[b43] Bob the Yeek Anorithil (winner)

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

[b43] Bob the Yeek Anorithil (winner)

#1 Post by lukep »

This was an interesting character, partly due to how he evolved from one role to another over the course of the game. In the early game I had to focus on juggling cooldowns, trying to maximize how often I could attack by using low-cooldown spells first, giving them time to be ready again. By the mid-game I was focusing on getting as many hits in per turn, to leverage the Destabilize effect on Crystle's Astral Bindings, and juggling my disables to keep bosses down. By the endgame, I was concentrating on keeping my energy levels up while Corona and Hymn of Moonlight killed all of the weak enemies around me.

Build order:

For generic points, I went for 1/1/1/1 in Light, 1/1/1/0 in Hymns, 5/0/0/0 in Chants, and 1/5/5/1 in Yeek Racials, as well as a point in armour training. This gave me excellent saves, good healing (along with a regen infusion), and range 10 vision from Hymn of detection. After getting all of those around level 20, I started investing more in the Light tree, and I got level 5 Hymn of Moonlight starting after level 40.

For class points, I juggled them around by respeccing to hit good break points: levels 5 (or maybe 3) for Sun Flare and Shadow Simulacrum, and level 3 starfall. After I got that (and 1 point in the rest), I got Corona, Blood Red Moon, Shadow Blast, Moonlight Ray, Totality, and then the rest of them.

For Prodigies, I got Eye of the Tiger, as I was having trouble with cooldowns, and critting almost every turn with Hymn of Moonlight's extra chances, then Lucky Day for an extra 12% crit rate to get me near 100%.

For stats, I kept Magic at the top, and split the rest between Cunning and Constitution roughly equally. Every time I got near the next 20 (or 10) cunning (eg, at 20, 40, 60, or 80), I would rush for it, leaving Constitution a bit behind and catch it up later. This is because every 20 cunning adds 1 duration to the confusion duration of Mind Blast, and every 10 cunning adds 1 duration to the very powerful Shadow Simulacrum.

For equipment, my staff was always one with the "greater" ego. It allowed me to boost both dark and light damage, and was much more valuable than any other ego, or another tier higher of staff. I got Spellbinding boots early, and kept them (well, ones with that ego) through the rest of the game. The faster cooldowns are nice, and allowed me to use more appropriate skills more often. The rest of the bonuses were spread out between +spellpower, +HP/healmod/regen, +saves, and +damage%. I got the Staff of Archmage Tarelion in the Vor Armory, and the Black Robe in one of the Prides, which really helped with my killing power.

Fights:

Adventurers and rares were never a problem, I could cast Shadow Simulacrum on them to give a strong ally that could soak up damage and distract enemies in the mid/early game, and take on adventurers 1v1 in the mid/late game. I also had Sun Flare, Starfall, Mind Blast, and later Glyph of Repulsion to disable enemies (and the variety let me get around immunities).

Normal dungeon mobs could deal small amounts of damage, but my saves were high enough to keep me safe from status effects, making them annoyances rather than threats.

Dungeon bosses were a bit tougher, as I could not use Shadow Simulacrum on them. My saves combined with disables and healing allowed me to outlast them though. Before getting Eye of the Tiger, I would occasionally run out of spells off of cooldown, but Totality could cure that for long enough to finish the fight.

Pride entrance/exits were also fairly easy, my AoE disables along with a Shadow Simulacrum were enough to keep them from damaging me badly while I killed them.

Going up High peak, I killed all of the Stair Guardians (luckily, none were too crazy of a build), then got to the final fight. At first i went quite poorly. I put up a good fight, closed two portals, then a Duathedlen breathed darkness, and I eventually died. Coming back, I closed the other two portals, killed the monsters, cleared the darkness, and remembered to use Totality to boost my damage resistance penetration against the melee sorcerer, roughly doubling my damage output. That worked quite well, leaving me and Aeryn against the mage. I was a bit worried about constantly needing to shield, as a critical Freeze + something else could instakill me (IIRC). Luckily, that never happened, and besides, he was too busy wasting turns dodging Corona projectiles to fight effectively.

Summary: It was a good class, and quite fun. The one main advantage that Anorithils have over other classes I've played is staying power. Between low (or negative) cost spells, good healing, regen, shielding, saves, and status effect removal, that character could stay in combat for at least as long as any of my others.

EDIT: I cheat-resurrected after sacrificing myself for the win, and fought Atamathon. I killed him in about 10 turns, taking no damage through my shields. I activated Barrier then Totality, summoned him, confused him with mindblast, then just blasted away, with >100% resistance penetration. He hit me once or twice, but I had shields up.

Code: Select all

  [ToME4 @ www.te4.org Character Dump]

Sex              : Male         STR:  12
Race             : Yeek         DEX:  43
Class            : Anorithil    MAG:  99
Level            : 50           WIL:  47
Exp              : 1939%        CUN:  106
Gold             : 944.93       CON:  72

Accuracy(Main Hand):  57        Life             :     1145/1145Encumbrance      : 51/61
Damage  (Main Hand):  84                                        Difficulty       : Normal
Permadeath       : Adventure
APR     (Main Hand):  13        Mana             :     499/499
Crit    (Main Hand):  78%       Positive         :     23/167
Speed   (Main Hand): 1.00       Negative         :     33/167
                                
                                
                                

Fatigue          : 3%           Spellpower       : 76.5
Armor            : 17           Spell Crit       : 100%
Armor Hardiness  : 30%          Spell Speed      : 1
Defense          : 46.85        
Ranged Defense   : 46.85        
All damage       : 2%
Physical damage  : 50%
Light damage     : 32%
Darkness damage  : 54%
Temporal damage  : 32%

Physical Save    : 74.138332296061
Spell Save       : 82.450665836849
Mental Save      : 58.475

All Resists:  15%
Physical Resist(cap):  19%( 70%)
Fire Resist(cap):  28%( 70%)
Acid Resist(cap):  20%( 70%)
Light Resist(cap):  28%( 70%)
Mind Resist(cap):  28%( 70%)
Temporal Resist(cap):  64%( 70%)
Confusion Resistance:  95%
Blind Resistance:  50%
Silence Resistance: 100%
Stun Resistance:  15%
Knockback Resistance: 100%

Number of NPC killed: 5134
Most killed NPC: fire drake hatchling (260)

  [Winner!]

Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?


  [Talents Chart]

 - Race / Yeek                        (mastery 1.00)
    Dominant Will (generic)           1/5
    Unity (generic)                   5/5
    Quickened (generic)               5/5
    Wayist (generic)                  1/5
 - Technique / Combat training        (mastery 1.00)
    Thick Skin (generic)              5/5
    Armour Training (generic)         1/10
    Combat Accuracy (generic)         0/5
    Weapons Mastery (generic)         0/5
    Dagger Mastery (generic)          0/5
 - Celestial / Chants                 (mastery 1.30)
    Chant of Fortitude (generic)      5/5
    Chant of Fortress (generic)       1/5
    Chant of Resistance (generic)     0/5
    Chant of Light (generic)          0/5
 - Celestial / Light                  (mastery 1.30)
    Healing Light (generic)           3/5
    Bathe in Light (generic)          3/5
    Barrier (generic)                 5/5
    Providence (generic)              5/5
 - Celestial / Sun                    (mastery 1.50)
    Searing Light (class)             5/5
    Sun Flare (class)                 5/5
    Firebeam (class)                  4/5
    Sunburst (class)                  1/5
 - Celestial / Glyphs                 (mastery 1.30)
    Glyph of Paralysis (class)        1/5
    Glyph of Repulsion (class)        2/5
    Glyph of Explosion (class)        4/5
    Glyph of Fatigue (class)          2/5
 - Celestial / Twilight               (mastery 1.30)
    Twilight (class)                  2/5
    Jumpgate (class)                  1/5
    Mind Blast (class)                1/5
    Shadow Simulacrum (class)         5/5
 - Celestial / Star fury              (mastery 1.30)
    Moonlight Ray (class)             5/5
    Shadow Blast (class)              5/5
    Twilight Surge (class)            5/5
    Starfall (class)                  3/5
 - Celestial / Hymns                  (mastery 1.30)
    Hymn of Shadows (generic)         1/5
    Hymn of Detection (generic)       1/5
    Hymn of Perseverance (generic)    1/5
    Hymn of Moonlight (generic)       5/5
 - Celestial / Eclipse                (mastery 1.30)
    Blood Red Moon (class)            5/5
    Totality (class)                  5/5
    Corona (class)                    5/5
    Darkest Light (class)             1/5
 - Cursed / Cursed aura               (mastery 1.00)
    Defiling Touch (generic)          1/5
    Dark Gifts (generic)              0/5
    Ruined Earth (generic)            0/5
    Cursed Sentry (generic)           0/5
 - Uber / Strength                    (mastery 1.00)
    Flexible Combat (class)           0/1
    You Shall Be My Weapon! (class)   0/1
    Massive Blow (class)              0/1
    Steamroller (class)               0/1
    Irresistible Sun (class)          0/1
    I Can Carry The World! (class)    0/1
    Legacy of the Naloren (class)     0/1
 - Uber / Dexterity                   (mastery 1.00)
    Through The Crowd (class)         0/1
    Swift Hands (class)               0/1
    Windblade (class)                 0/1
    Windtouched Speed (class)         0/1
    Giant Leap (class)                0/1
    Crafty Hands (class)              0/1
    Roll With It (class)              0/1
 - Uber / Constitution                (mastery 1.00)
    Draconic Body (class)             0/1
    Bloodspring (class)               0/1
    Eternal Guard (class)             0/1
    Never Stop Running (class)        0/1
    Armour of Shadows (class)         0/1
    Spine of the World (class)        0/1
    Fungal Blood (class)              0/1
 - Uber / Magic                       (mastery 1.00)
    Spectral Shield (class)           0/1
    Aether Permeation (class)         0/1
    Mystical Cunning (class)          0/1
    Arcane Might (class)              0/1
    Temporal Form (class)             0/1
    Blighted Summoning (class)        0/1
    Revisionist History (class)       0/1
 - Uber / Willpower                   (mastery 1.00)
    Draconic Will (class)             0/1
    Meteoric Crash (class)            0/1
    Garkul's Revenge (class)          0/1
    Hidden Resources (class)          0/1
    Lucky Day (class)                 1/1
    Unbreakable Will (class)          0/1
    Spell Feedback (class)            0/1
 - Uber / Cunning                     (mastery 1.00)
    Fast As Lightning (class)         0/1
    Tricky Defenses (class)           0/1
    Endless Woes (class)              0/1
    Secrets of Telos (class)          0/1
    Elemental Surge (class)           0/1
    Eye of the Tiger (class)          1/1
    Worldly Knowledge (class)         0/1

  [Inscriptions (5/5)]

Infusion: Wild
Rune: Controlled Phase Door
Infusion: Regeneration
Rune: Reflection Shield
Infusion: Heroism

  [Current Effects]

- Corona
- Premonition
- Hymn of Moonlight
- Chant of Fortitude
- Curse of Nightmares

  [Character Equipment]

 In main hand
a) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, darkness damage) (Nightmares)
   Type: weapon / staff ; tier 5
It must be held with both hands.

Base power: 30.0 - 36.0
Uses stat: 150% Mag
Damage type: Darkness
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes stats: +8 Mag / +7 Wil
Changes damage: +30% physical / +30% light / +30% darkness / +30% temporal
Talents cooldown: Arcane Vortex (-2 turns) Ice Storm (-2 turns) Chain Lightning (-2 turns) Fireflash (-2 turns)
Talent granted: +1 Command Staff 
Silence immunity: +40%
Mana when firing critical spell: +12.00
Maximum mana: +40.00
Spellpower: +40
Spell crit. chance: +25%
Curse of Nightmares

   Dropped by orc pyromancer
 In off hand
 On fingers
b) wizard's voratun ring of life
   Type: jewelry / ring ; tier 5

When wielded/worn:
Changes stats: +10 Mag
Spell save: +20
Life regen: +1.60
Maximum life: +74.00
Healing mod.: +20%

   Dropped by orc necromancer
c) sneakthief's gold ring of life
   Type: jewelry / ring ; tier 3

When wielded/worn:
Changes stats: +5 Cun / +6 Dex
Life regen: +1.10
Maximum life: +53.00
Healing mod.: +15%

   Dropped by Gonin the shalore
 Around neck
d) Elenylach
   Type: jewelry / amulet ; tier 5

When wielded/worn:
Armour: +5
Defense: +8
Changes stats: +6 Con
Changes resistances: +58% temporal
Physical save: +33
Knockback immunity: +100%
Life regen: +1.50
Equilibrium when hit: +0.16
Maximum life: +80.00
Mental crit. chance: +1%

 Light source
e) preserving dwarven lantern of the moons
   Type: lite / lite ; tier 5

When wielded/worn:
Changes stats: +4 Con
Changes resistances: +15% light
Changes damage: +12% darkness
Life regen: +2.50
Light radius: +4
Infravision radius: +2
It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown :
Effective talent level: 5.2
Power cost: 8 out of 8/8.
Range: 10.00
Travel Speed: instantaneous
Is Spell: true
Description: Calls the power of the Moon into a beam of shadows doing 352.72 damage.
The damage will increase with the Magic stat
   Dropped by Rak'shor, Grand Necromancer of the Pride
 Main armor
f) Black Robe (6 def, 0 armour)
   Type: armor / cloth ; tier 5

When wielded/worn:
Physical power: +10
Defense: +6
Changes stats: +5 Mag / +4 Wil / +3 Cun
Spell save: +25
Blindness immunity: +50%
Spellpower: +30
See invisible: +10
Talent on hit(spell): Blood Grasp (5% chance level 3).
Talent on hit(spell): Soul Rot (5% chance level 3).
Talent on hit(spell): Bone Spear (5% chance level 3).

   Dropped by orc necromancer
 Cloak
g) Cloth of Dreams (10 def, 0 armour)
   Type: armor / cloak ; tier 4

When wielded/worn:
Defense: +10
Changes stats: +6 Cun / +5 Wil
Changes resistances: +15% mind
Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber 
Physical save: +10
Spell save: +10
Mental save: +10
Mindpower: +6
The wearer is asleep.
Lucid-Dreamer:This item allows the wearer to act while sleeping.
It can be used to activate talent Slumber (costing 10 power out of 25/25) :
Effective talent level: 3.3
Power cost: 10 out of 25/25.
Range: 7.00
Travel Speed: instantaneous
Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act.  Every 56 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your mindpower.
   Dropped by elder vampire
 On head
h) Malslek the Accursed's Hat (2 def, 0 armour)
   Type: armor / head ; tier 4

When wielded/worn:
Defense: +2
Damage when the wearer hits(melee): 10 % chances to cause a gloom effect
Changes resistances: +15% fire
Changes damage: +10% darkness / +10% physical
Talent mastery: +0.20 Cursed / Punishments 
Mental save: -10
Hate when firing a critical mind attack: +2.00
Hate per kill: +2.00
Maximum hate: +20.00
Spellpower: +10
Mindpower: +10
Mental crit. chance: +10%
Healing mod.: -10%
Talent on hit(spell): Agony (10% chance level 2).

   Dropped by Ungolë
 Around waist
i) drakeskin leather belt 'Groworder'
   Type: armor / belt ; tier 5

When wielded/worn:
Accuracy: +18
Physical crit. chance: +12.0%
Physical power: +6
Defense: +13
Changes stats: +10 Dex / +12 Cun / +6 Con
Damage when the wearer hits(melee): 4 nature
Changes resistances penetration: +5% physical
Changes damage: +3% physical
Stealth bonus: +15
Mental save: +11
Mindpower: +7
Healing mod.: +10%

 On hands
j) drakeskin leather gloves 'Unlightpunish' (0 def, 9 armour)
   Type: armor / hands ; tier 5

When wielded/worn:
Accuracy: +25
Armour penetration: +9
Physical crit. chance: +19.0%
Armour: +9
Changes stats: +5 Cun / +11 Dex
Changes resistances: +6% acid
Critical mult.: +37.00%
Stun/Freeze immunity: +15%
Spell crit. chance: +20%
Mental crit. chance: +11%
It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: A steady shot, doing 195% damage.
   Dropped by Arira the minotaur
 On feet
k) dreamer's pair of hardened leather boots of spellbinding (0 def, 3 armour)
   Type: armor / feet ; tier 3

When wielded/worn:
Armour: +3
Fatigue: +3%
Changes stats: +1 Mag
Physical save: +9
Spell save: +11
Mental save: +9
Lowers spell cool-downs by: 10%

   Dropped by The Master
 Tool
l) Fortune's Eye
   Type: tool / misc ; tier 4

When wielded/worn:
Accuracy: +12
Defense: +12
Changes stats: +5 Lck / +5 Cun
Changes resistances: +5% physical
Changes damage: +5% physical
Physical save: +10
Spell save: +10
Mental save: +10
See stealth: +12
See invisible: +12
It can be used to activate talent Track (costing 18 power out of 35/35) :
Effective talent level: 2.0
Power cost: 18 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 26 for 5 turns.
The radius will increase with the Cunning stat
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Reidan
Higher
Posts: 77
Joined: Sat Oct 20, 2012 7:47 pm

Re: [b43] Bob the Yeek Anorithil (winner)

#2 Post by Reidan »

how do you clear the duathedlen darkness anyways? a light generating skill?

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [b43] Bob the Yeek Anorithil (winner)

#3 Post by lukep »

Summertide Phial's activation is the only way in B43. SVN has that ability for Sun Infusions as well.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: [b43] Bob the Yeek Anorithil (winner)

#4 Post by phantomglider »

Umbraphage also clears it automatically.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: [b43] Bob the Yeek Anorithil (winner)

#5 Post by PureQuestion »

The Artifact sword Dawn's Blade will also clear Duathedlen darkness when activated.

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