GRR no shady cornac!

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skein
Halfling
Posts: 107
Joined: Mon Aug 13, 2012 12:03 am

GRR no shady cornac!

#1 Post by skein »

I made a yeek necro just to open up psionicists. Rescued my yeek and recalled out halfway through 11 and went straight to derth. Not only are there a huge number of nasty halflings walking around but there is no shady cornac!

playing 1.42 so I expected him to still be there. the only thing I can think of that might be messing with it is I am using the new expanded escort addon. I wonder if he nerfed my 2 generic points :(

I planned on running him up to 20 for the caldera chance but without the 2 points it seems kinda pointless. (Also risky, I was counting on that for armor)

TheRani
Archmage
Posts: 321
Joined: Sun Jan 16, 2011 7:25 pm

Re: GRR no shady cornac!

#2 Post by TheRani »

I think he disappears after you hit level 10.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: GRR no shady cornac!

#3 Post by Frumple »

Chiming in for the confirm. The arena fight in derth is specifically for levels 1-10. If you show up at level eleven or later, the fellow will be gone.

skein
Halfling
Posts: 107
Joined: Mon Aug 13, 2012 12:03 am

Re: GRR no shady cornac!

#4 Post by skein »

Dang blam it. I had assumed he stayed until derth went elemental 8/ Geez getting a yeek there any earlier is gonna be a pita. Guess I should have not cleared the first 2 dungeons completely and just gone after the boss.

Yeeks are already hard enough, lost several in the first dungeon before I caved an learned eye for the first few levels. They are even harder if you cannot clear the first couple of dungeons for gear.

Oh well getting psionicist unlocked was easy enough so I can play a dwarf one which is what I really wanted anyway.

As a side note necros are ridiculous. They have all the tools a regular archmage does at low levels plus summons. Somehow I doubt they take a dive in survivability later.

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

Re: GRR no shady cornac!

#5 Post by phantomglider »

You can Rod of Recall out of the Halfling Ruins and come back later. The fight between Z and the Wayist doesn't start until you can see them.

Spell/Aegis is absurdly powerful once shield runes start showing up, and Necros miss out on it; in my experience they also have mana and cooldown problems, though that may have changed with the addition of Celestial/Starfury to liches. You also start running into more things that can AOE you and all your summons at once, or squish them fairly quickly and then focus on you.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

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