Stone Warden / Demonologist / Arcane Blade - Tanking Madness
This build is very durable, but the start is a challenge on madness.
You will need the Dwarven Adventurers mod
Or you can edit your save file and manually add the categories.Madness WinnerInsane Winner
(from before Buckler Training was removed as an adventurer option)Initial Talents
Corruption / Doom shield
Corruption / Demonic pact
Chronomancy / Flux
Wild-gift / Earthen power
Chronomancy / Matter
Race / Dwarf
Celestial / Light
Spell / ConveyanceBuy
Technique / Combat training
Spell / Staff combat (Optional - I skipped it.)Level 10
Psionic / AbsorptionLevel 20
Wild-gift / Earthen vinesLevel 36
Technique / Magical CombatWyrm Bile
Spell / StoneHow to Play the Build at Various Stages1: Escape from Reknor
Be careful. Run away frequently. Osmosis shield will probably drain all of your vim when you use it. I played as a weak Chronomancer and avoided melee while using Dust to Dust.2: Until You Have Rings of Vim on Hit
Buy Armour Training to at least level 2 ASAP.
Continue to avoid close combat.
Open up the Old Forest. Optionally, you can open up everything to make the game easier.3: With Good Vim Restoration - Obtaining Tarrasca
With Vim on Hit, Osmosis shield will now work reliably. You should be pretty tanky. Do not turn on the vines. Doing so will probably kill you. Unless you are exceptionally lucky, you will not find Tarrasca. The vault is your friend. This is why we opened up the Old Forest.4: Wearing Tarrasca - Eternal Guard
You are very tanky, but your play style is now changed due to vines.
50% movement speed is a major problem, but the 50% damage reduction of Tarrasca should more than make up for it if you are careful.
This means that you do not move in combat without using a movement infusion. Teleporting (phase door, twisted portal and rockwalk are your friends) is the way to go. Alternatively, Rockswallow brings them to you.
You can now take out those pesky Ziguranth patrols and adventurer parties, which is really good news because you will not be outrunning anybody with a 50% movement speed penalty. If you forget to trigger a movement infusion right before exiting to the world map, you can expect to fight a lot of random encounters.5: Eternal Guard - Flexible combat
If you have enough resistances on your shields, you should be extremely tanky. I had 10 out of the 12 types on my run through. I was missing temporal and arcane. I made sure that I had temporal on one of the shields in my off-set. If you wield Shantiz telekenetically, you can switch sets without penalty. Be careful when you do so. I like to set block to auto on visible enemies. This parameter will need to be reset EVERY
time you switch weapon sets.
I tanked the Room of Death to the point where I was getting 'out of memory' errors.6: Flexible Combat - End Game
Spectral Guard is a good alternative to Flexible Combat if you do not have enough resistances on your shields.
Once you imbibe the bile and open up Spell / Stone, you will be rocking. Before that combat will be long and tedious.Essential EquipmentDemon Seeds
Rings - One with Vim on Hit, the other with Vim per Round.
Armour - Removing debuffs is priority #1, so go with Fiery Cleansing from a Fire Imp seed.
Staff - Go for the Fire Imp seed for the extra damage.
Shields - Resistances are priority number one, but telepathy from a Dúathedlen seed is tempting.Items
Boots with the highest Undeterred ego numbers you can find.
Shields with as many different resistances as possible.
A staff with Mana on Crit or Mana Regen for your psionic slot.
Anything to increase Mana and Vim regeneration.Inscriptions
Two wilds and a movement.