, but my ego staff (39SP, 5crit, 5mag, 6wil, 33% firedmg, 110 mana) is superior in every other sense. Kinda disapointing for an endboss uberitem. The pearl is great on the other hand!
  • Assassin Quest:
    I could actually choose to help the Assasin King and he told me that he will call for me. But he didn't. :(
    Not yet implemented?
  • Ringcraft:
    The unmagic rings are raaaaaare. Didn't ever see a better one than "gold ring"... *sigh*
  • Monster AI:
    They behave strange sometimes. It appears to me that it has something to do with the new mapping-method. Especially when shooting AoE around a corner they sometimes refuse to move at all, making things cheesy. Sometimes they just clutter somewhere together. e.g. in the town-type prides I usually had a neat line of orcs at the western border...
    A huge problem occurs when a darkness spell was cast. Then they usually completely stop moving since they cant see anything. Just trowing AoEs in the dark area will fry them - and they just sit there and wait to die...
  • Chardump:
    When doing a chardump of a living char, it doesn't contain the equipment...

Sooo... I think thats it. At least I can't come up with more feedback right now...
Therefore, finally the chardump of my winner.

Nocturne, Nandor Archmage
Code:
  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Female       STR:  33
Race             : Nandor       DEX:  30
Class            : Archmage     MAG:  91
Level            : 47           WIL:  85
Exp              : 71%          CUN:  36
Gold             : 2473.81      CON:  69

Attack(Main Hand):  35          Life             :     1172/1172Encumbrance      : 91.68/99
Damage(Main Hand): 124                                          Difficulty       : Normal
APR   (Main Hand):   6          Mana             :     587/587
Crit  (Main Hand):  15%         Positive         :     0/168
Crit  (Main Hand):  15%         Negative         :     0/168
Crit  (Main Hand):  15%         
Speed (Main Hand): 1.00         

Fatigue          : 4%           Spellpower       : 164
Armor            : 51.601346615733Spell Crit       : 24.8%
Defense          : 33           Spell Speed      : 1
Ranged Defense   : 33           

All damage       : 13%
Physical damage  : 8%
Fire damage      : 43%

Physical Save    : 26.75
Spell Save       : 45.25
Mental Save      : 31.5

All Resists:   7%
Physical Resist:  36%
Fire Resist:  35%
Cold Resist:  15%
Lightning Resist:  15%
Acid Resist:  15%
Nature Resist:  10%
Confusion Resistance: 100%
Blind Resistance: 100%
Stun Resistance: 100%

Number of NPC killed: 6027
Most killed NPC: brittle clear ooze (2306)

  [Winner!]

Well done! You have won the Tales of Middle-earth: the Fourth Age

The Istari are dead, the Orc Prides lie in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped Morgoth from bringing about the end of the world.

The orc presence in the Far East has greatly been disminished by the loss of their leaders and the destruction of the Istari. The free people of the Sunwall will be able to prosper and thrive on this land.

The West will once more know peace, most of its inhabitant will never know they even were on the verge of destruction, but then this is what being a true hero means, to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

  [Talents Chart]

 - Spell / Arcane                     (mastery 1.30)
    Arcane Power (class)              5/5
    Manathrust (class)                5/5
    Manaflow (class)                  0/5
    Disruption Shield (class)         0/5
 - Spell / Fire                       (mastery 1.40)
    Flame (class)                     5/5
    Flameshock (class)                5/5
    Fireflash (class)                 1/5
    Inferno (class)                   5/5
 - Spell / Earth                      (mastery 1.30)
    Stone Skin (class)                5/5
    Dig (class)                       1/5
    Strike (class)                    1/5
    Stone Wall (class)                4/5
 - Spell / Water                      (mastery 1.40)
    Corrosive Vapour (class)          5/5
    Freeze (class)                    1/5
    Tidal Wave (class)                1/5
    Ice Storm (class)                 5/5
 - Spell / Air                        (mastery 1.30)
    Lightning (class)                 5/5
    Chain Lightning (class)           0/5
    Feather Wind (class)              0/5
    Thunderstorm (class)              0/5
 - Spell / Conveyance                 (mastery 1.30)
    Phase Door (generic)              5/5
    Teleport (generic)                4/5
    Displacement Shield (generic)     5/5
    Probability Travel (generic)      4/5
 - Spell / Nature                     (mastery 1.30)
    Regeneration (generic)            5/5
    Heal (generic)                    2/5
    Restoration (generic)             2/5
    Nature's Call (generic)           1/5
 - Spell / Meta                       (mastery 1.30)
    Disperse Magic (class)            1/5
    Spell Shaping (class)             5/5
    Quicken Spells (class)            1/5
    Metaflow (class)                  0/5
 - Spell / Divination                 (mastery 1.30)
    Sense (generic)                   4/5
    Identify (generic)                3/5
    Vision (generic)                  4/5
    Telepathy (generic)               1/5
 - Spell / Phantasm                   (mastery 1.30)
    Illuminate (class)                0/5
    Blur Sight (class)                0/5
    Phantasmal Shield (class)         0/5
    Invisibility (class)              0/5

  [Current Effects]

- Arcane Power
- Hymn of Detection
- Probability Travel
- Stone Skin
- Chant of Fortress

  [Completed Quests]

 -- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
   * 15/15   
 -- Escort: lost sun paladin (level 5 of Trollshaws)
Escort the lost sun paladin to the recall portal on level 5 of Trollshaws.
 -- A mysterious staff
Deep in the tower of Tol Falas you fought and destroyed the Master, a powerful vampire.
On your way out of Tol Falas you were ambushed by a band of orcs.
They asked about the staff.
 -- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
 -- Let's hunt some Orc
The elder in Minas Tirith sent you to the mines of Moria, deep under the misty mountains, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful, even the dwarves did not venture in the old halls for many years.
 -- The Island of Dread
You have heard that in the bay of Belfalas, far to the south of Bree, lies the ruined tower of Tol Falas.
There are disturbing rumors of greater undeads and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!
 -- Important news
Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happenning there.
 -- Escort: lost sun paladin (level 1 of Mines of Moria)
Escort the lost sun paladin to the recall portal on level 1 of Mines of Moria.
 -- The wild wild east
There must be a way to go into the far east from the lair of Golbug, find it and explore the unknown far east, looking for clues.
 -- Falling Toward Apotheosis
You have vanquished the masters of the Orc Pride, now you must venture inside the most dangerous place of this world, the High Peak.
Seek the Blue Wizards and stop them before they bend the world to their will.
To enter you will need the four orbs of command to remove the shield over the peak.
The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.
 -- Escort: repented thief (level 4 of Tol Falas)
Escort the repented thief to the recall portal on level 4 of Tol Falas.
 -- Escort: injured seer (level 1 of Er??an)
Escort the injured seer to the recall portal on level 1 of Er??an.
 -- The Doom of the World!
You were sent to Mount Doom, in the ancient land of Mordor, where the One Ring was once forged by Sauron and destroyed by Frodo Baggins.
This place is still full of the power of the ring and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs, a few Sun Paladins made it there with you, they will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice, do not let the orcs finish their work!

You arrived in time and interrupted the ritual, the blue wizards have departed.
Use the portal to go back to the Far East, you *MUST* stop them, no matter the cost.
 -- Lost Knowledge
You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.
 -- Escort: injured seer (level 7 of Old Forest)
Escort the injured seer to the recall portal on level 7 of Old Forest.
 -- Escort: lost sun paladin (level 4 of Tower of Amon S?»l)
Escort the lost sun paladin to the recall portal on level 4 of Tower of Amon S?»l.
 -- Escort: lost anorithil (level 2 of Er??an)
Escort the lost anorithil to the recall portal on level 2 of Er??an.
 -- The Orbs of Command
You have found an orb of command that seems to be used to open the shield protecting the High Peak.
There seems to be a total of four of them, the more you have the weaker the shield will be.
 -- Escort: lone alchemist (level 1 of Carn D?»m)
Escort the lone alchemist to the recall portal on level 1 of Carn D?»m.

  [Active Quests]

 -- The many Prides of the Orcs
Investigate the bastions of the Pride.
   * You have destroyed Rak'shor.   
   * You have destroyed Vor.   
   * You have destroyed Grushnak.   
   * You have destroyed Gorbat.   

   * All prides lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!   
 -- Into the darkness
It is time to explore some new places dark, forgotten and dangerous ones.
The Old Forest is just south-west of the town of Bree.
The Maze is west of Bree.
The Sandworm Lair is to the far west of Bree, near the sea.
Carn D?»m is to the north of Amon S?»l.
   * You have explored the Old Forest and vanquished the Old Man Willow.   
   * You must explore the Maze and find out what lurks there and what treasures are to be gained!   
   * You have explored the Sandworm Lair and vanquished their Queen.   
   * You have explored Carn D?»m and vanquished the Dragon.   
 --



Last edited by Patryn on Thu Sep 16, 2010 11:02 am, edited 1 time in total.

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PostPosted: Thu Sep 16, 2010 8:54 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10477
Location: Angolwen
Well done!
Have we got our first winner (except shoob cheating ;> ) ?!

About the stone prison thing it is a bit cheesy yes, maybe I should just give them wall tunneling and make the few walls in the sanctuary non-diggable so that you can still have LOS blockers ?

So the portals summoning did not bother you ? Should I increase the frequency a bit ? they are supposed to be a very big annoyance.

High Peak: Thanks, I had a blast creating the zone and the event :) As for oh-shit monsters, I dunno, some people would tell you they have their own oh-shit monsters alreayd (myrmidons, corrupters, ..)
I should probably up the resists of Alatar somewhat yes

Mt Doom: Yes forgot to fix it :/

Unremarkable Cave: It will be yes, probably bloodmage or necromancer

Assassin Quest: yup NYI

Congrats!
Now you can try in Insane mode ! :)

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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Thu Sep 16, 2010 10:47 am 
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Thalore

Joined: Sat Aug 07, 2010 12:07 pm
Posts: 130
darkgod wrote:
Well done!
Have we got our first winner (except shoob cheating ;> ) ?!


Thanks! :)
Am I really the first? I read here about someone else fighting the blue wizzies, but I skipped the post to avoid too much spoilers and now I can't find it anymore... Ah, i'll look later...

Quote:
About the stone prison thing it is a bit cheesy yes, maybe I should just give them wall tunneling and make the few walls in the sanctuary non-diggable so that you can still have LOS blockers ?


Humm... after giving it a second thought, it actually didn't change THAT much. I still could've chainstunned him (Freeze+Flameshock+Freeze, then Ice Storm with him in range). That would have even hurt him a bit before letting him attend the fight. Or Time Prison (which I didn't skill, because for some reason lvl40 didn't grant me a category point). Or...
Of course this would've needed a bit more attention, but the result is still the same: Only one Istari at a time.

The only cheesy part was trapping him inside the inferno. A full duration inferno does (unresisted) something like 12*210 = 2500 dmg (+ lvl5 vapor (~850dmg) in this case). But on the other hand: If I would've chainstunned him, he would've taken that damage too...

Quote:
So the portals summoning did not bother you ? Should I increase the frequency a bit ? they are supposed to be a very big annoyance.


In the northwestern portal a 2-3 major demons spawned. I stonewalled one, and killed another off while Alatar was trapped. Not a big deal, but they did hurt a bit. Most others were sniped while waiting for the boss to come around the corner or simply died as collateral dmg (e.g. a bunch of cold wyrmlings appeared and died "by accident" when they tried to pass through my AoEs. But again, maybe this char is not really a good benchmark for balancing things out, since she is pretty much a killing machine.

Quote:
High Peak: Thanks, I had a blast creating the zone and the event :) As for oh-shit monsters, I dunno, some people would tell you they have their own oh-shit monsters alreayd (myrmidons, corrupters, ..)
I should probably up the resists of Alatar somewhat yes


Resists of Alatar: Yes probably a bit...
Regarding the oh-shit-monsters: I have a lot of respect from corrupters and especially myrmidons. However, they both feel different than the monsters I was talking about. Corrupters aren't a big deal if you take em on carefully, though they can blast you if you don't watch out. Myrmidons are like... *swuuush* out of nothing and you gotta get away.
A black reaver is different. Its more like: you spot one (sense or enlighted area - no matter). And that moment you tend to RUN. This is especially spooky when you have ESP and you see a bunch of them tunnel through everything straight towards you and nothing will stop them. You dont really have that, because everything can be easily avoided (pass through a wall or even a door and voila). Maybe it might be interesting to give some (or all?) of the elites a boss-like AI with absolute pathfinding.
But then we are again at the issue with monster awareness, which work very different in T4 compared to T2 (or all *bands I know).

Quote:
Congrats!
Now you can try in Insane mode ! :)


Ahhhahahah... uhrm... ouch. I'm scared of the insane mode. ;)


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PostPosted: Thu Sep 16, 2010 12:22 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10477
Location: Angolwen
Hum yes I know what you mean about the black reavers.
Suggestions for frightening monsters ?

I have made Alatar a bit more resilient, he can be stunned but he'll resist more.
Time Prison however is different, you cant trap somebody inside an AOE.

Actaully i'm having second thoughts on Sone Wall, maybe it should not be targettable ? Or chagned completly ?

BTW how long did it take you from start to finish ?

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PostPosted: Thu Sep 16, 2010 1:20 pm 
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Thalore

Joined: Sat Aug 07, 2010 12:07 pm
Posts: 130
Making scary monsters... humm... lets see. Both my suggestions about drakes/wyrm summoning "lesser" dragon categories and elite having boss-pathfinding would definitly make them scarier.

In addition to mess up with all those highly controllable fights, a couple of ghosts might work since they can pass through walls.
I liked (and feared) the dread and dreadmaster always.
Dread: minor invisibility, melee, spells: curse of (the str reducing thing - dont know the name. fatigue?), blur sight.
Dreadmaster (elite): medium invisibility, melee, phase door, spells: disperse magic (targeted on the player of course - harr harr), curse of (same as dread), summon a dread, confusion, silence, blur sight
Banshee: minor invisibility, melee, low hp/dmg, spells: confusion, silence, blur sight ( to get ppl used to the concept - themself they are relativly harmless, but a silence/confusion from an unseen banshee in the wrong situation - ouch).

That would have some effects:
1. See invisible gets more useful. Right now very few monsters are invis (most are stealthed).
2. Hiding in a wall/room isn't an absolutely safe harbor anymore.
3. since see invis is range and power based in T4 (other than T2), they shouldn't be primary casters/ranged. Some spells okay, but to deal the real dmg they should have to come relatively close to keep is somehow fair.
4. The Dreadmaster could be a real shocker for some classes. Dispell e.g. the probability travel (PT) from a mage and he might end up in quite a pinch. This might be the needed nerf for PT, since with it you can easily get to a safe harbour (no CD, always active) and in those rare situation where you can't you still have PD. However having some nasty out there that summons dreads, walks through walls, silences you and dispells your nice sustains... Magekiller - especially if you give them boss AI/pathfinding. ;)

---

Concerning stonewall... hard to say. Not making it targetable might get it back into balance. It still fulfills the main utility (saving your ass, sealing an entrance/exit of a room where you spread your AoEs so that the mobs have to stay in burning hell, etc) but it will need more careful positioning/preparation.
Anyway its not thaaaaat far off balance, since it doesn't work all the times. If e.g. a monster is next to the guy you want to trap, AFAIK this sqare wont turn into stone, thus an exit stays open. Also it wont save you if you're already surrounded - for the same reason. However, without targetting you cant use it as a mobile LoS blocker (without trapping anybody) since you would be trapped yourself unless you have PT active. Without (nearly) any monsters that tunnel / pass through walls, you can in addition trap yourself forever, since its CD is much lower than its duration. Maybe setting the CD to something like 35-40 turns to avoid permawall (you could even permawall *two* mobs simultaniously) could work too - instead of taking away the targetting effect.
However, I would not tweak the duration itself. At least not too severly (maybe 75% of now), since then its use would diminsh massively.


Okay, lets say: Even with my massive spellpower, stonewall 5/5 (=6.5 eff.lvl) would have a duration of 33 turns. If the duration is reduced by ~75-80% that would make something like 25 turns duration MAX. With an CD of 30 turns it should be balanced better. Targetting would still be availible - but not permanently. It will start to crumble in every case before you can recast it. And remember, this scenario is already streched to a quite extreme point (my mage currently has 91 MAG and 164 Spellpower). Usually the duration would be much lower, resulting in a longer period where even a trapped foo can hunt you.

---

How long it took me from beginning to start? You mean the bossfight? Humm... hard to tell. I managed to kill the melee-Istari before the stonewall crumbled (maybe 3-4 turns before). That means about 25 turns maximum. But there I could constantly nuke the flame/manathrust/lightning rotation since Aeryn was tanking him. The second one took a bit longer since I had to move, keep out of LoS and meanwhile shoot a bit at the summons. I drank the ERP of Mana twice in the fight (the first time as soon as I lost over 200mana, thus very early). Makes a total of maybe 120-150 turns.


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PostPosted: Thu Sep 16, 2010 1:58 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10477
Location: Angolwen
No I mean from level 1 to the end, in hours not in turns ;)

I like your monsters!

Good points about stone wall, I'll think about it.
Maybe the walls could be brittle: when a creature tries to move onto it it erodes it, so after a few turns it crumbles if the creature tries to go the same direction each turns

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PostPosted: Thu Sep 16, 2010 2:26 pm 
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Thalore

Joined: Sat Aug 07, 2010 12:07 pm
Posts: 130
How many hours? Uuugh... I have absolutely no idea. Since I just finished my studies I'm enjoying the massive free time I have now (finally). I did play a lot, but usually I was doing other stuff paralell. Like: Playing a bit tome, watching an episode of a series, playing again, surfing, playing, etc. Therefore I can't tell at all how much time I spent on my mage. Especially, since I "wasted" a lot of time grinding through Vor to get the ancient tome, a fish-amulet or a *mancer unlock (latter two without any luck) and due to the savefile consistency issue (see Bugreport) I probably did the Grush'nak pride like 5 times until I managed to repair it. Stuff you can hardly really count (I should've been able t go to highpeak earlier if I wanted).

Brittle walls? Humm... does the game work that way, that the mobs walk "against" a barrier? I would have thought that the pathfinding routine searches for a valid path between actor and target and if no path could be found, it would stop.
Actually I'm not sure about it... maybe... however, the point of stonewall (besides breaking LoS) is to keep monsters away, isn't it? Wouldn't that somehow be a mechanic working against the meaning of the spell?


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PostPosted: Thu Sep 16, 2010 7:34 pm 
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Wyrmic

Joined: Sun Aug 29, 2010 5:23 pm
Posts: 264
Location: Hessen, Germany
With your new monster ideas, please keep in mind that see invis is a lot harder to come by without sacrificing something else than in Angband or Tome2, where most of the useful artifacts or ego items have it more or less for free. Combine that with the fact that resistances are ALSO harder to come by in Tome4 (in Angband you usually have immunities by the time you have something like 30% in T4) and you create problems.


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PostPosted: Thu Sep 16, 2010 8:31 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Congratulations on a good win!

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PostPosted: Thu Sep 16, 2010 11:59 pm 
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Thalore

Joined: Sat Aug 07, 2010 12:07 pm
Posts: 130
@Fela: I know that see invisible is more rare in T4. Well, actually it's not exactly more rare but due to having a "see invisible"-power instead off full see invis immediatly you still have visibility issues even if you got some items wth see invis on it.
Actually many early artifacts do provide some see invis, but thats why I explicitly made those ghosts melee. Therefore they get close to you, you see them and then you can kill them. When mentioning "minor" and "medium" invis, I thought of something where even low (< 10) values of see invis give you good chances to spot them nearby. Medium invisibility may enable you spotting them with low values above 10. Having high values (20+) should make them visible in a rather high radius. Thus invisibility isn't really much worse than all the sealthed guys already running around and is easier to counter/detect actually as many artifacts grant some see invis.

In addition none of the proposed spells actually completely disable you and there are confusing monsters out there quite early and they don't break the game too... so immunities are helpful but not entirely necessary.

@madmonk: Thanks. :)


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PostPosted: Fri Sep 17, 2010 8:40 am 
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Wyrmic

Joined: Sun Aug 29, 2010 5:23 pm
Posts: 264
Location: Hessen, Germany
Ok, looks like i'm once again one step behind you Patryn ;). Here's some feedback on the encounter with my Shadowblade.

Rangnir my dwarf SB entered the High Peaks at lvl 45 and by getting there was lvl 50. When i spotted the single portal, I activated Lightning speed just to be on the safe side and stepped through.

Aeryn never showed up. I'm not sure if I did something wrong or if the conversation has to go a predefined path for that to happen.

Given 2 possible targets, I decided for the guy with more sustained abilities and rushed him, followed up by illuminate (i like to check immunities early on) and a stun (or stun and illuminate, don't have the log handy right now). Luckily it was the mage/anorithil.

One of the portals sent a bunch of MH hatchlings which i ignored, another a Xorn, which ignored me :). Since I did not know the extend of maneuvering i would need for the fighter, i took out the mage in stun-lock (ok, i messed it up a slightly, so he got off one darkness burst, but that doesn't matter) and time-prisoned the fighter when blindness was gone. Half the turns killing the mage were spent quaffing potions of healing - 55 darkness damage per hit, 110 per turn, 330 on a flurry -> ouch. I didn't pay attention to how much the hatchlings contributed, but with 100+ defense they were missing me most of the time anyway.

Once the mage was dead, I took down the fighter the same way the grushnak leader went down; PD, illuminate, PD when blindness left. The only portaled enemy i took out was an ice drake, just for safety measures (possibly 1-2 one shots turned up next to me while waiting, but nothing memorable anyway, I also killed 1-2 hatchlings). I was inflicted with acid splash at some point, which was a bit annoying. Other than that things went smoothly.

All in all I must have burned something like 10 healing and 5-10 greater healing during the encounter, most of them to counter shield damage. I also had no idea how to turn off the summoning portals, but I doubt i'd have ever considered those a greater danger than the boss anyway unless they spewed elite greater demons or MH wyrms.

I checked out the western exit portal and expectedly it took me to the western continent - but it appears the only way of getting back to the far east is Moria. Maybe after wining a permanent portal transit to and fro should be made available?

At that point I realized it was 2 a.m. so i didn't check out how to make a char dump without dying, may follow up with that if it's requested.


A little summary:

- most dangerous area IMO was Vor Pride until i got my spell saves up. Even then an unlucky setup around a corner might kill from the sheer amount of instant damage, but sense helps to avoid that.
- second dangerous was caverns of osse (i think lvl 1) for the lack of cover. I actually could not walk to the stair because right around the bend was a couple of ranged attackers which blantantly refused to get lured, so I made a kind of hazardous PD to the southern edge of the cavern. 3-4 psyrens there and noone rushing me to provide some cover and it would have been finito - admittedly if i had sensed a bunch of psyrens i would not have done it that way :). Myrmidons never posed a major problem given enough defense (should have been something in the 80s at that point).
- in most cases PD transports to complete safety even if monsters would have a path to reach you - maybe giving Drakes and greater demons telepathy (10) might help? Large packs of monsters were a bit pointess in high peak because of the immediate stop of pursuit.



-


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PostPosted: Sat Sep 18, 2010 10:53 am 
Offline
Wyrmic

Joined: Sun Aug 29, 2010 5:23 pm
Posts: 264
Location: Hessen, Germany
Ok, found the section where i'd say Aeryn was supposed to appear.

Code:
[CHAT] selected    I *WILL* stop you! The world will not end today!    function: 0A99D1F8    aeryn
findFreeGrid test    24    8    100    :=>    nil
findFreeGrid    24    8    from    25    8    =>    true
findFreeGrid test    24    9    100    :=>    nil
findFreeGrid    24    9    from    25    8    =>    true
findFreeGrid test    24    7    100    :=>    nil
findFreeGrid    24    7    from    25    8    =>    true
findFreeGrid test    25    8    100    :=>    table: 09B01BD0
findFreeGrid    25    8    from    25    8    =>    false
findFreeGrid test    25    7    100    :=>    nil
findFreeGrid    25    7    from    25    8    =>    false
findFreeGrid test    25    9    100    :=>    nil
findFreeGrid    25    9    from    25    8    =>    true
findFreeGrid test    26    8    100    :=>    nil
findFreeGrid    26    8    from    25    8    =>    true
findFreeGrid test    26    9    100    :=>    nil
findFreeGrid    26    9    from    25    8    =>    true
findFreeGrid test    26    7    100    :=>    nil
findFreeGrid    26    7    from    25    8    =>    true
findFreeGrid using    24    9
[CHAT] selected    I am glad to have you at my side my Lady. Let's hunt some wizards!    nil    nil
327 frames in 10.016 seconds = 32.6478 FPS
[LOG]    Rangnir rushes out!


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PostPosted: Mon Sep 20, 2010 1:23 am 
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Retired Ninja

Joined: Fri May 28, 2010 4:38 pm
Posts: 3756
I'd like to see that dump Fela.

If you go into your character sheet and press 'd' it'll dump the file.

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PostPosted: Mon Sep 20, 2010 6:50 pm 
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Wyrmic

Joined: Sun Aug 29, 2010 5:23 pm
Posts: 264
Location: Hessen, Germany
Now that i'm awake i found that too :)

Here comes - hope it'll be readable:

Code:
  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Male         STR:  32
Race             : Dwarf        DEX:  86
Class            : Shadowblade  MAG:  75
Level            : 50           WIL:  42
Exp              : 173%         CUN:  55
Gold             : 2499.80      CON:  55

Attack(Main Hand): 132          Life             :     1327/1327Encumbrance      : 58.21/97
Damage(Main Hand): 186          Stamina          :     351/351  Difficulty       : Normal
APR   (Main Hand):  11          Mana             :     345/484
Crit  (Main Hand):  46%         Positive         :     0/177
Crit  (Main Hand):  46%         Negative         :     0/177
Crit  (Main Hand):  46%         
Speed (Main Hand): 1.00         

Attack (Off Hand): 132
Damage (Off Hand): 181
APR    (Off Hand):   9
Crit   (Off Hand):  38%
Speed  (Off Hand): 1.00

Fatigue          : 14%          Spellpower       : 82
Armor            : 27           Spell Crit       : 28.5%
Defense          : 114.54871794872Spell Speed      : 1
Ranged Defense   : 114.54871794872

All damage       : 7%
Physical damage  : 40%
Fire damage      : 10%
Light damage     : 8%

Physical Save    : 24.25
Spell Save       : 51.75
Mental Save      : 26.75

All Resists:  13%
Physical Resist:  21%
Fire Resist:  35%
Cold Resist:  15%
Lightning Resist:  15%
Acid Resist:  15%
Nature Resist:  10%
Poison Resistance:  70%
Confusion Resistance: 100%
Blind Resistance: 100%
Pinning Resistance:  50%
Stun Resistance: 100%

Number of NPC killed: 4903
Most killed NPC: uruk-hai (281)

  [Winner!]

Well done! You have won the Tales of Middle-earth: the Fourth Age

The Istari are dead, the Orc Prides lie in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped Morgoth from bringing about the end of the world.

The orc presence in the Far East has greatly been disminished by the loss of their leaders and the destruction of the Istari. The free people of the Sunwall will be able to prosper and thrive on this land.

The West will once more know peace, most of its inhabitant will never know they even were on the verge of destruction, but then this is what being a true hero means, to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

  [Talents Chart]

 - Technique / Dual wielding          (mastery 1.30)
    Dual Weapon Training (class)      5/5
    Dual Weapon Defense (class)       5/5
    Precision (class)                 0/5
    Momentum (class)                  0/5
 - Technique / Dual wielding          (mastery 1.30)
    Dual Strike (class)               5/5
    Flurry (class)                    5/5
    Sweep (class)                     0/5
    Whirlwind (class)                 0/5
 - Technique / Combat techniques      (mastery 1.40)
    Precise Strikes (class)           1/5
    Rush (class)                      3/5
    Perfect Strike (class)            1/5
    Blinding Speed (class)            5/5
 - Technique / Combat techniques      (mastery 1.40)
    Quick Recovery (class)            1/5
    Fast Metabolism (class)           1/5
    Spell Shield (class)              5/5
    Unending Frenzy (class)           5/5
 - Technique / Combat training        (mastery 1.30)
    Heavy Armour Training (generic)   0/5
    Massive Armour Training (generic) 0/5
    Health (generic)                  4/5
    Weapon Combat (generic)           10/10
    Sword Mastery (generic)           0/10
    Axe Mastery (generic)             0/10
    Mace Mastery (generic)            0/10
    Knife Mastery (generic)           8/10
 - Cunning / Dirty fighting           (mastery 1.30)
    Dirty Fighting (class)            5/5
    Backstab (class)                  0/5
    Switch Place (class)              0/5
    Cripple (class)                   0/5
 - Cunning / Lethality                (mastery 1.30)
    Lethality (class)                 5/5
    Deadly Strikes (class)            0/5
    Willful Combat (class)            0/5
    Snap (class)                      0/5
 - Cunning / Survival                 (mastery 1.10)
    Trap Detection (generic)          1/5
    Heightened Senses (generic)       1/5
    Trap Disarm (generic)             5/5
    Evasion (generic)                 0/5
 - Cunning / Shadow magic             (mastery 1.30)
    Shadow Combat (class)             1/5
    Shadow Cunning (class)            0/5
    Shadow Feed (class)               0/5
    Shadowstep (class)                0/5
 - Spell / Conveyance                 (mastery 1.00)
    Phase Door (generic)              5/5
    Teleport (generic)                5/5
    Displacement Shield (generic)     0/5
    Probability Travel (generic)      0/5
 - Spell / Divination                 (mastery 1.00)
    Sense (generic)                   5/5
    Identify (generic)                0/5
    Vision (generic)                  0/5
    Telepathy (generic)               0/5
 - Spell / Temporal                   (mastery 1.00)
    Time Prison (class)               2/5
    Congeal Time (class)              0/5
    Essence of Speed (class)          0/5
    Time Shield (class)               0/5
 - Spell / Phantasm                   (mastery 1.00)
    Illuminate (class)                5/5
    Blur Sight (class)                5/5
    Phantasmal Shield (class)         0/5
    Invisibility (class)              0/5

  [Current Effects]

- Hymn of Perseverance
- Chant of Fortress
- Blur Sight

  [Completed Quests]

 -- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
   * 15/15   
 -- A mysterious staff
Deep in the tower of Tol Falas you fought and destroyed the Master, a powerful vampire.
On your way out of Tol Falas you were ambushed by a band of orcs.
They asked about the staff.
 -- Into the darkness
It is time to explore some new places dark, forgotten and dangerous ones.
The Old Forest is just south-west of the town of Bree.
The Maze is west of Bree.
The Sandworm Lair is to the far west of Bree, near the sea.
Carn D?»m is to the north of Amon S?»l.
   * You have explored the Old Forest and vanquished the Old Man Willow.   
   * You have explored the Maze and vanquished the Minotaur.   
   * You have explored the Sandworm Lair and vanquished their Queen.   
   * You have explored Carn D?»m and vanquished the Dragon.   
 -- Escort: lost sun paladin (level 6 of Carn D?»m)
Escort the lost sun paladin to the recall portal on level 6 of Carn D?»m.
 -- Escort: lone alchemist (level 1 of Tol Falas)
Escort the lone alchemist to the recall portal on level 1 of Tol Falas.
 -- Eight legs of wonder
Enter the caverns of Ardhungol and clear the source of the spider infestation there.
But be careful, those are not small spiders...
 -- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
 -- Let's hunt some Orc
The elder in Minas Tirith sent you to the mines of Moria, deep under the misty mountains, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful, even the dwarves did not venture in the old halls for many years.
 -- Escort: lost warrior (level 3 of Old Forest)
Escort the lost warrior to the recall portal on level 3 of Old Forest.
 -- The Island of Dread
You have heard that in the bay of Belfalas, far to the south of Bree, lies the ruined tower of Tol Falas.
There are disturbing rumors of greater undeads and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!
 -- Important news
Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happenning there.
 -- Escort: repented thief (level 8 of Tol Falas)
Escort the repented thief to the recall portal on level 8 of Tol Falas.
 -- Escort: lone alchemist (level 7 of Carn D?»m)
Escort the lone alchemist to the recall portal on level 7 of Carn D?»m.
 -- The Guardian of the Sea
Ukllmswwik asked you to take his portal to the caverns of Oss?« and kill Maglor who has turned mad.
   * You have killed both Ukllmswwik and Maglor, betraying them both.   
 -- The Orbs of Command
You have found an orb of command that seems to be used to open the shield protecting the High Peak.
There seems to be a total of four of them, the more you have the weaker the shield will be.
 -- Escort: lone alchemist (level 3 of Tol Falas)
Escort the lone alchemist to the recall portal on level 3 of Tol Falas.
 -- The Doom of the World!
You were sent to Mount Doom, in the ancient land of Mordor, where the One Ring was once forged by Sauron and destroyed by Frodo Baggins.
This place is still full of the power of the ring and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs, a few Sun Paladins made it there with you, they will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice, do not let the orcs finish their work!

You arrived in time and interrupted the ritual, the blue wizards have departed.
Use the portal to go back to the Far East, you *MUST* stop them, no matter the cost.
 -- Lost Knowledge
You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.
 -- Escort: lost anorithil (level 5 of Carn D?»m)
Escort the lost anorithil to the recall portal on level 5 of Carn D?»m.
 -- The wild wild east
There must be a way to go into the far east from the lair of Golbug, find it and explore the unknown far east, looking for clues.
 -- Escort: lost sun paladin (level 7 of Old Forest)
Escort the lost sun paladin to the recall portal on level 7 of Old Forest.
 -- Falling Toward Apotheosis
You have vanquished the masters of the Orc Pride, now you must venture inside the most dangerous place of this world, the High Peak.
Seek the Blue Wizards and stop them before they bend the world to their will.
To enter you will need the four orbs of command to remove the shield over the peak.
The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.
 -- Escort: lost sun paladin (level 1 of Carn D?»m)
Escort the lost sun paladin to the recall portal on level 1 of Carn D?»m.

  [Active Quests]

 -- The many Prides of the Orcs
Investigate the bastions of the Pride.
   * You have destroyed Rak'shor.   
   * You have destroyed Vor.   
   * You have destroyed Grushnak.   
   * You have destroyed Gorbat.   

   * All prides lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!   
 -- Of trolls and damp caves
Explore the caves below the tower of Amon S?»l and the trollshaws in search of treasure and glory!

   * You have explored Amon S?»l and vanquished the Shade of Angmar.   
   * You must explore the Trollshaws and find out what lurks there and what treasures are to be gained!   

  [Character Equipment]

 In main hand
a) Sting, Bilbo's Small Sword (45-58.5 power, 11 apr)
   Type: weapon / dagger
    45 Power [Range 1.30] (+55% Dexterity,+35% Strength), 0 Attack, 11 Armor Penetration, Crit 18%
    Damage type: physical
   
    When wielded/worn:
    Increases stats: 5 Dexterity,4 Cunning.
    Increases damage type: 10% physical,8% light.
    Grants telepathy: orc.
    Increases pinning immunity: 50%.
    Light radius 1
   Dropped by orc master assassin
 In off hand
b) slime-covered mithril dagger of massacre (37.5-48.75 power, 9 apr)
   Type: weapon / dagger
    37 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 9 Armor Penetration, Crit 10%
    Damage type: physical
   
    When wielded/worn:
    Damage on hit(melee): 37 slime.
    Increases damage type: 22% physical.
   Dropped by orc master assassin
 On fingers
c) Ring of the War Master
   Type: jewelry / ring
    When wielded/worn:
    Increases stats: 3 Strength,3 Dexterity,3 Constitution.
    Increases talent masteries: 0.10 Technique / Archery - bows,0.10 Technique / Archery - common,0.10 Technique / Dual wielding,0.10 Technique / Combat techniques,0.10 Technique / Two-handed weapons,0.10 Technique / Weapons and shields,0.10 Technique / Archery - slings,0.10 Technique / Combat techniques,0.10 Technique / Two-handed weapons,0.10 Technique / Weapons and shields,0.10 Technique / Dual wielding,0.10 Technique / Archery - utility,0.10 Technique / Combat training.
d) Glory of the Pride
   Type: jewelry / ring
    When wielded/worn:
    Attack 10, Armor Penetration 0, Physical Crit 0%, Physical power 10
    Armor 10, Defense 5
    Fatigue -15%
    Increases damage type: 8% physical.
    Reduces talent cooldowns: Rush (15).
    Increases confusion immunity: 100%.
    Increases stun immunity: 100%.
    Maximum mana -40
    Maximum stamina 40
   Dropped by Grushnak, Battlemaster of the Pride
 Around neck
e) Fiery Choker
   Type: jewelry / amulet
    When wielded/worn:
    Increases stats: 5 Magic,4 Willpower,3 Cunning.
    Increases resistances: 20% fire,-20% cold.
    Increases damage type: 10% fire,-5% cold.
    Increases blindness immunity: 100%.
    Spellpower 7, Spell Crit 8%
   Dropped by Fyrk, Faeros High Guard
 Light source
f) f?«anorian lamp
   Type: lite / lite
    When wielded/worn:
    Light radius 4
 Main armor
g) Chromatic Harness (0 def, 10 armor)
   Type: armor / light
    When wielded/worn:
    Armor 10, Defense 0
    Fatigue 10%
    Increases stats: 4 Cunning,3 Dexterity,6 Willpower,10 Luck.
    Increases resistances: 6% all.
    Grants telepathy: dragon.
    Reduces talent cooldowns: Sand Breath (3),Ice Breath (3),Fire Breath (3).
    Increases poison immunity: 70%.
   Dropped by Gorbat, Supreme Wyrmic of the Pride
 On head
h) Crown of the Elements (0 def, 5 armor)
   Type: armor / head
    When wielded/worn:
    Armor 5, Defense 0
    Fatigue 5%
    Increases stats: 5 Constitution,3 Willpower.
    Damage on hit(melee): 10 fire,10 acid,10 cold,10 lightning.
    Increases resistances: 15% fire,15% acid,15% cold,15% lightning.
    See invisible: 15
   Dropped by Vor, Grand Geomancer of the Pride
 On hands
 On feet
i) Frost Treads (1 def, 2 armor)
   Type: armor / feet
    When wielded/worn:
    Armor 2, Defense 1
    Fatigue 14%
    Increases stats: 4 Strength,4 Dexterity,4 Cunning.
    Increases resistances: 20% cold,10% nature.
    Increases damage type: 5% cold.
    Light radius 1
   Dropped by Rantha the Worm
 Tool
 Quiver
j) 157 poisonous mithril shot (53.5-64.2 power, 6 apr)
   Type: ammo / shot
    53 Power [Range 1.20] (+70% Dexterity,+50% Cunning), 0 Attack, 6 Armor Penetration, Crit 7%
    Damage type: physical
   
    When wielded/worn:
    Damage on hit(ranged): 51 poison.

  [Player Achievements]

'A dangerous secret' was wchieved for Found the mysterious staff and told Minas Tirith about it. At 2010-09-12 22:12:38
'Arachnophobia' was wchieved for Destroyed the spydric menace. At 2010-09-13 01:03:58
'Destroyer's bane' was wchieved for Killed Golbug the Destroyer. At 2010-09-13 00:31:48
'Evil denied' was wchieved for Won ToME by preventing the Void portal to open. At 2010-09-17 01:57:16
'Exterminator' was wchieved for Killed 1000 creatures At 2010-09-12 01:52:06
'Flooder' was wchieved for Defeated Ukllmswwik while doing his own quest. At 2010-09-15 23:32:31
'F?«anor's bane' was wchieved for Killed Maglor, Last Son of F?«anor the Maker. At 2010-09-15 23:29:33
'Gem of the Moon' was wchieved for Completed the Master Jeweler quest with Limmir. At 2010-09-16 00:12:45
'Level 10' was wchieved for Got a character to level 10. At 2010-09-06 00:49:07
'Level 20' was wchieved for Got a character to level 20. At 2010-09-12 20:59:58
'Level 30' was wchieved for Got a character to level 30. At 2010-09-13 22:32:35
'Level 40' was wchieved for Got a character to level 40. At 2010-09-15 00:53:18
'Level 50' was wchieved for Got a character to level 50. At 2010-09-17 01:41:28
'Orcrist' was wchieved for Killed the leaders of the Orc Pride. At 2010-09-15 01:36:06
'Race through fire' was wchieved for Raced through the fires of Mount Doom to stop the Blue Wizards. At 2010-09-15 02:26:21
'Reaver' was wchieved for Killed 1000 humanoids At 2010-09-16 00:54:57
'Rescuer of the lost' was wchieved for Rescued the merchant from the assassin lord. At 2010-09-05 20:31:27
'Size matters' was wchieved for Do over 600 damage in one attack At 2010-09-15 02:09:38
'Sliders' was wchieved for Activated a portal using the Orb of Many Ways. At 2010-09-13 00:33:20
'Tactical master' was wchieved for Fought the two Istari without closing any invocation portals. At 2010-09-17 01:57:10
'The secret city' was wchieved for Discovered the truth about mages. At 2010-09-08 20:16:53
'Treasure Hunter' was wchieved for Amass 1000 gold pieces. At 2010-09-15 01:14:22
'Vampire crusher' was wchieved for Destroyed the Master in its lair of Tol Falas. At 2010-09-12 21:52:51

  [Character Inventory]

a) Ever-Refilling Potion of Healing
   Type: potion / potion
    It can be used to heal, costing 80 power out of 100/100.
b) 2 acid-proof potion of cure poison
   Type: potion / potion
    It can be used to cure poison.
   Dropped by skeleton archer
c) 3 acid-proof potion of free action
   Type: potion / potion
    It can be used to resist stuns, dazes and pinning.
   Dropped by sandworm
d) acid-proof potion of full mana
   Type: potion / potion
    It can be used to fully restore mana.
e) 3 acid-proof potion of greater healing
   Type: potion / potion
    It can be used to heal a lot.
   Dropped by skeleton warrior
f) 2 acid-proof potion of greater mana
   Type: potion / potion
    It can be used to restore a lot of mana.
   Dropped by Ungol?«
g) 5 acid-proof potion of healing
   Type: potion / potion
    It can be used to heal a good part of your life.
   Dropped by Rantha the Worm
h) acid-proof potion of lesser mana
   Type: potion / potion
    It can be used to restore some mana.
i) 3 acid-proof potion of mana
   Type: potion / potion
    It can be used to restore a good part of your mana.
j) acid-proof potion of see invisible
   Type: potion / potion
    It can be used to sense invisible for a while.
k) acid-proof potion of speed
   Type: potion / potion
    It can be used to increase your speed for a while.
   Dropped by Rak'shor, Grand Necromancer of the Pride
l) 3 potion of cure disease
   Type: potion / potion
    It can be used to cure poison.
   Dropped by ghoul
m) potion of cure poison
   Type: potion / potion
    It can be used to cure poison.
n) 7 potion of free action
   Type: potion / potion
    It can be used to resist stuns, dazes and pinning.
   Dropped by armoured skeleton warrior
o) 5 potion of greater healing
   Type: potion / potion
    It can be used to heal a lot.
p) 4 potion of greater mana
   Type: potion / potion
    It can be used to restore a lot of mana.
   Dropped by uruk-hai
q) potion of invisibility
   Type: potion / potion
    It can be used to become invisible for a while.
r) 12 potion of mana
   Type: potion / potion
    It can be used to restore a good part of your mana.
s) 2 potion of see invisible
   Type: potion / potion
    It can be used to sense invisible for a while.
   Dropped by black ooze
t) 6 potion of speed
   Type: potion / potion
    It can be used to increase your speed for a while.
   Dropped by ghoul
u) 2 fire-proof scroll of enemies detection
   Type: scroll / scroll
    It can be used to detect enemies within a certain range.
   Dropped by skeleton warrior
v) 3 fire-proof scroll of identify
   Type: scroll / scroll
    It can be used to identify one object (or all with high magic stat).
   Dropped by Vor, Grand Geomancer of the Pride
w) fire-proof scroll of magic mapping
   Type: scroll / scroll
    It can be used to map the area directly around you.
   Dropped by Gorbat, Supreme Wyrmic of the Pride
x) 4 fire-proof scroll of phase door
   Type: scroll / scroll
    It can be used to teleport you randomly over a short distance.
   Dropped by sandworm
y) fire-proof scroll of shielding
   Type: scroll / scroll
    It can be used to create a temporary shield that absorbs damage.
   Dropped by uruk-hai figther
z) fire-proof scroll of teleportation
   Type: scroll / scroll
    It can be used to teleport you anywhere on the level, randomly.
   Dropped by slimy ooze
{) scroll of enemies detection
   Type: scroll / scroll
    It can be used to detect enemies within a certain range.
   Dropped by bandit
|) 4 scroll of identify
   Type: scroll / scroll
    It can be used to identify one object (or all with high magic stat).
}) 3 scroll of phase door
   Type: scroll / scroll
    It can be used to teleport you randomly over a short distance.
   Dropped by hill orc archer
~) gold amulet of the fish
   Type: jewelry / amulet
    When wielded/worn:
) Dragon Orb (Orb of Command)
   Type: jewelry / orb
    When carried:
    Increases stats: 6 Cunning.
    It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Gorbat, Supreme Wyrmic of the Pride
€) Elemental Orb (Orb of Command)
   Type: jewelry / orb
    When carried:
    Increases stats: 6 Magic.
    It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Vor, Grand Geomancer of the Pride
?) Orb of Destruction (Orb of Command)
   Type: jewelry / orb
    When carried:
    Increases stats: 6 Strength.
    It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Grushnak, Battlemaster of the Pride
‚) Orb of Many Ways
   Type: jewelry / orb
    It can be used to activate a portal, costing 10 power out of 30/30.
   Dropped by Golbug the Destroyer
?) Orb of Undeath (Orb of Command)
   Type: jewelry / orb
    When carried:
    Increases stats: 6 Dexterity.
    It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Rak'shor, Grand Necromancer of the Pride
„) mithril ring of defense (17 def, 0 armor)
   Type: jewelry / ring
    When wielded/worn:
    Armor 0, Defense 17
…) Awakened Staff of Absorption (50-60 power, 4 apr, cold damage)
   Type: weapon / staff
    50 Power [Range 1.20] (+100% Magic), 20 Attack, 4 Armor Penetration, Crit 0%
    Damage type: cold
   
    When wielded/worn:
    Increases stats: 6 Magic,6 Willpower.
    Maximum mana 50
    Spellpower 34, Spell Crit 10%
    It can be used to absorb energies, costing 1000 power out of 1000/1000.
   Dropped by Alatar the Blue
†) onyx
   Type: gem / black
    When used to imbue an armour:
    Increases stats: 3 Strength,3 Dexterity,3 Magic,3 Willpower,3 Cunning.
   Dropped by snow giant chieftain
‡) 3 sapphire
   Type: gem / blue
    When used to imbue an armour:
    Armor 0, Defense 8
?) 4 jade
   Type: gem / green
    When used to imbue an armour:
    Increases resistances: 8% all.
   Dropped by orc pyromancer
‰) 3 turquoise
   Type: gem / green
    When used to imbue an armour:
    See invisible: 10
   Dropped by orc high pyromancer
Š) The Water Silmaril
   Type: lite / lite
    When wielded/worn:
    Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 12
    Increases stats: 4 Strength,4 Dexterity,4 Magic,4 Willpower,4 Cunning,4 Constitution,-25 Luck.
    Spellpower 12, Spell Crit 0%
    Light radius 6
    It can be used to activate talent: Tidal Wave (level 4), costing 80 power out of 150/150.
   Dropped by Maglor, Last Son of F?«anor the Maker
‹) 2 bloodstone
   Type: gem / red
    When used to imbue an armour:
    Increases stun immunity: 60%.
   Dropped by gelatinous cube
?) 2 fire opal
   Type: gem / red
    When used to imbue an armour:
    Increases damage type: 10% all.
?) 3 garnets
   Type: gem / red
    When used to imbue an armour:
    Increases damage type: 6% all.
Ž) 2 ruby
   Type: gem / red
    When used to imbue an armour:
    Increases stats: 4 Strength,4 Dexterity,4 Magic,4 Willpower,4 Cunning.
?) amethyst
   Type: gem / violet
    When used to imbue an armour:
    Increases damage type: 4% all.
   Dropped by fiery wyrmic uruk-hai
?) Pearl of Life and Death
   Type: gem / white
    When carried:
    Increases stats: 5 Strength,5 Dexterity,5 Magic,5 Willpower,5 Cunning,5 Constitution,10 Luck.
    Increases resistances: 7% all.
    Increases damage type: 7% all.
    Increases stun immunity: 100%.
    Light radius 1
   Dropped by Pallando the Blue
‘) diamond
   Type: gem / white
    When used to imbue an armour:
    Increases stats: 5 Strength,5 Dexterity,5 Magic,5 Willpower,5 Cunning.
’) moonstone
   Type: gem / white
    When used to imbue an armour:
    Armor 0, Defense 10
“) 2 pearl
   Type: gem / white
    When used to imbue an armour:
    Increases resistances: 10% all.
”) 4 amber
   Type: gem / yellow
    When used to imbue an armour:
    Increases damage type: 8% all.

  [Last Messages]

Welcome to    Tales of Middle Earth!


In hindsight the build is still not optimal.
Unending frenzy is a bit of an overkill and essence of speed would have been affordable in the end and more useful than blinding speed. Other than that I'll probably tweak some minor things next time :)


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PostPosted: Mon Sep 20, 2010 7:21 pm 
Offline
Retired Ninja

Joined: Fri May 28, 2010 4:38 pm
Posts: 3756
Probability Travel + Essence of Speed might be great fun! :)

Thanks for posting Fela. Makes me want to get a Shadowblade out of Trollshaws and now that it won't spawn OOD creatures I may just give it another shot.

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