Crazy powerhouse Anorithil ready to head East

Post about your characters, your deaths, ...
Comments, videos, screenshots welcome!

Moderator: Moderator

Post Reply
Message
Author
martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Crazy powerhouse Anorithil ready to head East

#1 Post by martinuzz »

After losing the Anorithil from my previous post to opening a certain locked door in a certain armory and being breathed to a crispy Bose-Einstein condensate, I have created a new Anorithil powerhouse.
I've just finished the Mark of the Spellblaze, which was the last thing I could do before heading to Reknor, except farportals.

This is my most succesful run ever. Beat the ambush again, and even saved Melinda. I had 12 turns to kill the last acolyte :D
I made some adjustments to the build with the experience I gained running my previous one.
I did not take the Glyphs tree at all, as I think they are not worth any points in their current form. Instead, I got a 5th runeslot. If I ever manage to get the extra stat point from the SQ2, I'll unlock the stone alchemy tree, which a saved alchemist was kind enough to supply me with.
Also, I did not take Mind Blast, as I found too many NPCs resisting it, to be reliable.
Basically, most battles look as follows: Hymn of Moonlight + Barrier - Providence - Luck of Little Folk - Shadow Blast - Twilight Surge - Totality - (another Barrier if required) Shadow Blast - Twilight Surge. Usuallly battles end there. On the rare occasion they don't, I get to using other talents. Against small groups of enemies, or one-on-one Boss battles, I turn on Corona, although I fear it a bit, cause it bugged out on me last game. All those criticals do make it go off deliciously often though.
It's a friggin powerhouse, this build, if I dare say so myself. For overkill, I can strategically insert a Metaflow in the combo string to be able to cast Totality twice. Note, that with Luck of the Little Folk, my spell critical chance rises above 100%. Dunno if that does anything special except making sure all my spells go crit. Don't think so.
Here's the pre-East build. Hoping to post a post-east build in a few days ;)

Code: Select all

Sex              : Male         STR:  16
Race             : Halfling     DEX:  15
Class            : Anorithil    MAG:  91
Level            : 33           WIL:  37
Exp              : 42%          CUN:  60
Gold             : 1583.01      CON:  35

Accuracy(Main Hand):   8        Life             :     961/961  Encumbrance      : 51/68
Damage  (Main Hand):  69                                        Difficulty       : Normal
Permadeath       : Adventure
APR     (Main Hand):   0        Mana             :     427/427
Crit    (Main Hand):  18%       Positive         :     0/126
Speed   (Main Hand): 1.00       Negative         :     79/126
                                
                                

Fatigue          : 3%           Spellpower       : 128
Armor            : 10           Spell Crit       : 62.5%
Armor Hardiness  : 30%          Spell Speed      : 1
Defense          : 7.75         
Ranged Defense   : 7.75         
Arcane damage    : 10%
Fire damage      : 10%
Cold damage      : -5%
Light damage     : 12%
Darkness damage  : 6%

Physical Save    : 80.880120282506
Spell Save       : 108.83012028251
Mental Save      : 44.825

All Resists:   5%
Fire Resist(cap):  32%( 70%)
Cold Resist(cap):  -9%( 70%)
Confusion Resistance:   7%
Blind Resistance: 100%
Disarm Resistance:  20%
Pinning Resistance:  20%
Knockback Resistance:  20%

Number of NPC killed: 2886
Most killed NPC: skeleton warrior (111)

  [Talents Chart]

 - Race / Halfling                    (mastery 1.00)
    Luck of the Little Folk (generic) 1/5
    Duck and Dodge (generic)          1/5
    Militant Mind (generic)           3/5
    Indomitable (generic)             0/5
 - Technique / Combat training        (mastery 1.00)
    Health (generic)                  3/5
    Armour Training (generic)         0/10
    Combat Accuracy (generic)         0/10
    Weapons Mastery (generic)         0/10
    Knife Mastery (generic)           0/10
 - Celestial / Chants                 (mastery 1.30)
    Chant of Fortitude (generic)      4/5
    Chant of Fortress (generic)       0/5
    Chant of Resistance (generic)     0/5
    Chant of Light (generic)          0/5
 - Celestial / Light                  (mastery 1.30)
    Healing Light (generic)           2/5
    Bathe in Light (generic)          3/5
    Barrier (generic)                 5/5
    Providence (generic)              4/5
 - Celestial / Sun                    (mastery 1.30)
    Searing Light (class)             1/5
    Sun Flare (class)                 4/5
    Firebeam (class)                  1/5
    Sunburst (class)                  1/5
 - Celestial / Twilight               (mastery 1.30)
    Twilight (class)                  2/5
    Jumpgate (class)                  0/5
    Mind Blast (class)                0/5
    Shadow Simulacrum (class)         0/5
 - Celestial / Star fury              (mastery 1.30)
    Moonlight Ray (class)             4/5
    Shadow Blast (class)              5/5
    Twilight Surge (class)            5/5
    Starfall (class)                  3/5
 - Celestial / Hymns                  (mastery 1.30)
    Hymn of Shadows (generic)         1/5
    Hymn of Detection (generic)       1/5
    Hymn of Perseverance (generic)    1/5
    Hymn of Moonlight (generic)       5/5
 - Celestial / Circles                (mastery 1.30)
    Circle of Shifting Shadows (class) 4/5
    Circle of Blazing Light (class)   1/5
    Circle of Sanctity (class)        2/5
    Circle of Warding (class)         1/5
 - Celestial / Eclipse                (mastery 1.30)
    Blood Red Moon (class)            1/5
    Totality (class)                  5/5
    Corona (class)                    1/5
    Darkest Light (class)             5/5

  [Inscriptions (5/5)]

Infusion: Healing
Infusion: Regeneration
Infusion: Movement
Rune: Speed
Rune: Teleportation

  [Current Effects]

- Hymn of Moonlight
- Chant of Fortitude

  [Character Equipment]

 In main hand
a) Telos's Staff (Top Half) (35-42 power, 0 apr, fire damage)
   Type: weapon / staff

Base power: 35.0 - 42.0
Uses stat: 100% Mag
Damage type: Fire
Armor Penetration: +0
Physical crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +5 Wil
Mental save: +8
Spellpower: +30
Spell crit. chance: +15%

   Dropped by skeleton mage
 In off hand
 On fingers
b) conjurer's steel ring of tenacity
   Type: jewelry / ring

When wielded/worn:
Changes stats: +4 Wil / +5 Mag
Disarm immunity: +20%
Pinning immunity: +20%
Knockback immunity: +20%
Mana each turn: +0.20

   Dropped by Grand Corruptor
c) conjurer's stralite ring
   Type: jewelry / ring

When wielded/worn:
Changes stats: +5 Wil / +6 Mag
Mana each turn: +0.16

 Around neck
d) Fiery Choker
   Type: jewelry / amulet

When wielded/worn:
Changes stats: +5 Mag / +4 Wil / +3 Cun
Changes resistances: +20% fire / -20% cold
Changes damage: +10% fire / -5% cold
Blindness immunity: +100%
Spellpower: +7
Spell crit. chance: +8%
Talent on hit(spell): Volcano (10% chance level 3).

   Dropped by orc warrior
 Light source
e) Burning Star
   Type: lite / lite

When wielded/worn:
Light radius: +5
It can be used to map surroundings, costing 100 power out of 150/150.
 Main armor
f) Vestments of the Conclave (0 def, 0 armor)
   Type: armor / cloth

When wielded/worn:
Changes stats: +6 Mag
Changes damage: +10% arcane
Spell crit. chance: +15%

   Dropped by skeleton warrior
 Cloak
g) spellcowled cashmere cloak of Eldoral (2 def, 0 armor)
   Type: armor / cloak

When wielded/worn:
Defense: +2
Changes stats: +3 Cun / +2 Dex
Physical save: +1
Spell save: +2
Mental save: +2
Blindness immunity: +7%
Confusion immunity: +7%

 On head
h) cashmere wizard hat 'Elymivena' (2 def, 0 armor)
   Type: armor / head

When wielded/worn:
Defense: +2
Changes stats: +4 Mag / +3 Wil / +3 Cun
Changes damage: +6% darkness / +12% light

 Around waist
i) hardened leather belt of magery
   Type: armor / belt

When wielded/worn:
Changes stats: +5 Wil / +5 Mag
Spell crit. chance: +4%

   Dropped by armoured skeleton warrior
 On hands
j) heroic hardened leather gloves of mighty criticals (0 def, 7 armor)
   Type: armor / hands

When wielded/worn:
Armor: +7
Changes resistances: +5% cold / +8% fire
Critical mult.: +14.00%
Maximum life: +40.00

   Dropped by lesser vampire
 On feet
k) pair of hardened leather boots of spellbinding (0 def, 3 armor)
   Type: armor / feet

When wielded/worn:
Armor: +3
Fatigue: +3%
Changes stats: +3 Mag
It can be used to activate talent: Metaflow (level 2), costing 80 power out of 80/80.
 Tool
l) cursed iron pickaxe of the Iron Throne (dig speed 13 turns)
   Type: tool / digger

When wielded/worn:
Changes stats: +2 Cun
Maximum life: +21.00
Maximum stamina: +16.00
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
   Dropped by Betiwen the thalore
 Quiver

  [Player Achievements]

'A dangerous secret' was achieved for Found the mysterious staff and told Last Hope about it. At 2011-09-01 00:10:57
'Against all odds' was achieved for Killed Ukruk in the ambush. At 2011-08-31 09:50:45
'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2011-08-29 12:56:44
'Exterminator' was achieved for Killed 1000 creatures At 2011-08-30 01:37:55
'Eye of the storm' was achieved for Freed Derth from the onslaught of the mad Tempest, Urkis. At 2011-08-30 17:15:26
'Fool of a Took!' was achieved for Killed oneself as a halfling. At 2011-08-29 12:42:46
'Home sweet home' was achieved for Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage. At 2011-08-30 05:35:55
'Level 10' was achieved for Got a character to level 10. At 2011-08-29 01:26:56
'Level 20' was achieved for Got a character to level 20. At 2011-08-30 04:12:21
'Level 30' was achieved for Got a character to level 30. At 2011-08-31 06:24:25
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2011-08-29 14:57:59
'Savior of the damsels in distress' was achieved for Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan. At 2011-08-31 11:17:31
'The Arena' was achieved for Unlocked Arena mode. At 2011-08-28 22:55:35
'The secret city' was achieved for Discovered the truth about mages. At 2011-08-29 14:35:29
'Treasure Hunter' was achieved for Amass 1000 gold pieces. At 2011-08-31 03:19:56
'Vampire crusher' was achieved for Destroyed the Master in its lair of the Dreadfell. At 2011-08-31 09:17:53

  [Character Inventory]

a) movement infusion (800% speed; 6 turns)
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to increase movement speed by 800% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.

It can be used to inscribe your skin with the infusion..
b) sneak's movement infusion (703% speed; 6 turns)
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to increase movement speed by 703% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Cunning stat.

It can be used to inscribe your skin with the infusion..
c) wild infusion (resist 23%; cure poison, physical, curse, magical)
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of poison, physical, curse, magical effects and reduce all damage taken by 23% for 5 turns.

It can be used to inscribe your skin with the infusion..
d) wizard's movement infusion (857% speed; 5 turns)
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to increase movement speed by 857% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the infusion..
e) wizard's regeneration infusion (heal 404 over 5 turns)
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 404 life over 5 turns.
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the infusion..
   Dropped by ghoulking
f) wizard's sun infusion (rad 6; power 130; turns 5)
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to brighten the area in a radius of 6, reveals any stealthy creatures.
It will also blind any creatures caught inside (power 130) for 5 turns.
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the infusion..
g) wizard's wild infusion (resist 19%; cure poison, hex, magical, physical, curse)
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of poison, hex, magical, physical, curse effects and reduce all damage taken by 19% for 5 turns.
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the infusion..
h) Rune of the Rift (298.00 temporal damage, removed from time 4 turns)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 4.00
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Inflicts 298.00 temporal damage.  If your target survives it will be sent 4 turns into the future.
It will also lower your paradox by 120 (if you have any).

It can be used to inscribe your skin with the rune..
i) brawler's controlled phase door rune (range 8)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport in a range of 8.
Its effects scale with your Strength stat.

It can be used to inscribe your skin with the rune..
j) brawler's invisibility rune (power 9 for 5 turns; 6 charges)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to become invisible (power 9) for 5 turns.
Charges remaining: 6
Its effects scale with your Strength stat.

It can be used to inscribe your skin with the rune..
k) controlled phase door rune (range 8)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport in a range of 8.

It can be used to inscribe your skin with the rune..
   Dropped by skeleton warrior
l) duelist's speed rune (speed 46% for 6 turns; 7 charges)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to increase your global speed by 46% for 6 turns.
Charges remaining: 7
Its effects scale with your Dexterity stat.

It can be used to inscribe your skin with the rune..
   Dropped by elven tempest
m) duelist's speed rune (speed 54% for 5 turns; 6 charges)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to increase your global speed by 54% for 5 turns.
Charges remaining: 6
Its effects scale with your Dexterity stat.

It can be used to inscribe your skin with the rune..
n) invisibility rune (power 10 for 7 turns; 6 charges)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to become invisible (power 10) for 7 turns.
Charges remaining: 6

It can be used to inscribe your skin with the rune..
o) sneak's invisibility rune (power 13 for 6 turns; 6 charges)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to become invisible (power 13) for 6 turns.
Charges remaining: 6
Its effects scale with your Cunning stat.

It can be used to inscribe your skin with the rune..
p) sneak's shielding rune (absorb 307 for 4 turns)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 307 damage for 4 turns.
Its effects scale with your Cunning stat.

It can be used to inscribe your skin with the rune..
q) wizard's invisibility rune (power 16 for 6 turns; 6 charges)
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to become invisible (power 16) for 6 turns.
Charges remaining: 6
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the rune..
   Dropped by crimson ooze
r) Choker of Dread
   Type: jewelry / amulet

When wielded/worn:
Physical power: +5
Blindness immunity: +100%
Spellpower: +5
See invisible: +10
It can be used to summon an elder vampire to your side, costing 60 power out of 60/60.
   Dropped by Urkis, the High Tempest
s) mindweaver's gold amulet of murder
   Type: jewelry / amulet

When wielded/worn:
Accuracy: +6
Armor penetration: +5
Physical crit. chance: +3.0%
Changes stats: +2 Cun
Critical mult.: +16.00%
Spell save: +7
Mental save: +5
Confusion immunity: +12%

   Dropped by Minotaur of the Labyrinth
t) stralite amulet
   Type: jewelry / amulet


u) vitalizing steel amulet of vision
   Type: jewelry / amulet

When wielded/worn:
Changes stats: +3 Con
Changes resistances: +6% blight
Physical save: +6
Blindness immunity: +13%
Life regen: +0.50
Maximum life: +30.00
Maximum stamina: +13.00
Infravision radius: +1
See invisible: +6

v) Orb of Scrying
   [Plot Item]
Type: jewelry / orb

When carried:
It can be used to use the orb, costing 1 power out of 1/1.
w) Elemental Fury
   Type: jewelry / ring

When wielded/worn:
Changes stats: +3 Cun / +3 Mag
Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid

x) conjurer's gold ring
   Type: jewelry / ring

When wielded/worn:
Changes stats: +5 Wil / +4 Mag
Mana each turn: +0.12

y) gladiator's stralite ring of frost (+14%)
   Type: jewelry / ring

When wielded/worn:
Physical power: +5
Changes stats: +6 Str / +4 Con
Changes resistances: +14% cold
Changes damage: +14% cold

   Dropped by elven tempest
z) mule's steel ring of lightning (+12%)
   Type: jewelry / ring

When wielded/worn:
Fatigue: -6%
Changes resistances: +12% lightning
Changes damage: +12% lightning
Maximum encumberance: +20

{) mule's stralite ring of life
   Type: jewelry / ring

When wielded/worn:
Fatigue: -6%
Maximum encumberance: +30
Life regen: +1.30
Maximum life: +66.00
Healing mod.: +10%

|) onyx ring
   Type: jewelry / ring

When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con

}) savior's gold ring of fire (+14%)
   Type: jewelry / ring

When wielded/worn:
Changes resistances: +14% fire
Changes damage: +14% fire
Physical save: +8
Spell save: +7
Mental save: +9

~) steel ring of speed
   Type: jewelry / ring

When wielded/worn:
Movement speed: +5%
It can be used to activate talent: Blinding Speed (level 4), costing 80 power out of 80/80.
) titan's gold ring of frost (+12%)
   Type: jewelry / ring

When wielded/worn:
Changes stats: +4 Con
Changes resistances: +12% cold
Changes damage: +12% cold
Physical save: +4

€) treant's copper ring of evocation
   Type: jewelry / ring

When wielded/worn:
Changes resistances: +6% nature
Changes damage: +7% arcane
Physical save: +4
Poison immunity: +11%
Disease immunity: +10%
Spellpower: +4
Spell crit. chance: +4%

?) abyssal elven-wood staff of lightning (26-31.2 power, 5 apr, blight damage)
   Type: weapon / staff
It must be held with both hands.

Base power: 26.0 - 31.2
Uses stat: 100% Mag
Damage type: Blight
Armor Penetration: +5
Physical crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Changes resistances penetration: +8% cold / +6% darkness / +10% lightning
Changes damage: +13% darkness / +9% cold
Blindness immunity: -14%
Confusion immunity: -11%
Spellpower: +11
Spell crit. chance: +4%
Resource leech chance: +12%
Resource leech: +1
It can be used to activate talent: Chain Lightning (level 5), costing 60 power out of 80/80.
‚) yew staff of ruination (16-19.2 power, 4 apr, fire damage)
   Type: weapon / staff
It must be held with both hands.

Base power: 16.0 - 19.2
Uses stat: 100% Mag
Damage type: Fire
Armor Penetration: +4
Physical crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +7% poison / +8% blight
Spellpower: +9
Spell crit. chance: +3%
It can be used to activate talent: Corrupted Negation (level 2), costing 15 power out of 20/20.
   Dropped by ghast
?) anchoring rough leather belt of carrying
   Type: armor / belt

When wielded/worn:
Fatigue: -4%
Changes resistances: +5% temporal
Maximum encumberance: +21
Teleport immunity: +10%

„) spiritwalker's hardened leather belt of valiance
   Type: armor / belt

When wielded/worn:
Changes stats: +3 Wil / +3 Mag
Changes resistances: +5% physical
Mana each turn: +0.22
Maximum life: +67.00
Maximum mana: +43.00

   Dropped by The Master
…) traveler's pair of rough leather boots of uncanny dodging (0 def, 1 armor)
   Type: armor / feet

When wielded/worn:
Armor: +1
Ranged Defense: +3
Fatigue: +1%
Maximum encumberance: +21

   Dropped by Minotaur of the Labyrinth
†) elven-silk wizard hat 'Xiselramira' (3 def, 0 armor)
   Type: armor / head

When wielded/worn:
Defense: +3
Changes stats: +6 Con
Changes resistances: +13% lightning / +11% blight
Changes damage: +8% light
Physical save: +8
Poison immunity: +20%
Disease immunity: +25%
Stun/Freeze immunity: +21%
Mana each turn: +0.29
Spellpower: +6
Healing mod.: +40%

   Dropped by Ukruk the Fierce
‡) linen wizard hat of earthrunes (1 def, 2 armor)
   Type: armor / head

When wielded/worn:
Armor: +2
Defense: +1
Changes stats: +2 Con
It can be used to activate talent: Stone Wall (level 3), costing 80 power out of 80/80.
?) agate
   Type: gem / black

When wielded/worn:
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
When used to imbue an object:
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con

‰) 3 onyx
   Type: gem / black

When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con
When used to imbue an object:
Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con

Š) lapis lazuli
   Type: gem / blue

When wielded/worn:
Defense: +6
When used to imbue an object:
Defense: +6

   Dropped by ancient elven mummy
‹) 5 opal
   Type: gem / blue

When wielded/worn:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
When used to imbue an object:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con

   Dropped by Blood Master
?) Mummified Egg-sac of Ungol?«
   Type: misc / egg

When carried:
Light radius: -2
It can be used to summon spiders, costing 80 power out of 100/100.
?) jade
   Type: gem / green

When wielded/worn:
Changes resistances: +8% all
When used to imbue an object:
Changes resistances: +8% all

   Dropped by elven warrior
Ž) turquoise
   Type: gem / green

When wielded/worn:
See invisible: +10
When used to imbue an object:
See invisible: +10

   Dropped by ancient elven mummy
?) bear paw
   [Plot Item]
Type: misc / ingredient


?) bloated horror heart
   [Plot Item]
Type: misc / ingredient


‘) green worm
   [Plot Item]
Type: misc / ingredient


’) green worm
   [Plot Item]
Type: misc / ingredient


“) green worm
   [Plot Item]
Type: misc / ingredient


”) length of troll intestine
   [Plot Item]
Type: misc / ingredient


•) minotaur nose
   [Plot Item]
Type: misc / ingredient


–) mummified bone
   [Plot Item]
Type: misc / ingredient


—) red crystal shard
   [Plot Item]
Type: misc / ingredient


?) storm wyrm claw
   [Plot Item]
Type: misc / ingredient


™) vial of squid ink
   [Plot Item]
Type: misc / ingredient


š) vial of wight ectoplasm
   [Plot Item]
Type: misc / ingredient


›) warg claw
   [Plot Item]
Type: misc / ingredient


?) Summertide Phial
   Type: lite / lite

When wielded/worn:
Light radius: +4
It can be used to call light, costing 10 power out of 15/15.
?) Crystal Focus
   Type: gem / multi-hued

It can be used to combine with a weapon, costing 1 power out of 1/1.
ž) garnet
   Type: gem / red

When wielded/worn:
Changes damage: +6% all
When used to imbue an object:
Changes damage: +6% all

?) 6 ruby
   Type: gem / red

When wielded/worn:
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con
When used to imbue an object:
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con

   Dropped by ghast
 ) Transmogrification Chest
   [Plot Item]
Type: chest / sher'tul

It can be used to open a portal to send items to the Fortress core, extracting energies from it for the Fortress and sending back useless gold., costing 0 power out of 1000/1000.
?) Rod of Recall (0/1)
   [Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 400 power out of 302/400.
?) 4 quartz
   Type: gem / white

When wielded/worn:
Stun/Freeze immunity: +30%
When used to imbue an object:
Stun/Freeze immunity: +30%

?) 3 amber
   Type: gem / yellow

When wielded/worn:
Changes damage: +8% all
When used to imbue an object:
Changes damage: +8% all


  [Last Messages]

Today is the 27th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:40.
Today is the 28th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
Today is the 29th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Today is the 30th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 31st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 32nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 33rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 34th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Today is the 35th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 36th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
There is a Last Hope (Town) here (press '<', '>' or right click to use).
Today is the 37th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
There is an exit to the worldmap here (press '<', '>' or right click to use).
Saving done.
Quest 'A mysterious staff' is done! (Press 'j' to see the quest log)
Personal New Achievement: A dangerous secret!
The elder points to Reknor on your map, to the north on the western side of the Iron Throne.
Accepted quest 'Let's hunt some Orc'! (Press 'j' to see the quest log)
There is an exit to the worldmap here (press '<', '>' or right click to use).
There is a Last Hope (Town) here (press '<', '>' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Crazy powerhouse Anorithil ready to head East

#2 Post by lukep »

Looks pretty good, I haven't given an Anorithil a serious go yet, I might try one based on this build. One comment: no shield/dagger in your offhand slot? IIRC Telos's staff (top half) is a one handed weapon even though it is a staff.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: Crazy powerhouse Anorithil ready to head East

#3 Post by martinuzz »

0_0

That is *good* info there :D

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Crazy powerhouse Anorithil ready to head East

#4 Post by lukep »

Yup, it should really show up somewhere. A pretty good weapon for that is a Crystalline iron dagger. You won't miss the chance for a Voratun one, as you don't melee (I assume), and it is better than most other daggers for a spellcaster. That, or a decent shield.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: Crazy powerhouse Anorithil ready to head East

#5 Post by Frumple »

Mm... if you were playing svn or pre-b32, I'd almost suggest aiming for the crystal set, probably in plate mail. Celestial magic interacts pretty interestingly with fatigue -- while it does increase the cost of celestial talents, it multiplies them. All of them, including the ones with negative cost. Basically, fatigue makes celestial positive generating spells (and twilight surge!) create more energy.

Of course, it also causes negative energy and non-negative cost positive spells to drain you out faster, but the sunpas I've ran found it to be a fairly zero-sum experience. This opens up ano-whatsits to some interesting kit possibilities, similar to the (non) effect fatigue has on corruptors.

As it is, telos's top does look like it's probably the best mainhander for you, at least if you're aiming for a crit build. Definitely offhand either a focus dagger or a mystic/corruption (if you can find it, heh) one. At least until you find one of those obscene SP randart/purple staves, anyway.

budswell
Wyrmic
Posts: 292
Joined: Wed May 21, 2008 2:08 am

Re: Crazy powerhouse Anorithil ready to head East

#6 Post by budswell »

The Moon or Star artifact daggers could be good due to the light/dark damage increase. There was an Anorithil ages ago (not me-around b18) who wielded them both instead of a staff.

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Crazy powerhouse Anorithil ready to head East

#7 Post by Grey »

Frumple wrote: Of course, it also causes negative energy and non-negative cost positive spells to drain you out faster, but the sunpas I've ran found it to be a fairly zero-sum experience. This opens up ano-whatsits to some interesting kit possibilities, similar to the (non) effect fatigue has on corruptors.
Sun Paladins can pull it off, but it doesn't work so well for Anorithils in my experience. You can get by in regular fights, but for serious battles your negative energy gets used up so damned fast that you need to keep fatigue at a minimum. Especially if you're running Hymn of Moonlight and Corona. On top of that you don't easily have the strength to put on heavy armours, nor would you bother putting the extra 3 generics into the training to make it worth it (or the further generics to make the armour properly effective).

I've heard Telos' Staff + Lunar Shield is the ultimate combo for Anorithils, but I've never found the latter myself. Moon & Star is nice, but it can be tricky meeting the Dex requirement, and ultimately I miss the spellpower boost for non-damage spells. A good +30 spellpower staff with +darkness damage is most preferable. Or a crit-boosting staff if you're wanting to trigger Corona lots (and who doesn't want that?)
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Crazy powerhouse Anorithil ready to head East

#8 Post by greycat »

You're running with no stun resistance and 7% confusion resistance and not having issues? God damn... what am I doing wrong? I guess you're relying on killing everything before it can hurt you.

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Crazy powerhouse Anorithil ready to head East

#9 Post by Aquillion »

Wait, how is metaflow resetting Totality for you? Don't the sandals only cast level 2 metaflow, which can only reset level 2 or lower spells?

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: Crazy powerhouse Anorithil ready to head East

#10 Post by martinuzz »

Totality is a level 2 spell

1) Blood Moon
2) Totality
3) Corona
4) Darkest Light

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Crazy powerhouse Anorithil ready to head East

#11 Post by Aquillion »

martinuzz wrote:Totality is a level 2 spell

1) Blood Moon
2) Totality
3) Corona
4) Darkest Light
...oooooh. I always thought that that meant the number of points put into it. Shouldn't it say tier X rather than level x, then? To me, level is the number determined by how many points you put into a talent.
greycat wrote:You're running with no stun resistance and 7% confusion resistance and not having issues? God damn... what am I doing wrong? I guess you're relying on killing everything before it can hurt you.
I would assume the answer is to pop Providence the moment a dangerous enemy approaches. But yeah, I'd go for more stun and confusions resistance than that, anyway...

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

Re: Crazy powerhouse Anorithil ready to head East

#12 Post by edge2054 »

I always read it that was as well Aquillion. Generally talent level or spell level refers to spell level not tier.

Post Reply