Skeleton class - How to handle curses/hexes/diseases

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PowerWyrm
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Skeleton class - How to handle curses/hexes/diseases

#1 Post by PowerWyrm »

My last attempt with a Skeleton failed miserably due to lack of Wild infusions to cure those effects lasting a BS amount of turns. Is there a way to cure curses/hexes/diseases as skeleton? Even with bone resilience at max (duration of detrimental effects almost halved), those nasty effects can still do over 100 dam PER turn for easily 50-60 turns, which is impossible to survive, even with 2-3 shielding runes.

jenx
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Re: Skeleton class - How to handle curses/hexes/diseases

#2 Post by jenx »

Would a staff with corrupted negation cast on self work? Never tried it myself. It would have to he in second set so that its cooldown was at zero.

The best preventative strategy would be high saving throws, if they work against these that is.
MADNESS rocks

jenx
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Re: Skeleton class - How to handle curses/hexes/diseases

#3 Post by jenx »

OF course, staff of corrupted negation removes several effects, good or bad. So if you have several sustains on, you may just end up turning them off. So I would try:
a. teleport
b. turn off sustains
c. switch to staff
d. choose your timing to get as few effects on as possible, to maximise the chance of removing one.
MADNESS rocks

jenx
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Re: Skeleton class - How to handle curses/hexes/diseases

#4 Post by jenx »

This is also where blight resistance comes into play. Carry around blight resistance items, as they are rare, and teleport away and wear as many as you can!
MADNESS rocks

edge2054
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Re: Skeleton class - How to handle curses/hexes/diseases

#5 Post by edge2054 »

Penitence will remove diseases (plural, I think it's 1 - 3 per use).

Otherwise your pretty much stuck with class specific solutions. Archmages for instance can use Disperse Magic, Sun Paladins can have a really high spell save not to mention Providence, and classes with access to the Conditioning tree can invest in Vitality for dealing with diseases (which stacks with resilient bones).

PowerWyrm
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Re: Skeleton class - How to handle curses/hexes/diseases

#6 Post by PowerWyrm »

Ok, so a few unguaranteed solutions... Usually I use Providence, but I didn't get any luck with escorts (no Anorithils). I'll keep an eye for staves of corrupted negation next time.

Postman
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Re: Skeleton class - How to handle curses/hexes/diseases

#7 Post by Postman »

First is shields, providence and Pestilence staff. Later max skeleton detrimental eff time reduce talent and in the East you get a new talent which also reduce(or remove) detrimental effects. And of cause escape options - invisibility, controlled phase door, teleport, class escape talents if any.

PowerWyrm
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Re: Skeleton class - How to handle curses/hexes/diseases

#8 Post by PowerWyrm »

Postman wrote:First is shields, providence and Pestilence staff. Later max skeleton detrimental eff time reduce talent and in the East you get a new talent which also reduce(or remove) detrimental effects. And of cause escape options - invisibility, controlled phase door, teleport, class escape talents if any.
Escape options are nice, but you gonna die from the detrimental effect even if you teleport away or become invisible...
With my latest char, I've found an art staff (staff of arcane something) that did the trick.

sehnsucht
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Re: Skeleton class - How to handle curses/hexes/diseases

#9 Post by sehnsucht »

You can escort an anorthil or two to unlock celestal/light tree and learn Providence. This works on most negative effects except confusion, which can be dispelled by Wintertide Phial.

Dervic
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Re: Skeleton class - How to handle curses/hexes/diseases

#10 Post by Dervic »

It depends on class, but that's the main challenge of playing an Undead. You can pretty much rely on Wintertide Phial for 2 Mental cleansings, but anything other than that you'll have to endure it with multiple shields/heals.

There's always the option of picking up a couple of talents from escorts which may help with that, and you get Relentless Pursuit after Dreadfell which is an excellent debuff remover.

sehnsucht
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Re: Skeleton class - How to handle curses/hexes/diseases

#11 Post by sehnsucht »

Dervic wrote: There's always the option of picking up a couple of talents from escorts which may help with that, and you get Relentless Pursuit after Dreadfell which is an excellent debuff remover.
Relentless Pursuit has a very long CD, and in late games you can get lots of nice gears to got 100% resistance from most of negative effects.

daftigod
Archmage
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Re: Skeleton class - How to handle curses/hexes/diseases

#12 Post by daftigod »

I'm still seeing 20+ turn, 40 dmg per turn curses that honestly, should really be looked at. I've lost many characters to such things in the early game and mid-game. The vaults still have creatures that can be 20-30 levels higher than the player, and these are the guys that need looking at.

edge2054
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Re: Skeleton class - How to handle curses/hexes/diseases

#13 Post by edge2054 »

Curses or diseases? Curses have a static duration (10), Hexes do too (20). But hexes don't inflict damage (aside from burning hex and that one is trigger based).

The long turn monster diseases can be quite painful I'll admit. But I've never felt a hex or curse duration was to long.

lukep
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Re: Skeleton class - How to handle curses/hexes/diseases

#14 Post by lukep »

Curse of Death? That's one that has killed my characters before, at least until I started carrying around both healing and regen sources.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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