Wyrmie! The failed anti-magic experience

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barnitz
Low Yeek
Posts: 7
Joined: Sat Jan 02, 2021 4:44 am

Wyrmie! The failed anti-magic experience

#1 Post by barnitz »

So, after a handful of successful runs through Normal Adventure, I've decided to step back up to Nightmare Adventure.

I most recently won with an anti-magic summoner. The character started off weak and took a couple tries to get going... But then, everything started clicking, I started understanding a lot of the game mechanics more, better able to filter out important gear and stats from non-important ones, and I just cruised through the game.

So my next character I made was an Ogre Wyrmic! Wyrmie! I wanted to go and hit things with a big stick, with a mindstar in my offhand, and pumping anti-magic everywhere!!! Well, most of you adept people are going to know how this went.

I got to about level 11... And was almost full on getting my 2h ability ready to go. I decided I should go get some mindstar training in Zigur. Well, I went there. It said it seemed dangerous for me, so I should not go that way. I assumed I had some kind of item on that was preventing me from going in, so I checked my gear. Nothing equipped... Hmmm. Why can't I go in??? Oh well. I went and took off all my runes for mediocre inscriptions. I then went and finished leveling to get my ogre-wielding ability! It was great, I was now able to wear my Ogre 2h, and my mindstar in the offhand. AWESOME!!! Well. I also found a pretty cool belt, but it had arcane disrupting forces. So I put the belt on. It gave me the anti-magic warning, saying something I was wearing was disrupting my gear or abilities. Hmmm... nah, no way, I already checked my gear.

I started going into the next zone, and then thats when I noticed, my mindstar was no longer equipped. WHAT IS GOING ON!!!! I knew it had to be because of the arcane disruption, but why would that take my item off? Well... At this point I decide to check the ability..... and there, in beautiful text on my wonderful ogre-wielding ability "is a spell". On a passive. Is.... A... Spell.....

My dreams of an anti-magic Wyrmie Wyrmic Ogre are now dashed. I cannot go into Zigur.

However, in this defeated moment, I actually felt joy. Yes, my plan for my character is now completely dashed (and man, I got a REALLY great start so I am just gonna roll with it) but I was able to figure out why, without any guide, without googling or freaking out. Just by mechanics of the game revealing themselves to me, as I learned. It was amazing, this incredibly intricate set of interactions, it just made me appreciate this game SOOOOO much more.


Anyhow, now that mindstars might be off the table for an offhand, does anyone have any suggestions of what I should put there? Is a shield viable? A dagger?

Here is my character as is, and I will continue plugging forward!

https://te4.org/characters/280389/tome/ ... fb094cd601

smithfield
Halfling
Posts: 111
Joined: Wed May 23, 2012 1:19 am

Re: Wyrmie! The failed anti-magic experience

#2 Post by smithfield »

This game is just full of stuff like this. The learning never stops really.
Your question is a hard one to answer because its so open ended.
As a quick hit, I'd just say that you can never have too much mindpower nor WP as a Wyrmic.
As you get further in, res pen on your main elemental dmg will be more and more important.
I'd be completely opportunistic and use anything that seems fun.
I love Acera and if I found it w/ a dual wielding ogre, I'd be using it.
Acera and Obliterator, that's a fun thought.
Looks like you've got a very good shield for a wyrmic at the moment.
Good job.

barnitz
Low Yeek
Posts: 7
Joined: Sat Jan 02, 2021 4:44 am

Re: Wyrmie! The failed anti-magic experience

#3 Post by barnitz »

Guess what, Wyrmie made it!

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