[ATTACK] attacking with orichalcum trident
[COMBAT DAMAGE] power(1.997776) totstat(57.600000) talent_mod(1.316228)
[ATTACK] to martinuzz :: 75.730428682127 16 0 :: 1
checkHit 21 -0.7
=> chance to hit 95
[ATTACK] raw dam 75.730428682127 versus 0 with APR 16
[ATTACK] after range 103
[PHYS CRIT %] 4
[ATTACK] after crit 154.5
[ATTACK] after mult 154.5
[LOG] Yaech diver performs a critical strike!
[PROJECTOR] starting dam 154.5
[PROJECTOR] after difficulty dam 154.5
[PROJECTOR] res 0.85714285714286 0.99142857142857 on dam 154.5
[PROJECTOR] after resists dam 153.17571428571
[PROJECTOR] final dam 153.17571428571
[LOG] Yaech diver hits martinuzz for #aaaaaa#153.18 physical damage#LAST#.
[LOG] #{bold}#Yaech diver killed martinuzz!#{normal}#
Sometimes the watery dungeon is a piece of cake, sometimes it isn't, especially when you meet a diver with an über weapon.
I didn't manage to get any Yeek, at all, through the Ritch tunnels as a first dungeon, I did manage to get one through the watery one.
I was able to get a yeek slinger through the ritch dungeon first by using very defensive tactics (run away!) ensuring that the I's couldn't surround him. He was level 8 by the time he finished, and had a much easier time of the underwater dungeon.
I have a Yeek reaver doing well, she is approaching level 40.
I would seriously consider doing the tunnels first then doing the underwater cave. As Wombat points out doing it this way gives you a PC that can do the second system a lot more easily although I hated the Blind(5) and Pinned (5) messages I kept on getting in the underwater cavern .
madmonk wrote:I have a Yeek reaver doing well, she is approaching level 40.
I would seriously consider doing the tunnels first then doing the underwater cave. As Wombat points out doing it this way gives you a PC that can do the second system a lot more easily although I hated the Blind(5) and Pinned (5) messages I kept on getting in the underwater cavern .
I think the pinned in underwater lair only happens on traps, no monsters did this...although mindhook and blind is bad...
On the other hand...ritch lair got the freaking annoying rush + pin...
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...
I've burned through another 20 or so yeeks, all archmages. I managed to get one more through the underwater dungeon (to be killed by the ritch queen somewhat later), and none at all through the ritch tunnels. What keeps killing me is the huge hordes of I's, which cause me to burn through all my mana/infusions/runes while backing up, and end up getting rush-pinned and killed before I can make it to the stairs to the previous level. Most deaths in the underwater tunnels are to mindslayers.
The two times I managed to make it to the underwater dungeon's boss, I found him to be somewhat of a pushover, compared to the overall difficulty of the rest of the dungeon.
With the Ritch tunnels, the only real danger is being pinned/surrounded, so you need some way to escape (or prevent) that. I went with Anorithil for the Mindslayer unlock, and while I found the tunnels challenging, once I got to level 4, and could set up a Jumpgate by the stairs at the start of each level, I was always able to escape. Other classes with good escape/mobility might be able to do something similar.
Yay! The first next Yeek archmage I created, after making the last reply here, made it through the ritch tunnels, and through the underwater dungeon, mostly thanks to the RNG being kind to me for once, and not teleporting me into a room full of baddies when I was teleporting away from the bosses to recuperate. I guess the Eel-skin armor and the +30% blindness resist cloak I found early on helped as well. Most scary moment I had, was when I met a yeach mindslayer wielding the Trident of the Tides against me, one-hitting me down to 3 HP.
Level 11 now, let's see how far I can get this Yeek