Unseen One, Skeleton Doomed Win (1.1.5)

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omni
Thalore
Posts: 127
Joined: Thu Sep 29, 2011 6:55 pm

Unseen One, Skeleton Doomed Win (1.1.5)

#1 Post by omni »

Link: http://te4.org/characters/2098/tome/f9a ... 9f65bc4ff1

Well, I had my 'first' win. It feels good to finally finish the game out of beta, and better yet to do it on steam. It was a wonderful ride.

Unseen One was named after my original idea of getting him Tricks of the Trade to grant him the stealth category. Lucky forum research with chat confirmation taught me that that wasn't going to happen though, but not until after I had killed the merchant. Perhaps a disclaimer would be good, since by the time I realized my mistake it was so many hours sunk I decided to just sadly roll with it. I decided to instead leverage shadow decoy with cauterize, and so 50 bajillion casts of channel stuff coupled with stacking +mag gear, I had it as my first prodigy. I *never* triggered cauterize. I do not regret taking it a bit though- double insurance of decoy + cauterize kept me very confident throughout. Mental Tyranny was naturally my second prodigy.

Shadow Decoy, as well as the whole new Doomed shadows tree was worth it's weight in goal- I had 'Decoy trigger maybe 6 times throughout the game. It woke me up to my moments of overconfidence. Shadow Senses provided a nice sense of utility/versatility for my scouting, which I always viewed utility as Doomed's glaring weakness. I did not often run into elites or bosses unprepared- but for the most part I didn't need to care. Shadow Empathy was hardly used, but shadow trasposition was very handy. It's also the worlds most annoying way to remove blinds, one of few 'weaknesses' in this build. You cannot see the shadows position to target them with transposition to remove the blind, so you end up clicking where you think the shadow is repeatedly until you make it. I generally just waited.

I never did open up all my inscriptions, instead choosing to dump a cat point into both Shadows tree AND Cursed Items [aura]. The extra shadow was perhaps not necessary, I found plenty of + shadow amulets in the game, though I (disappointingly) never saw Umbraphage. Cursed Aura was fantastic, I beat the game with 4.0 in shrouds, 4.0 in misfortune, 5.0 in nightmares, and 2.0 in both corpses and madness. As a skeleton, I did not miss my fifth inscription. Phase door + Curse of Shrouds + Tough Skin capped out my Res All on command (mostly).

Itemization wise, this character was... strange I think. I cannot advocate the Eternal Night set enough on a skeleton. The flat 30 damage resist works lovely with deflection shield, and purging blight was nice as a heal for myself AND the shadows AND a physical remover. Most useful of all though- I absorbed blight damage as healing, and so a large amount of things that are usually quite deadly to other characters became mostly harmless. I completed Dark Crypt without teleporting or going below 80% of my life. Eternal night was good enough I only halfheartedly tried the Crimson Robe and Malasik's accursed hat, and while the damage output WAS very nice, the loss in survivability was quite noticeable. The fiery choker solved any fear of fire, I absorbed blight damage, leaving cold, arcane, and lightning as my feared damage spikes. Lightning wasn't so bad due to stun immunity though, anyways. Bloomsoul provided yet another heal... Honestly I wore bloomsoul and eternal night since my 30's, and they kept me strong. I was dissapointed in a lack of better artifact mindstars though! I never even saw a tier 5.

Enemy wise, my only great trouble with Inverwise the Undying or whatshisname from the orb of undeath (?) in the slime tunnels. His 96% dark resist 100% mind resist was too much to overcome, even with mental tyrrany. His shadow game was overall better than mine- and I eventually abandoned fighting him after a few odd hours of trying to kill him. It wasn't happening. Perhaps I'll try to kill him now, or maybe Atamathon...

This character felt like a very solid, very strong build, and it played very solidly. My itemization felt weak, but the Eternal Night set really carried me through regardless.


Code: Select all

  [ToME4 @ www.te4.org Character Dump]

Sex              : Male         STR:  30
Race             : Skeleton     DEX:  35
Class            : Doomed       MAG:  35
Level            : 50           WIL:  89
Exp              : 369%         CUN:  95
Gold             : 9570.58      CON:  79
Times died       : 0

Accuracy(Main Hand):  56        Life             :     1533/1533Encumbrance      : 88/94
Damage  (Main Hand):  31                                        Difficulty       : Normal
Permadeath       : Roguelike
APR     (Main Hand):  40        Mana             :     764/789
Crit    (Main Hand):  35%       
Speed   (Main Hand): 1.00       
                                
                                
                                

Accuracy(Off Hand):  56
Damage  (Off Hand):  20
APR     (Off Hand):  28
Crit    (Off Hand):  37%
Speed   (Off Hand): 1.00

Fatigue          : 0%           Spellpower       : 34.5
Armor            : 35           Spell Crit       : 39%
Armor Hardiness  : 30%          Spell Speed      : 1
Defense          : 44.279508677335
Ranged Defense   : 45.612842010669
All damage       : 7%
Physical damage  : 12%
Fire damage      : 17%
Cold damage      : 2%
Light damage     : 17%
Darkness damage  : 47%
Mind damage      : 32%

Physical Save    : 41.12581231282
Spell Save       : 51.179636968819
Mental Save      : 51.675

All Resists:  71%
Physical Resist(cap):  73%( 75%)
Fire Resist(cap):  70%( 70%)
Nature Resist(cap):  70%( 70%)
Blight Resist(cap):  70%( 70%)
Light Resist(cap):  70%( 70%)
Darkness Resist(cap):  80%( 80%)
Mind Resist(cap):  70%( 70%)
Poison Resistance: 100%
Disease Resistance: 100%
Bleed Resistance: 100%
Confusion Resistance:  73%
Blind Resistance:  40%
Disarm Resistance:  40%
Stun Resistance: 100%
Fear Resistance: 100%
Knockback Resistance: 100%
Instadeath Resistance: 100%

Number of NPC killed: 6251
Most killed NPC: storm drake hatchling (196)

  [Winner!]

Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.


  [Talents Chart]

 - Technique / Combat training        (mastery 1.00)
    Thick Skin (generic)              5/5
    Armour Training (generic)         1/5
    Combat Accuracy (generic)         0/5
    Weapons Mastery (generic)         0/5
    Dagger Mastery (generic)          0/5
 - Undead / Skeleton                  (mastery 1.10)
    Skeleton (generic)                1/5
    Bone Armour (generic)             4/5
    Resilient Bones (generic)         5/5
    Re-assemble (generic)             5/5
 - Cursed / Dark sustenance           (mastery 1.30)
    Feed (generic)                    2/5
    Devour Life (generic)             4/5
    Feed Power (generic)              1/5
    Feed Strengths (generic)          1/5
 - Cursed / Force of will             (mastery 1.30)
    Willful Strike (class)            1/5
    Deflection (class)                1/5
    Blast (class)                     4/5
    Unseen Force (class)              5/5
 - Cursed / Darkness                  (mastery 1.30)
    Creeping Darkness (class)         5/5
    Dark Vision (class)               4/5
    Dark Torrent (class)              2/5
    Dark Tendrils (class)             0/5
 - Cursed / Shadows                   (mastery 1.50)
    Call Shadows (class)              5/5
    Shadow Warriors (class)           5/5
    Shadow Mages (class)              4/5
    Focus Shadows (class)             2/5
 - Cursed / Punishments               (mastery 1.30)
    Reproach (class)                  1/5
    Hateful Whisper (class)           4/5
    Agony (class)                     4/5
    Madness (class)                   5/5
 - Cursed / One with shadows          (mastery 1.30)
    Shadow Senses (class)             4/5
    Shadow Empathy (class)            2/5
    Shadow Transposition (class)      3/5
    Shadow Decoy (class)              1/5
 - Cursed / Gestures                  (mastery 1.30)
    Gesture of Pain (generic)         1/5
    Gesture of Malice (generic)       1/5
    Gesture of Power (generic)        0/5
    Gesture of Guarding (generic)     0/5
 - Cursed / Cursed form               (mastery 1.00)
    Unnatural Body (generic)          1/5
    Relentless (generic)              5/5
    Seethe (generic)                  1/5
    Grim Resolve (generic)            0/5
 - Cursed / Cursed aura               (mastery 1.20)
    Defiling Touch (generic)          5/5
    Dark Gifts (generic)              5/5
    Ruined Earth (generic)            0/5
    Cursed Sentry (generic)           0/5
 
 - Uber / Magic                       (mastery 1.00)
    Cauterize (class)                 1/1
 - Uber / Willpower                   (mastery 1.00)
    Mental Tyranny (class)            1/1

  [Inscriptions (4/4)]

Rune: Shielding
Rune: Shielding
Rune: Reflection Shield
Rune: Phase Door

  [Current Effects]

- Mental Tyranny
- Gesture of Pain
- Chant of Fortitude
- Shadow Decoy
- Call Shadows
- Deflection
- Curse of Madness
+ Runic Saturation
- Curse of Nightmares
- Cloak of Deception
- Out of Phase
- Curse of Misfortune
- Bunnyficated!
- Shroud of Passing
- Curse of Corpses
- Curse of Shrouds

  [Character Equipment]

 In main hand
a) Psionic Fury (12-13.2 power, 25 apr, mind damage) (Misfortune)
   [Unique]
Type: weapon / mindstar ; tier 3

Base power: 12.0 - 13.2
Uses stats: 40% Wil, 20% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +25
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Cun / +5 Wil
Changes resistances: +10% mind
Changes damage: +15% mind / +5% physical
Mindpower: +10
Mental crit. chance: +8%
Curse of Misfortune
It can be used to release a wave of psionic power, costing 36 power out of 40/40.
   Dropped by grave wight
 In off hand
b) Bloomsoul (8-8.8 power, 13 apr, nature damage) (Madness)
   [Unique]
Type: weapon / mindstar ; tier 2

Base power: 8.0 - 8.8
Uses stats: 25% Wil, 10% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +13
Physical crit. chance: +7.0%
Attack speed: 100%
When wielded/worn:
Talent mastery: +0.20 Wild-gift / Fungus 
Life regen: +0.50
Mindpower: +12
Mental crit. chance: +8%
Healing mod.: +10%
Curse of Madness
It can be used to activate talent Bloom Heal (costing 54 power out of 60/60) :
Effective talent level: 1.0
Power cost: 54 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns.
The life healed will increase with the Willpower stat.
 On fingers
c) Ring of the Dead (Nightmares)
   [Unique]
Type: jewelry / ring ; tier 4

When wielded/worn:
Changes stats: +10 Lck
Physical save: +10
Spell save: +10
Mental save: +10
Only die when reaching: -100.00 life
Will bring you back from death, but only once!
Curse of Nightmares

d) Bloodcaller (Misfortune)
   [Unique]
Type: jewelry / ring ; tier 4

When wielded/worn:
Fatigue: -5%
Mental save: -7
Life leech chance: +15%
Life leech: +30%
Curse of Misfortune

 Around neck
e) Fiery Choker
   [Unique]
Type: jewelry / amulet ; tier 3

When wielded/worn:
Changes stats: +5 Mag / +4 Wil / +3 Cun
Changes resistances: -20% cold / +20% fire
Changes damage: -5% cold / +10% fire
Damage affinity(heal): +30% fire
Blindness immunity: +40%
Spellpower: +7
Spell crit. chance: +8%
Talent on hit(spell): Volcano (10% chance level 3).

   Dropped by Ungolë
 Light source
f) Summertide Phial
   [Unique]
Type: lite / lite

When wielded/worn:
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +4
Healing mod.: +10%
It can be used to call light, costing 9 power out of 15/15.
   Dropped by Prox the Mighty
 Main armor
g) Bindings of Eternal Night (12 def, 12 armour) (Nightmares)
   [Unique]
Type: armor / mummy ; tier 3

It is part of a set of items.
The set is complete.
When wielded/worn:
Armour: +12
Defense: +12
Changes stats: +5 Mag / +5 Wil
Damage when the wearer is hit: 10 darkness
Changes resistances: -10% fire / +30% blight / +30% darkness / -10% light
Changes damage: +20% darkness
Poison immunity: +100%
Disease immunity: +100%
Life regen: +1.00
Light radius: -1
The wearer is treated as an undead.
Curse of Nightmares
It can be used to activate talent Abyssal Shroud (costing 42 power out of 80/80) :
Effective talent level: 2.0
Power cost: 42 out of 80/80.
Range: 6.0
Travel Speed: instantaneous
Is: a spell
Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns.  The shroud causes 18.68 darkness damage each turn, reduces light radius by 2, and darkness resistance by 13% of those within.
   Dropped by ancient elven mummy
 Cloak
h) cashmere cloak of the hunt (2 def, 0 armour) (Nightmares)
   Type: armor / cloak ; tier 3

When wielded/worn:
Accuracy: +19
Defense: +2
Fatigue: -6%
Maximum life: +58.00
Curse of Nightmares
It can be used to activate talent Blinding Speed, placing all other charms into a 41 cooldown :
Effective talent level: 2.0
Power cost: 41 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns.
   Dropped by orc soldier
 On head
i) Crown of Eternal Night (0 def, 3 armour) (Corpses)
   [Unique]
Type: armor / head ; tier 3

It is part of a set of items.
The set is complete.
When wielded/worn:
Armour: +3
Fatigue: +3%
Changes stats: +10 Cun
Damage when the wearer hits(melee): 40 darkness
Reduce damage by fixed amount: +30 all
Changes damage: +20% darkness
Talent mastery: +0.10 Cunning / Stealth 
Spell save: +15
Mental save: +15
Confusion immunity: +30%
Knockback immunity: +30%
Light radius: -1
Curse of Corpses
It can be used to activate talent Retch (costing 42 power out of 80/80) :
Effective talent level: 2.0
Power cost: 42 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 10 turns, and deals 36 blight damage or heals 51 life.
Creatures standing in the retch also have 11% chance to remove a physical effect each turn.
Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
   Dropped by Greater Mummy Lord
 Around waist
j) Girdle of the Calm Waters (Nightmares)
   [Unique]
Type: armor / belt ; tier 1

When wielded/worn:
Changes stats: +3 Wil
Changes resistances: +20% cold / +20% nature / +20% blight
Healing mod.: +30%
Curse of Nightmares

 On hands
k) Gloves of the Firm Hand (0 def, 8 armour) (Misfortune)
   [Unique]
Type: armor / hands ; tier 3

When wielded/worn:
Armour: +8
Changes stats: +4 Con
Talent cooldown: Clinch (-2 turns)
Disarm immunity: +40%
Stun/Freeze immunity: +30%
Knockback immunity: +30%
Curse of Misfortune

   Dropped by gelatinous cube
 On feet
l) Boots of the Hunter (2 def, 12 armour) (Shrouds)
   [Unique]
Type: armor / feet ; tier 4

When wielded/worn:
Armour penetration: +15
Physical power: +12
Armour: +12
Defense: +2
Fatigue: +8%
Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator 
Spell save: +10
Mental save: +10
Stun/Freeze immunity: +40%
Maximum life: +80.00
Curse of Shrouds
It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 29 power out of 32/32.
 Tool
m) warded stralite torque of psychoportation [power 43]  (27 cooldown)
   Type: charm / torque ; tier 4

When wielded/worn:
Maximum wards: +1 physical / +2 mind / +2 darkness
Talent granted: +1 Ward 
It can be used to teleport randomly (rad 43), placing all other charms into a 27 cooldown.
   Dropped by The Master
 Quiver

  [Last Messages]
...
Unseen One casts Rune: Phase Door.
Unseen One is out of phase.
...

Hempel123
Cornac
Posts: 44
Joined: Sun Jan 20, 2013 9:06 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#2 Post by Hempel123 »

congratulation!

Was the "hate-management" any problem?

omni
Thalore
Posts: 127
Joined: Thu Sep 29, 2011 6:55 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#3 Post by omni »

No, not really. Rarely.

Two things happen at low hate- shadows require a reboot (I'd have to cut off shadows and allow hate to rebuild a bit), and healing goes to pot.

The healing going to pot was taken care of by the girdle of calm waters. +30% heal mod is quite significant when you may be potentially bottoming around 50%.

I managed hate oftentimes by just bump attacking (I didn't pick up gestures until lvl 46 I think!), or defensive posturing.

I really was just so geared up to slog it out, and did so great at slogging it out, that I could enjoy longer fights than necessary. That solved my hate issues, until/unless an enemy hit a critical mass that could overcome my defenses, or I had to overcome some enemies defenses (looking at you, weirdling beast...)

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#4 Post by Mankeli »

Skeleton doomed, now that feels like an unusual combination, congrats!

How did you get 70 % all resists again? I don't know how the cursed aura thing works...

Isotope-X
Thalore
Posts: 129
Joined: Tue May 28, 2013 1:34 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#5 Post by Isotope-X »

I would have never thought to try Skeleton Doomed, probably because I instinctively think of anti-magic when it comes to Doomed. Bone Shield + Deflection would be massively durable, though. And having Phase Door capability would partially obviate one of the benefits of Darkness (fast movement) in order to allow more Shadow use.

Maybe I'll try this later...

omni
Thalore
Posts: 127
Joined: Thu Sep 29, 2011 6:55 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#6 Post by omni »

Capped resist all was reached by one of two ways.

15% was provided by tough skin. 36% was provided by phase door rune. Curse of Shrouds provided the rest- every time I killed something I got either 15% (at curse 4) or 20% (at curse 5) res all for 3 turns. If not, one movement brought it back.

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#7 Post by Mankeli »

So, inspired by your character omni, I've decided to give this one a spin -with some twists.

Because I don't like shadows, though, I will try to build a character that uses them very little (I have to invest some points in shadows because I won't have any other places to put those points in eventually). I also forewent cursed aura because my skelly is going gesture heavy.

The four main trees for early-midgame game will be Cursed / Punishments and Cursed / Force of will on the class talent department and skeleton and gestures (+relentless but this is obvious :lol: ) in the generics department.

I plan on not unlocking any trees at all, the generics are tight as is if I want to heavily invest in both skelly and gestures. I will use the category points to increase masteries in some of the above-mentioned trees.

I don't think skipping shadows will be optimal, but this will be about having fun :lol:. Currently only at level 4 and just cleared the starting dungeon. If my characters manage the starting dungeon, the next place to die is the ruined dungeon and a bit later the temporal rift. I'm playing adventure mode but if my character dies before East I just pretty much always quit.

Oh, and found a pretty nice deep orange artifact hat on a chest already!

If my character is still alive after the rift, I will come back and report (and probably open up a new thread).

Thanks for the inspiration!

Hempel123
Cornac
Posts: 44
Joined: Sun Jan 20, 2013 9:06 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#8 Post by Hempel123 »

I tried a similar combination some days ago and the start was incredible harsh, so I quittet after I died at ~lvl15.
But I invested in shadows, but I felt like they are almost useless; very little damage; bad tanking. Do I miss something about them?

Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#9 Post by Theyleon »

Shadows take a fair while to get going - you need a heavy investment before they stop being temporary distractions for the enemy.

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#10 Post by Mankeli »

My skeleton doomed is currently on dreadfell:5 and it has been a smooth run so far. My go to -skills have been reproach, deflection, willful strike and blast and I've used gestures from turn:1. No shadows yet. Relentless was maxed early and also heavy investments in bone armour and heal.

I did have one close call with Urkis where my character was left with maybe like 150 HP but other than that it has been really easy. Monsters in dreadfell feel pretty much just cannon fodder and I've already taken down three uniques and at least 3 vaults. I've been lucky with equipment though.

Gestures+deflection make early game melee suprisingly feasible. Add bone armour and suddenly you are playing like a hybrid.

I'm going to put something into shadows after dreadfell tops because I don't like the remaining damaging skills that much as the aforementioned (there are a couple of skills still I'd really like to get still).

omni
Thalore
Posts: 127
Joined: Thu Sep 29, 2011 6:55 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#11 Post by omni »

So, shadows. The trick with shadows is try to float points out of it, until you can suddenly plop 5/1/4 into it. RIGHT then, they'll come into their own. You'll be coasting around at 5/1 for a long time (and a bit weaker...) but when you throw 4 points into shadow mages and they start ressing/throwing firebolts, they pay off then. Until that point, patience and hatred will guide your path ;)

@Hempel- dude that's awesome. I've always wanted to try a gesture Doomed. I've never quite synched with them though, for the oddest reason. On the classic UI you get a bar that shows your power level of deflection, and it's blindingly stupidly obvious when you run out. But the modern UI is so much nicer. I feel it's much more critical for the melee doomed to be battling specifically when at high deflection.

Fears on a melee Doomed could be particularly tasty though...

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#12 Post by Crim, The Red Thunder »

omni wrote:Fears on a melee Doomed could be particularly tasty though...
Yes. Indeed they can.

Gesture of malice, feed, and despair... Collectively, that's over 100% of resistance reduction, on a well specced doomed. And then you get madness and mental tyranny, on top of your melee blows that stun...

Yes, it's a delicious combo.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Unseen One, Skeleton Doomed Win (1.1.5)

#13 Post by Mankeli »

Crim, The Red Thunder wrote:
omni wrote:Fears on a melee Doomed could be particularly tasty though...
Yes. Indeed they can.

Gesture of malice, feed, and despair... Collectively, that's over 100% of resistance reduction, on a well specced doomed. And then you get madness and mental tyranny, on top of your melee blows that stun...

Yes, it's a delicious combo.
An ADOM player, aye.

My skelly doomed is currently heading to Vor Armoury. Zero deaths, things that try to resist are doomed. Using Scorpion gauntlets for mobs that are too far away for gestures/willful strike, reproach. After about 6-8 more levels I will have to decide the fate of my cat points. Tempted to do a double increase in gestures :lol:. Maybe increasing skeleton would be more sane, though.

And oh yeah, I have 9 unused class talent points just because.

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