Niegy wrote:Point 2, Mental save 31, that more than enough for my char 23, it's the best right after defense.
This probably should be good, although you'd have to compare it to your opponents' mindpower at that level to know for certain. Pay attention to which status effects you're getting hit by - if you're not getting Brainlocked, then your mental save is good enough.
Niegy wrote:Point 3&4, I gave up on those infusions because... which one take? Choose one and let luck decide this will be pointless or not? Or know what each difficult fight will require and then learn the one for it, common.
This part of the game is far from obvious, but it's an important part of the strategy. Physical, mental, and magical effects are not equal:
- Physical effects include Stunned (as you've found, probably the single most dangerous effect in the game), Disarmed (very bad for some melee characters), and Pinned (keeps you from escaping or closing to melee) as well as less dangerous effects like poisoned and burning.
- Mental effects include Confused (very dangerous, up to 50% chance of losing a turn by acting randomly) and Silenced (can be lethal for magic users, since it disables all of their talents) as well as less dangerous effects like Cursed stuff.
- Magical effects include diseases (can be dangerous, since they hurt and reduce stats, but they're not too common outside of one particular zone).
Because of this, a physical wild infusion is much more important than the other two types, and a physical, mental infusion is best.
At least, that's been my experience - there are much better players than I here.
Niegy wrote:Point 4, I haven't seen such stuff that often and I don't remember any wearable and not a crap. Anyway I paid but the game refuse I store anything so I can't keep ton of stuff despite I use the carry belt.
If you can't store stuff, that's probably worth posting under Bugs or contacting DG for support?
As far as which items are good for stun resist, I'm afraid I'm not much help; one of the players with more experience could provide more advice. I do know that some gems can provide stun resist, so alchemists, jewelers, and characters who pick up imbue gem from an escort quest can take advantage of this.
Niegy wrote:Point 5, A torque of psychoportation? Not sure if I have seen that, but I suppose it means random teleport so random luck. Ha well if the minimal range is far enough it's still pure random but could work.
Thanks a lot to have try help but honestly I haven't seen there anything satisfying me I don't want play tactical fights with a random that has a such big importance. I'll try the torque thing if I can find one. Otherwise I'll give up the game, I don't like rely on random that much.
Yes, a tome of psychoportation is random. It's still a very valuable means of escape.
A lot of ToME (and roguelikes in general) is recognizing that randomness exists then learning tactics to reduce and control that randomness. And there are tactics for doing so. I know not everyone enjoys these kinds of tactical challenges - different people, different tastes, etc. - but it's not really accurate to say that relying on randomness is an inescapable part of the game. At least, that's been my experience.