Wyrmic

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

Moderator: Moderator

Post Reply
Message
Author
jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Wyrmic

#1 Post by jam3 »

So I am playing ToME again after promising not to (after finally winning Dredmor).

I had a couple of shadowblades that ended in the early teens where most of my successful characters do. I have a wyrmic which is quite strong, but new for me, which I am afraid is going for a similar fate.

I have already screwed up, maybe, I lost an Anthoril escort and inscribed a phase shift rune and put 4 points into bellowing roar. On the other hand, my items seem pretty decent and I am having a pretty easy time (it never gets easy, in my experience, with the shadowblade).

So, advice?

My character:
http://te4.org/characters/66232/tome/80 ... 2e6c02534c

I currently use mace and coral spray, but I have some great two handers and the whip.

I also have a category point left.

JM

Davion Fuxa
Sher'Tul
Posts: 1293
Joined: Wed May 22, 2013 2:39 am
Location: Halifax, Nova Scotia, Canada
Contact:

Re: Wyrmic

#2 Post by Davion Fuxa »

Wyrmics are 'Nature' oriented characters with awesome regenerative abilities due to Fungus. Celestial/Light talents are likely going to be exceptional weak for them.

If by 'Phase Shift Rune' you mean Phase Door, then I would recommend trying to find a better Inscription. Teleport Runes should be commonly available and are going to be far better replacement. If you find a Controlled Phase Door Rune or a Movement Inscription with like 500% or more Movement Speed on it then those will likely be even better.

Bellowing Roar is Awesome. Easily 5/5 that talent, it's an effective 3 Turn Confusion that almost hits your entire screen (Range cuts out just a bit before the 10 Tile Vision Radius). Bellowing Roar IS your most effective control talent - it will even work on the Final Bosses.

In regards to Conventional Weapon Talents, you can invest in them or choose not too. Either or is fine for playing the Wyrmic, so if you decide you want your character to make use of Two Handed Assault or Shield Offense then all the power to you.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Wyrmic

#3 Post by jam3 »

Is stormlash worth using? (I don't have much dex)

Is it now impossible to go AM (I have just heard/read about it, never even had that option or been interested)?

If I don't go AM, what should I spend generics in... stone magic?

JM

Davion Fuxa
Sher'Tul
Posts: 1293
Joined: Wed May 22, 2013 2:39 am
Location: Halifax, Nova Scotia, Canada
Contact:

Re: Wyrmic

#4 Post by Davion Fuxa »

Stormlash is an Exotic One Handed Weapon. It can be useful early if you don't have much Weapon Training and want a Ranged Ability but Wyrmics naturally start with a little Weapon Training and HAVE good Ranged Ability. I'd probably just give it to the Archmage to get into Anglowen.

You can go Anti-Magic if you have access to Zigur, however I would question if you really should. Wyrmics naturally start out with Fungus - which means you don't have to go Anti-magic to pick up that category. That means you are essentially limiting your Wyrmic character to being unable to use Arcane Tools like Runes or Arcane Artefacts for just the Anti-Magic Category; and any Spell-like Talents you may have picked up from Escorts would be gone. On the Flipside though, the Anti-Magic Category does have some powerful abilities for managing Equilibrium, and Wyrmics primarily are only really threatened by Spellcasters

Whether you lean towards going Anti-Magic or not should really be in regards to what talents you wish to focus on. If you want to heavily invest in Breaths then Equilibrium can be a problem that Anti-Magic can help alleviate. If you choose to pick up some Two Handed Assault or Shield Offense Talents then it will be much less so since you will have a Stamina bar to also use. If you don't know what you plan to do, the only real advice I can give is to not pursue Anti-Magic.

In regards to where you should spend your Generics -

-Wild-Gift/Fungus is your primary Generic Category of note. 5/5 Ancestral Life, and drop at least 1/5 points in Sudden Growth
-Wild-Gift/Call of the Wild is a general 'Wilder' category that has some neat stuff that can be useful. I'd drop 1/5 in Nature's Balance and I'd probably 5/5 Nature's Touch as a backup heal. Mediation might sound like a laughably worthless talent but if you have a few Generic points lying around you can invest there.
-Techniques/Combat Training is going to be a bread and butter category that you should throw talent points into when you aren't investing in other important stuff. 5/5 Thick Skin, 5/5 Armour Training, 5/5 Combat Accuracy, and 5/5 Weapons Mastery.

If you still need ideas on where else to put your Generic points -

-Escort Rewards for Technique/Conditioning from Warrior Escorts can be a nice place to drop category points. Vitality and Unflinching Resolve are awesome.
-Harmony will get unlocked if you ate the Sandworm Queens Heart - consider looking there to see if anything interests you, a lot of players certainly are.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Wyrmic

#5 Post by jam3 »

So I tried the Stone talent in Alchemy (Dex was probably the next best?).

I don't want to put any points into magic, but I can probably get up to 20 no problem with some 1off items, and I don't need to keep it up that high to use the skills. I have never imbued item though...

JM

jam3
Halfling
Posts: 87
Joined: Tue Sep 10, 2013 11:38 pm

Re: Wyrmic

#6 Post by jam3 »

She died in the tunnels. A new character which just passed the tunnels. I went with a Dwarf because I just didn't need that point.

I have wonderful weapons, for someone else I feel.

http://te4.org/characters/66232/tome/16 ... 59915d4783

I have Spectral Blade (http://te4.org/wiki/Spectral_Blade), Shantiz the Stormblade (15-19.5 power, 20 apr), and Armabar (12.5-13.75 power, 32 apr, nature damage) and I am not sure what I should plan. Up my Dex to use Shantiz? If I can get my dex up to 30, I get +20 and the ability to slow projectiles that come my way.

JM

chris11sholtz
Posts: 1
Joined: Mon Sep 08, 2014 7:45 am

Re: Wyrmic

#7 Post by chris11sholtz »

i quite like going antimagic on wyrmics. i dump my stat points into wil/con/cun and go with dual psiblades. in the fire tree i go 5/1/5/0. fill it out early along with picking up 5/5/?/0 in acid. dissolve hits like a truck with psiblades and high willpower, so if you want points there, you can grab it. corrosive mist is also quite strong if picked up a bit later in the game.

the basic idea for this build is to ignore all breath attacks except the multihued drake one (and only one or two points here for the heal debuff) because they scale with str. use acid, fire, auto attacks to clear and antimagic to protect against mages. fungus for heals (going the antimagic path makes fungus .2 category stronger after completing the storm mage quest). i put a few in lightning, but you really only need one for the escape. ice armor is also nice if you want it.

my last wyrmic on normal was lvl 34 cornac and i died to 4 lvl 87 "overpowered greater multihued drake" :( i'm about to start another one and i'm debating what race to start as. cornac is nice because you level fast and therefore have points quicker to flush out your build along with the starting category point that you can sink into psiblades once you get 100g to buy the tree; but i think a dwarf might be very strong also.

Post Reply