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Finally beat insane mode

Posted: Mon Jun 07, 2010 3:41 am
by Vanguard
Here's the dump:

Sex: Male
Race: DĂșnadan
Class: Archmage
Level: 14

Exp: 66%
Gold: 499.56

Life: 521/521
Stamina: 180/180
Mana: 270/270

STR: 28
DEX: 11
MAG: 38
WIL: 24
CUN: 12
CON: 29

Attack(Main Hand): 9
Damage(Main Hand): 31
APR (Main Hand): 0
Crit (Main Hand): 2%
Speed (Main Hand): 1.00

Spellpower: 66
Spell Crit: 9%
Spell Speed: 1

Fire damage: 7%
Cold damage: 7%
Blight damage: 7%
Lightning damage: 7%
Acid damage: 7%

Fatigue: 47%
Armor: 29
Defense: 13
Ranged Defense: 13

Physical Resist: 21
Spell Resist: 22
Mental Resist: 16

Fire Resist: -20%
Cold Resist: 20%
Nature Resist: 20%

Number of NPC killed: 740
Most killed NPC: white worm mass (31)

The Master and the greater mummy are a bunch of cheaters.

By the way, does anyone know exactly how do physical resist, spell resist, and mental resist work? Do they just take that percentage of damage off of attacks, or are they more for resisting effects like stunning?

Re: Finally beat insane mode

Posted: Mon Jun 07, 2010 7:40 am
by darkgod
Physical/mental/spell resists allow you a chance to ignore a bad effect, like a stun, a freeze, confusion ....
They do not reduce or even affect in any ways the basic damage.

Well done!

How was it ? hard ? very hard ? needs to be harder ? mages are cheated ? :)

Re: Finally beat insane mode

Posted: Mon Jun 07, 2010 10:34 am
by Vanguard
darkgod wrote:How was it ? hard ? very hard ? needs to be harder ? mages are cheated ? :)
It took a good number of tries. Part of it was probably my own impatient insistence on immediately going to more dangerous areas for quick leveling, but y'know, still definitely a solid challenge.

The Master was the scariest enemy, with a total of 1800 health, ~200 ranged damage a turn, and abilities like freezing, he killed off a few of my more promising characters.

The spiders were huge wimpy pushovers though. They could use extra speed and damage or something.

I think that I overestimated the advantages of mages over warriors. I still say mages are the stronger of the two, but it's not overwhelmingly severe.

Re: Finally beat insane mode

Posted: Mon Jun 07, 2010 1:10 pm
by darkgod
In beta4 melee class will get a boon in having rush available earlier and heightened senses to see further than light radius

Re: Finally beat insane mode

Posted: Tue Jun 08, 2010 4:32 am
by Vanguard
There should also be a rod of recall (or something like that) you get for beating an early boss so you don't have to walk all the way back after a boss fight when a mage can just teleport to angolwen and be done with it.

Re: Finally beat insane mode

Posted: Tue Jun 08, 2010 5:39 am
by Canderel
Yeah, I've more than once done the trollshaws, but coming back I almost get killed (ok, I did get killed more than once), as I am a fair bit higher level now than I was when entering the shaws.

Re: Finally beat insane mode

Posted: Tue Jun 08, 2010 3:26 pm
by darkgod
Hum yes energizing rings are far too strong I'll nerf them

Re: Finally beat insane mode

Posted: Wed Jun 09, 2010 4:05 am
by Vanguard
I rarely had problems with running out of mana. Even level 1 manaflow gives you enough to finish most fights. For arcane blades or shadowblades, on the other other hand, an energy ring is a must-have.

Re: Finally beat insane mode

Posted: Mon Jun 14, 2010 8:39 am
by registeringislame
darkgod wrote:Hum yes energizing rings are far too strong I'll nerf them
Oh noes! Is there a ring dealing with equilibrium? I haven't seen one.