Another (more spoily) Reavers Thread

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edge2054
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Joined: Fri May 28, 2010 4:38 pm

Another (more spoily) Reavers Thread

#1 Post by edge2054 »

I would have posted this in the other thread that was started but I don't feel right about putting character dumps in general discussion.

A potion of free action may have saved this character. Got chain stunned by The Greater Mummy Lord (Shield Pummel, Freeze, then Ringil all while dude had Blinding Speed going).

The fight started off really well, I had him down to below half life before he managed to hit me. Then that was it, he took his turn and killed me.

I'll post some general thoughts on the class in the next post.

Code: Select all

  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Male         STR:  48
Race             : Skeleton     DEX:  29
Class            : Reaver       MAG:  46
Level            : 18           WIL:  18
Exp              : 73%          CUN:  16
Gold             : 166.40       CON:  27

Attack(Main Hand):  54          Life             :     -10/520  Encumbrance      : 108.6/126
Damage(Main Hand):  53                                          Difficulty       : Normal
APR   (Main Hand):   5          
Crit  (Main Hand):   8%         
Crit  (Main Hand):   8%         
Crit  (Main Hand):   8%         Vim              :     79/168
Speed (Main Hand): 1.00         

Attack (Off Hand):  54
Damage (Off Hand):  23
APR    (Off Hand):   4
Crit   (Off Hand):   3%
Speed  (Off Hand): 1.00

Fatigue          : 44%          Spellpower       : 52
Armor            : 16.3         Spell Crit       : 2.8%
Defense          : 11.65        Spell Speed      : 1
Ranged Defense   : 11.65        

All damage       : 6%
Physical damage  : 28%
Cold damage      : 5%

Physical Save    : 25.75
Spell Save       : 23
Mental Save      : 15.5

Cold Resist:  45%
Nature Resist:  32%
Poison Resistance: 100%
Bleed Resistance: 100%
Fear Resistance: 100%

Number of NPC killed: 1660
Most killed NPC: wolf (94)

  [Talents Chart]

 - Technique / Combat training        (mastery 1.30)
    Heavy Armour Training (generic)   1/5
    Massive Armour Training (generic) 1/5
    Health (generic)                  1/5
    Weapon Combat (generic)           4/10
    Sword Mastery (generic)           0/10
    Axe Mastery (generic)             0/10
    Mace Mastery (generic)            0/10
    Knife Mastery (generic)           0/10
 - Corruption / Sanguisuge            (mastery 1.30)
    Blood Sacrifice (generic)         1/5
    Drain (generic)                   3/5
    Absorb Life (generic)             1/5
    Life Tap (generic)                1/5
 - Corruption / Bone                  (mastery 1.30)
    Bone Spear (class)                1/5
    Bone Grab (class)                 1/5
    Bone Nova (class)                 1/5
    Bone Shield (class)               1/5
 - Corruption / Curses                (mastery 1.30)
    Curse of Defenselessness (class)  1/5
    Curse of Impotence (class)        1/5
    Curse of Death (class)            0/5
    Curse of Vulnerability (class)    0/5
 - Corruption / Plage                 (mastery 1.30)
    Virulent Disease (class)          5/5
    Cyst Burst (class)                1/5
    Catalepsy (class)                 1/5
    Epidemic (class)                  1/5
 - Corruption / Scourge               (mastery 1.30)
    Rend (class)                      1/5
    Ruin (class)                      1/5
    Acid Strike (class)               1/5
    Dark Surprise (class)             1/5
 - Corruption / Reaving combat        (mastery 1.30)
    Corrupted Strength (class)        1/5
    Bloodlust (class)                 2/5
    Carrier (class)                   1/5
    Acid Blood (class)                3/5
 - Undead / Skeleton                  (mastery 1.10)
    Skeleton (generic)                5/5
    Sharp Bones (generic)             0/5
    Bone Armour (generic)             0/5
    Re-assemble (generic)             0/5

  [Current Effects]

- Bloodlust
+ Frozen
- See Invisible

  [Completed Quests]

 -- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
 -- Into the darkness
It is time to explore some new places dark, forgotten and dangerous ones.
The Old Forest is just south-west of the town of Bree.
The Maze is west of Bree.
The Sandworm Lair is to the far west of Bree, near the sea.
Carn D?»m is to the north of Amon S?»l.
   * You have explored the Old Forest and vanquished the Old Man Willow.   
   * You have explored the Maze and vanquished the Minotaur.   
   * You have explored the Sandworm Lair and vanquished their Queen.   
   * You have explored Carn D?»m and vanquished the Dragon.   
 -- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
   * 15/15   

  [Active Quests]

 -- The Island of Dread
You have heard that in the bay of Belfalas, far to the south of Bree, lies the ruined tower of Tol Falas.
There are disturbing rumors of greater undeads and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!
 -- Of trolls and damp caves
Explore the caves below the tower of Amon S?»l and the trollshaws in search of treasure and glory!

   * You must explore Amon S?»l and find out what lurks there and what treasures are to be gained!   
   * You must explore the Trollshaws and find out what lurks there and what treasures are to be gained!   

  [Character Equipment]

 In main hand
a) galvorn waraxe of massacre (33.5-46.9 power, 5 apr)
   Type: weapon / waraxe
    33 Power [Range 1.40] (+100% Strength), 0 Attack, 5 Armor Penetration, Crit 6%
    Damage type: physical
    
    When wielded/worn:
    Increases damage type: 12% physical.
   Dropped by rogue
 In off hand
b) flaming dwarven-steel mace of massacre (26-36.4 power, 4 apr)
   Type: weapon / mace
    26 Power [Range 1.40] (+100% Strength), 0 Attack, 4 Armor Penetration, Crit 1%
    Damage type: physical
    
    When wielded/worn:
    Damage on hit(melee): 7 fire.
    Increases damage type: 16% physical.
   Dropped by Minotaur of the Labyrinth
 On fingers
c) garnets ring
   Type: jewelry / ring
    When wielded/worn:
    Increases damage type: 6% all.
d) Ring of Ulmo
   Type: jewelry / ring
    When wielded/worn:
    Increases stats: 4 Willpower,3 Constitution.
    Increases resistances: 25% cold,10% nature.
    Maximum mana 20
    Maximum stamina 20
    It can be used to summon a tidal wave, costing 60 power out of 60/60.
 Around neck
e) steel amulet of cunning (+2)
   Type: jewelry / amulet
    When wielded/worn:
    Increases stats: 2 Cunning.
 Light source
f) Phial of Galadriel
   Type: lite / lite
    When wielded/worn:
    Light radius 4
    It can be used to call light, costing 10 power out of 15/15.
 Main armor
g) charged(disperse magic) steel plate armour of nature resistance (4 def, 9 armor)
   Type: armor / massive
    When wielded/worn:
    Armor 9, Defense 4
    Fatigue 22%
    Increases resistances: 12% nature.
    It can be used to activate talent: Disperse Magic (level 1), costing 1 power out of 2/3.
   Dropped by Minotaur of the Labyrinth
 On head
h) Steel Helm of Hammerhand (0 def, 4 armor)
   Type: armor / head
    When wielded/worn:
    Armor 4, Defense 0
    Fatigue 8%
    Increases stats: 3 Strength,3 Constitution,4 Willpower.
    Increases physical save: 7.
    Increases spell save: 7.
    Increases mental save: 7.
   Dropped by Minotaur of the Labyrinth
 On hands
 On feet
i) Frost Treads (1 def, 2 armor)
   Type: armor / feet
    When wielded/worn:
    Armor 2, Defense 1
    Fatigue 14%
    Increases stats: 4 Strength,4 Dexterity,4 Cunning.
    Increases resistances: 20% cold,10% nature.
    Increases damage type: 5% cold.
    Light radius 1
   Dropped by Rantha the Worm
 Tool
 Quiver

  [Player Achievements]

'Exterminator' was wchieved for Killed 1000 creatures At 2010-09-12 23:01:19
'Level 10' was wchieved for Got a character to level 10. At 2010-09-12 19:22:42
'The secret city' was wchieved for Discovered the truth about mages. At 2010-09-12 22:57:44

  [Character Inventory]

a) acid-proof potion of cure poison
   Type: potion / potion
    It can be used to cure poison.
b) 2 acid-proof potion of lesser healing
   Type: potion / potion
    It can be used to heal some life.
c) acid-proof potion of mana
   Type: potion / potion
    It can be used to restore a good part of your mana.
   Dropped by skeleton master archer
d) 2 giant potion of see invisible
   Type: potion / potion
    It can be used to sense invisible for a while.
e) 8 potion of cure disease
   Type: potion / potion
    It can be used to cure poison.
f) 2 potion of free action
   Type: potion / potion
    It can be used to resist stuns, dazes and pinning.
   Dropped by sandworm
g) 15 potion of healing
   Type: potion / potion
    It can be used to heal a good part of your life.
h) 4 potion of invisibility
   Type: potion / potion
    It can be used to become invisible for a while.
i) 4 potion of lesser healing
   Type: potion / potion
    It can be used to heal some life.
j) potion of lesser mana
   Type: potion / potion
    It can be used to restore some mana.
k) 2 potion of mana
   Type: potion / potion
    It can be used to restore a good part of your mana.
l) 7 potion of see invisible
   Type: potion / potion
    It can be used to sense invisible for a while.
m) 8 potion of speed
   Type: potion / potion
    It can be used to increase your speed for a while.
n) 3 fire-proof scroll of magic mapping
   Type: scroll / scroll
    It can be used to map the area directly around you.
   Dropped by black ooze
o) 2 fire-proof scroll of phase door
   Type: scroll / scroll
    It can be used to teleport you randomly over a short distance.
p) long scroll of shielding
   Type: scroll / scroll
    It can be used to create a temporary shield that absorbs damage.
q) 2 scroll of enemies detection
   Type: scroll / scroll
    It can be used to detect enemies within a certain range.
   Dropped by yellow ooze
r) 10 scroll of identify
   Type: scroll / scroll
    It can be used to identify one object (or all with high magic stat).
s) 24 scroll of light
   Type: scroll / scroll
    It can be used to light up the surrounding area.
t) 4 scroll of magic mapping
   Type: scroll / scroll
    It can be used to map the area directly around you.
   Dropped by white ooze
u) 12 scroll of phase door
   Type: scroll / scroll
    It can be used to teleport you randomly over a short distance.
v) scroll of shielding
   Type: scroll / scroll
    It can be used to create a temporary shield that absorbs damage.
w) dwarven-steel greatsword
   Type: weapon / greatsword
x) steel longsword
   Type: weapon / longsword
   Dropped by green ooze
y) steel longsword of accuracy (16-22.4 power, 3 apr)
   Type: weapon / longsword
    16 Power [Range 1.40] (+100% Strength), 2 Attack, 3 Armor Penetration, Crit 3%
    Damage type: physical
    
   Dropped by armoured skeleton warrior
z) phase steel waraxe (11.5-16.1 power, 6 apr)
   Type: weapon / waraxe
    11 Power [Range 1.40] (+100% Strength), 0 Attack, 6 Armor Penetration, Crit 4%
    Damage type: physical
    
{) steel waraxe (11-15.4 power, 3 apr)
   Type: weapon / waraxe
    11 Power [Range 1.40] (+100% Strength), 0 Attack, 3 Armor Penetration, Crit 4%
    Damage type: physical
    
|) steel plate armour (4 def, 9 armor)
   Type: armor / massive
    When wielded/worn:
    Armor 9, Defense 4
    Fatigue 22%
}) charged(nature's touch) mummy wrappings of cold resistance (5 def, 2 armor)
   Type: armor / mummy
    When wielded/worn:
    Armor 2, Defense 5
    Fatigue 2%
    Increases resistances: -50% fire,13% cold.
    It can be used to activate talent: Nature's Touch (level 1), costing 1 power out of 4/4.
   Dropped by animated mummy wrappings
~) charged(bathe in light) mummy wrappings of cold resistance (5 def, 2 armor)
   Type: armor / mummy
    When wielded/worn:
    Armor 2, Defense 5
    Fatigue 2%
    Increases resistances: -50% fire,18% cold.
    It can be used to activate talent: Bathe in Light (level 2), costing 1 power out of 2/4.
   Dropped by animated mummy wrappings
) charged(bathe in light) mummy wrappings of fire resistance
   Type: armor / mummy
   Dropped by animated mummy wrappings
€) charged(healing light) mummy wrappings of nature resistance
   Type: armor / mummy
   Dropped by animated mummy wrappings
?) charged(regeneration) mummy wrappings of stability (5 def, 2 armor)
   Type: armor / mummy
    When wielded/worn:
    Armor 2, Defense 5
    Fatigue 2%
    Increases resistances: -50% fire.
    Increases stun immunity: 70%.
    Increases knockback immunity: 70%.
    It can be used to activate talent: Regeneration (level 1), costing 1 power out of 2/2.
   Dropped by animated mummy wrappings
‚) 3 opal
   Type: gem / blue
    When used to imbue an armour:
    Increases stats: 2 Strength,2 Dexterity,2 Magic,2 Willpower,2 Cunning.
   Dropped by green ooze
?) 2 amethyst
   Type: gem / violet
    When used to imbue an armour:
    Increases damage type: 4% all.

  [Last Messages]

Greater Mummy Lord hits Gorefiend for    9.20 cold damage   .
Greater Mummy Lord is covered in acid!
Gorefiend is stunned!
The shield around Gorefiend crumbles.
Gorefiend slows down.
Gorefiend hits Greater Mummy Lord for    23.89 blight damage   .
Gorefiend hits Greater Mummy Lord for    10.92 acid damage   .
Greater Mummy Lord casts Freeze.
Greater Mummy Lord hits Gorefiend for    52.37 cold damage   .
Gorefiend is frozen!
   Talent Virulent Disease is ready to use.
Gorefiend hits Greater Mummy Lord for    23.89 blight damage   .
Gorefiend hits Greater Mummy Lord for    10.92 acid damage   .
Greater Mummy Lord diseases Gorefiend.
Greater Mummy Lord misses Gorefiend.
Gorefiend is not stunned anymore.
Gorefiend hits Greater Mummy Lord for    23.89 blight damage   .
Gorefiend hits Greater Mummy Lord for    10.92 acid damage   .
Greater Mummy Lord uses Assault.
Greater Mummy Lord hits Gorefiend for    30.45 physical damage   .
Greater Mummy Lord hits Gorefiend for    9.20 cold damage   .
Greater Mummy Lord is covered in acid!
Greater Mummy Lord performs a critical stike!
Greater Mummy Lord hits Gorefiend for    169.39 physical damage   .
Greater Mummy Lord hits Gorefiend for    9.20 cold damage   .
Gorefiend is frozen!
Greater Mummy Lord is covered in acid!
Greater Mummy Lord performs a critical stike!
Greater Mummy Lord hits Gorefiend for    156.06 physical damage   .
Greater Mummy Lord hits Gorefiend for    9.20 cold damage   .
Greater Mummy Lord is covered in acid!
Gorefiend hits Greater Mummy Lord for    23.89 blight damage   .
Gorefiend hits Greater Mummy Lord for    11.55 acid damage   .
Greater Mummy Lord slows down.
Greater Mummy Lord uses Overpower.
Greater Mummy Lord hits Gorefiend for    95.56 physical damage   .
Greater Mummy Lord killed Gorefiend!
Greater Mummy Lord is covered in acid!
Greater Mummy Lord is covered in acid!
Greater Mummy Lord is covered in acid!

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Another (more spoily) Reavers Thread

#2 Post by edge2054 »

Sanguisage
Overall I found 1 point in Blood Sacrifice to be plenty if I used it at the right time. Keeping Vim high really wasn't a problem. I put some extra points into Drain simply because I used it the most. Both of these talents I used after Bloodlust was stacked up a bit so I'd get more Vim back. Absorb Life could be effective if enough points are put into it but it's sustained and probably isn't good for the Reaver (there's a better place to use sustained points that I'll get too). Life Tap could be really good too. I probably would have put more points into this if I wasn't playing a skeleton and had more generic points to throw around.

Bone
Bone Shield really is the gem of this tree and I wish I would have realized that sooner and had it maxed out. It kills your Vim pool though and it's probably impossible to cast while sustaining another ability before level 30. Even at level 12 when it first became available it wasn't actually castable (I don't think). Honestly I didn't care much for Bone Spear or Bone Nova so I didn't put enough points into them to give an honest assessment. I'd like to see Bone Grab be a teleport and then stun. Not many creatures move once they're in melee range anyway so making it a pin seems redundant. Granted you can pin them and then move back to unload with what ranged attacks you have but if you're goal is to fight them from range you'd probably just used ranged attacks from a distance rather then pulling them to you first.

Hexes
Didn't use Hexes

Curses
The two curses I picked up seemed good. The curse I dropped on the greater mummy probably gave me an extra round or two before he managed to kill me.

Plague
Virulent Disease is awesome (and may need nerfed). I was dropping a physical stat by 16 every time it was cast! I imagine with more bloodlust going it would have been even higher. Cyst Burst I'd like to see the range go up on this to 2 at 3 talent points and 3 at 5 talent points, there's just not a lot of reason to spend more then one point here. Catalepsy has much of the same problem Cyst Burst does, the scaling just doesn't seem to be there. The difference between rank 2 and rank 3 was nothing :( Maybe in addition to the stun going up it should do 100% +X% of remaining disease damage? Epidemic was good but it seemed like only one disease could get spread at a time, in other words if I popped Cyst Burst (which isn't considered disease based blight damage) half the mobs would end up with Virulent and the other with Epidemic. Maybe this was intended but it wasn't what I expected.

Scourge
Really liked this whole tree. I wish I would have had more points to invest here.

Reaving Combat
Acid Blood was lots of fun. The damage it puts out for being a damage shield is great. The fact that it nerfs your opponents when they hit you is a lot of fun. I might skip it next game though just so I can experiment with some of the other talents. Bloodlust I really liked too but again I might skip it next go. It's not quite a must have talent like Arcane Power since the class can put out good damage without spells. I think Carrier should have a chance to apply a set disease rather then spreading diseases. It doesn't do enough on it's own and the Plague tree has a number of ways to spread everything all ready, what it really needs is a third disease to drop (relying on random diseases didn't work out to well, one virulent and then move on was how I played. Especially at melee range you don't want to use an action and Vim for a 'chance' you might get a second disease up).

Anyhow, next time... potions of free action!

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