ToME: the Tales of Maj'Eyal

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PostPosted: Thu Nov 23, 2017 2:26 pm 
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Cornac

Joined: Thu Nov 23, 2017 2:19 pm
Posts: 39
Hello community,

How do I improve as a beginner? The furthest I got was a level 20 something berserker into like level 4 or 5 of Daikara tower. On the one hand I want to improve through specialization. I have this tried and tested Zerker strat with warshout -> crushing blow -> deaths dance etc with precise strikes active 100% and the like. On the other hand, I do not want to develop bad habits or blindly follow a suboptimal strat simply because it suffices. However, exploring other options is extremely difficult it seems, since so much information means very little to me. In other words, I havo no clue on the basis of what I can judge a strat or tactic or char to be better or worse overall. I was hoping you guys could give some key indicators I should look out for?

Thank you very much in advance,

Spreeuw


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PostPosted: Thu Nov 23, 2017 8:21 pm 
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Uruivellas

Joined: Sun May 19, 2013 1:58 am
Posts: 784
Mostly just keep playing the game stuff clicks for you. Getting good at selecting and using Inscriptions is one of the most important things to learn. Try a variety of classes as well since some people just get some classes better than others. I also recommend reading this beginner guide if you haven't done so already.

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My wiki page, which contains a guide and resource compilation and class tier list.


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PostPosted: Thu Nov 23, 2017 8:30 pm 
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Cornac

Joined: Thu Nov 23, 2017 2:19 pm
Posts: 39
Thank you so much! I will definitely read the guide!

I still struggle with inscriptions and runes. My zerkers survive so for with their starting Wild and Regen infusion, often with use able items like a totem or Bill''s trunk. In the guides I have read so far they always advise the player to extend the rune slots. I haven'the dared to change my standard infusions or runes (I think I never have had runes since you do not start with them. )


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PostPosted: Thu Nov 23, 2017 11:57 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5721
Starting Inscriptions at level 20 will not help.

Even if you don't find better ones, you can still go shopping for better ones.

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PostPosted: Fri Nov 24, 2017 7:34 am 
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Thalore

Joined: Mon Jun 23, 2014 1:02 pm
Posts: 120
First things first - welcome to the game, and have fun in Eyal!

Since you start with three infusion slots, but only with two infusions, you want to fill that third slot as soon as you find anything even remotely useful. Ultimately, you probably want a movement infusion (or even two), the bigger movespeed bonus, the better.

The starting wild infusion is pretty powerful and will carry you far - in the early game, physical status effects are the most dangerous ones, especially stun. The starting wild also has the lowest cooldown (12 turns), so you can keep that one for a good portion of the game.

The same can not be said about the starting regen infusion, 60hp / 5 turns is quite low. You are almost guaranteed to find a more efficient infusion quite soon. Having two regen infusion is still better than having only a single one.

Certain infusion are displayed in green text, with a suffix "of the warrior / wizard / thief" etc. These infusion scale their effects with one of the primary attributes, and are pretty much always more efficient than the standard ones. For example, you can easily find a "120hp / 5 turns" regen in the very early dungeons, and these can later scale way over "300hp / 5 turns". Even better, as you gain levels and raise the corresponding stat, the infusion's effect grows with it. As a berserker, you want to raise Strength first - infusions with the "of the warrior" suffix are best for you.

Also note that when you overwrite your existing infusion, the old one is lost immediately and the new one is put on cooldown before you can use it. Bottom line - never ever switch infusion during combat.

Those are the basics. bpat has created a much more elaborate guide that you may find helpful.

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PostPosted: Fri Nov 24, 2017 6:14 pm 
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Archmage

Joined: Mon Dec 15, 2014 10:08 pm
Posts: 377
Try caster/ranged classes. They can finish off a lot of threats before they can attack you. Archer, Temporal Warden, Archmage for example. If they don't start with armor training, you can buy that skill in Last Hope so you can wear heavy helms, boots & gloves with 1 point in it.

Always have negative status removal. Physical tends to be the worst, stuns pins dazes and such. Then mental statuses, confuse, fear, inner demons. Magical status effects aren't too bad generally. Conversely, once tough fights begin it's wise to inflict negative statuses on your opponents as your first move.

Always have an escape. Torque, rune, amulet or skill that teleports you in an emergency will save your life. No shame in running, or even abandoning a zone until you are higher level. Don't be stubborn, if you feel like you can't win, gtfo!

Speaking of torques, there are several types that give you flat damage reduction to a variety of damage types. Such as "Reduces physical, acid, etc damage by 30 for 7 turns." Which, in the early game, can mean you are invulnerable to those damage types for the duration. First thing you should do on completing the beginner dungeon should be to go to all the towns and shop for one. And keep an eye out for quality runes and infusions. You'll be drowning in gear from the dungeons so only pay for equipment if it's excellent.

Shielding runes are excellent because they activate instantly, you don't have to take a turn to use them. Very helpful when opening golden chests, it's like adding several hundred HPs before the battle starts. Activate torque, activate shield, use class buff skills, then open it. Stack the deck in your favor ahead of boss/rare fights.

Run all the tier 1 dungeons first to get items and gold. Each boss has a guaranteed artifact, most of which are helpful. And the extra gold can help you shop for upgrades in each equipment slot. Then run all the tier 2 dungeons.

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"You could skip it, i think it drops 0 xp and 1 copper [at most], you are better off selling oxygen to beggars to become rich."


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PostPosted: Fri Nov 24, 2017 9:19 pm 
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Cornac

Joined: Wed Jul 14, 2010 6:36 pm
Posts: 35
The more danger you are in, the more slowly you should play.


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PostPosted: Mon Nov 27, 2017 10:24 pm 
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Yeek

Joined: Wed Jun 14, 2017 7:07 pm
Posts: 12
The recommended Zone Progression order helped me alot. I have trouble figuring out what is the next dungeon to enter that will be the least risk for me.
https://te4.org/wiki/Recommended_Zone_Order_Progression

Also it helped me to take some notes. For example with Alchemist I replaced the manasurge rune with regeneration or Phase Door. Also I took note of some non-obvious places to spend talent points (e.g. Golem Power helps with healing an alchemist's golem)

--FP


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PostPosted: Sat Dec 02, 2017 1:57 am 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2263
Pick one class and play in the arena until you are smashing it out of the park.

Then do main campaign.

I've won insane several times and I still use arena to test run unusual builds etc.

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PostPosted: Sat Dec 02, 2017 3:15 am 
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Thalore

Joined: Fri Jul 18, 2014 11:48 am
Posts: 149
jenx wrote:
Pick one class and play in the arena until you are smashing it out of the park.


But you can't zig-dig / cornersnipe / get escorts / drown.

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PostPosted: Sat Dec 02, 2017 4:52 am 
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Magical Girl

Joined: Wed Aug 27, 2014 11:36 am
Posts: 426
St_ranger_er wrote:
jenx wrote:
Pick one class and play in the arena until you are smashing it out of the park.


But you can't zig-dig / cornersnipe / get escorts / drown.

you don't need to do any of these things to win insane... with the exception of escorts which are optional random skills rather than something you do.

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PostPosted: Sat Dec 09, 2017 12:08 am 
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Cornac

Joined: Thu Nov 23, 2017 2:19 pm
Posts: 39
Thanks for the tips. With Bulwark I was able to hit lvl 30 in the East and now unlocked Palabro''s and Anathoril. I play a Paladin now, he seems very strong with shield and everything! I also play an archer but I have trouble kiting strong and fast enemies like rare wolves or snakes. I learn little by little... :^)


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PostPosted: Sun Dec 10, 2017 8:28 pm 
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Cornac

Joined: Thu Nov 23, 2017 2:19 pm
Posts: 39
So after getting to the East, the first two level dungeons seem a bit dull (although I still die sometimes since I am getting acquainted with new classes). So I now try to play on nightmare/roguelike. Perhaps this is too much? What would you recommend to spice things up? Normal roguelike, nightmare adventurer, or nightmare roguelike?


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PostPosted: Sun Dec 10, 2017 11:25 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5721
I find that the difficult part of the game is pre East, so Roguelike just means its harder to get through the early content, while Nightmare makes the late content a little bit tough.
It really depends on how you like your spice though.

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PostPosted: Tue May 01, 2018 11:20 pm 
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Higher

Joined: Sat May 09, 2015 6:56 pm
Posts: 52
Most of the good advice has already been mentioned, but I'll add something. On normal, if you find yourself getting tired, bored, uninterested, unfocused, or impatient, then quit and pick it up again later. I have found that being lulled into inattention was the number 1 way to die on normal.

After you learn the baseline stuff to beat normal, each of the future difficulties just requires a few added new "safety rules" in order to get through it. For example, starting in nightmare you kind of want to avoid the random patrols, though it becomes critical by insane+. In insane, you want to rest like 40 times after you clear a battlefield with a trap setter in it, as those can one-shot you. And so forth.


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