Wall - Ghoul Berserker of Flesh

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Final Master
Sher'Tul
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Wall - Ghoul Berserker of Flesh

#1 Post by Final Master »

Confusion seems to be really really strong against using runes/infusions, way more so than against using potions/scrolls. My first undead to ever leave the paths, and by far my best berserker ever. Farewell in death again - I probably wont' be playing you for a long long time.

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  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Male         STR:  41
Race             : Ghoul        DEX:  12
Class            : Berserker    MAG:  10
Level            : 13           WIL:  16
Exp              : 31%          CUN:  11
Gold             : 237.27       CON:  41

Attack(Main Hand):  42          Life             :     -20/632  Encumbrance      : 77/113
Damage(Main Hand):  71          Stamina          :     107/168  Difficulty       : Normal
APR   (Main Hand):   1          
Crit  (Main Hand):   2%         
Speed (Main Hand): 1.00         
                                
                                

Fatigue          : 13%          Spellpower       : 15
Armor            : 8            Spell Crit       : 1.3%
Defense          : 21.7         Spell Speed      : 1
Ranged Defense   : 21.7         


Physical Save    : 20.5
Spell Save       : 6.5
Mental Save      : 6.75

Cold Resist(cap):  20%( 70%)
Lightning Resist(cap):  53%( 70%)
Acid Resist(cap):   9%( 70%)
Nature Resist(cap):  20%( 70%)
Blight Resist(cap):  20%( 70%)
Poison Resistance:  80%
Bleed Resistance: 100%
Pinning Resistance:  35%
Stun Resistance:  90%
Fear Resistance: 100%

Number of NPC killed: 1127
Most killed NPC: cold drake hatchling (93)

  [Talents Chart]

 - Technique / Two-handed weapons     (mastery 1.30)
    Death Dance (class)               1/5
    Berserker (class)                 5/5
    Warshout (class)                  0/5
    Death Blow (class)                0/5
 - Technique / Two-handed weapons     (mastery 1.30)
    Stunning Blow (class)             4/5
    Sunder Armour (class)             0/5
    Sunder Arms (class)               0/5
    Blood Frenzy (class)              0/5
 - Technique / Bloodthirst            (mastery 1.20)
    Bloodbath (class)                 4/5
    Mortal Terror (class)             0/5
    Bloodrage (class)                 0/5
    Unstoppable (class)               0/5
 - Technique / Combat techniques      (mastery 1.30)
    Precise Strikes (class)           0/5
    Rush (class)                      0/5
    Perfect Strike (class)            0/5
    Blinding Speed (class)            0/5
 - Technique / Combat techniques      (mastery 1.30)
    Quick Recovery (class)            2/5
    Fast Metabolism (class)           1/5
    Spell Shield (class)              0/5
    Unending Frenzy (class)           0/5
 - Technique / Combat training        (mastery 1.30)
    Heavy Armour Training (generic)   1/5
    Massive Armour Training (generic) 0/5
    Health (generic)                  2/5
    Weapon Combat (generic)           4/10
    Weapons Mastery (generic)         4/10
    Knife Mastery (generic)           0/10
 - Cunning / Survival                 (mastery 1.20)
    Trap Detection (generic)          0/5
    Heightened Senses (generic)       0/5
    Trap Disarm (generic)             0/5
    Evasion (generic)                 0/5
 - Undead / Ghoul                     (mastery 1.10)
    Ghoul (generic)                   3/5
    Ghoulish Leap (generic)           0/5
    Gnaw (generic)                    0/5
    Retch (generic)                   0/5

  [Current Effects]

+ Confused

  [Completed Quests]

 -- Escort: lost warrior (level 5 of Old Forest)
You failed to protect the lost warrior from death by hornet swarm.
 -- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
   * 10/10   
 -- Escort: worried loremaster (level 2 of Old Forest)
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest.
As a reward you improved talent Disarm (+1 level(s)).
 -- The rotting stench of the dead
You have been resurrected as an undead by some dark powers.
However the ritual failed in some way and you retain your own mind, you need to get out of this dark place and try to carve a place for yourself in the world.
You have found a very special cloak that will help you walk among the living without trouble.
 -- The Curse of Magic
You met a warrior who invited you join the group called the Ziguranth he belongs to that is dedicated to combat magic.
 -- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
 -- Scrying for dummies
You have found an object that seems to be unique, it looks like it has hidden powers within.
Go to the town of Derth, to the south of the Trollshaws, and talk to the local scryer, maybe she can be of help.
 -- Escort: worried loremaster (level 3 of Daikara)
You failed to protect the worried loremaster from death by snow giant thunderer.

  [Active Quests]

 -- Into the darkness
It is time to explore some new places dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is to the eastern borders of the Thaloren forest.
   * You have explored the Old Forest and vanquished the Old Man Willow.   
   * You must explore the Maze and find out what lurks there and what treasures are to be gained!   
   * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!   
   * You must explore the Daikara and find out what lurks there and what treasures are to be gained!   
 -- Storming the city
As you came to Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
 * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the blue mountains, to the south west.

  [Character Equipment]

 In main hand
a) iron greatsword 'Elivea' (12.5-20 power, 1 apr)
   Type: weapon / greatsword
12 Power [Range 1.60] (+120% Strength), 0 Attack, 1 Armor Penetration, Crit 2%
Damage type: physical
When wielded/worn:
Increases resistances: 9% acid,18% lightning.
Increases pinning immunity: 35%.
Maximum stamina 20

   Dropped by skeleton warrior
 In off hand
 On fingers
b) steel ring of lightning resistance (+24%)
   Type: jewelry / ring
When wielded/worn:
Increases resistances: 24% lightning.

c) voratun ring of defense (18 def, 0 armor)
   Type: jewelry / ring
When wielded/worn:
Armor 0, Defense 18, Ranged Defense 0

 Around neck
d) grounding copper amulet
   Type: jewelry / amulet
When wielded/worn:
Increases resistances: 5% lightning.
Increases stun immunity: 10%.

   Dropped by Bill the Stone Troll
 Light source
e) Wintertide Phial
   Type: lite / lite
When wielded/worn:
Light radius 1
Infravision radius 6

 Main armor
f) grounding rough leather armour of resilience (1 def, 2 armor)
   Type: armor / light
When wielded/worn:
Armor 2, Defense 1, Ranged Defense 0
Fatigue 6%
Increases resistances: 6% lightning.
Increases stun immunity: 30%.
Maximum life 25

 Cloak
g) Cloak of Deception
   Type: armor / cloak
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 5
Spellpower 5, Spell Crit 0%

   Dropped by Necromancer
 On head
h) iron helm (0 def, 3 armor)
   Type: armor / head
When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 5%

 Around waist
i) Girdle of the Calm Waters
   Type: armor / belt
When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%

 On hands
j) dwarven-steel gauntlets (0 def, 2 armor)
   Type: armor / hands
When wielded/worn:
Armor 2, Defense 0, Ranged Defense 0

 On feet
k) Eden's Guile (2 def, 1 armor)
   Type: armor / feet
When wielded/worn:
Armor 1, Defense 2, Ranged Defense 0
Fatigue 2%
Increases stats: 3 Cunning.
Increases talent masteries: 0.20 Cunning / Survival.
It can be used to boost speed, costing 50 power out of 50/50.
 Tool
l) dwarven-steel pickaxe (dig speed 33 turns)
   Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver

  [Player Achievements]

'Exterminator' was achieved for Killed 1000 creatures At 2010-12-02 00:41:51
'Level 10' was achieved for Got a character to level 10. At 2010-12-01 23:31:39
'The secret city' was achieved for Discovered the truth about mages. At 2010-12-01 22:53:43

  [Character Inventory]

a) movement infusion
   Type: scroll / infusion
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 infusion to prevent stuns, dazes and pinning effects for 3 turns.

It can be used to inscribe your skin with the infusion..
b) Orb of Scrying
   Type: jewelry / orb
When carried:
It can be used to use the orb, costing 1 power out of 1/1.
c) copper ring
   Type: jewelry / ring

d) stralite ring
   Type: jewelry / ring

e) poisonous steel battleaxe of accuracy (21-31.5 power, 2 apr)
   Type: weapon / battleaxe
21 Power [Range 1.50] (+120% Strength), 4 Attack, 2 Armor Penetration, Crit 5%
Damage type: physical
Damage on strike(melee): 6 poison.

f) steel dagger (9.5-12.35 power, 6 apr)
   Type: weapon / dagger
9 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical

g) steel greatmaul (26-39 power, 2 apr)
   Type: weapon / greatmaul
26 Power [Range 1.50] (+120% Strength), 0 Attack, 2 Armor Penetration, Crit 1%
Damage type: physical

h) iron longsword of accuracy (5.5-7.7 power, 2 apr)
   Type: weapon / longsword
5 Power [Range 1.40] (+100% Strength), 4 Attack, 2 Armor Penetration, Crit 2%
Damage type: physical

i) steel longsword (14.5-20.3 power, 3 apr)
   Type: weapon / longsword
14 Power [Range 1.40] (+100% Strength), 0 Attack, 3 Armor Penetration, Crit 3%
Damage type: physical

j) steel waraxe of massacre (11-15.4 power, 3 apr)
   Type: weapon / waraxe
11 Power [Range 1.40] (+100% Strength), 0 Attack, 3 Armor Penetration, Crit 4%
Damage type: physical
When wielded/worn:
Increases damage type: 10% physical.

k) Mighty Girdle
   Type: armor / belt
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Increases maximum encumberance: 70.
Increases knockback immunity: 40%.

l) Tureyavon
   Type: armor / belt
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 6
Increases critical damage modifier: +9%.
Spellpower 0, Spell Crit 3%

m) Voremina the rough leather belt
   Type: armor / belt
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 7
Damage on hit(melee): 9 arcane.
Increases critical damage modifier: +6%.

   Dropped by Half-Finished Bone Giant
n) linen cloak of Eldoral (1 def, 0 armor)
   Type: armor / cloak
When wielded/worn:
Armor 0, Defense 1, Ranged Defense 0
Increases stats: 2 Dexterity,2 Cunning.

o) hardened leather cap (0 def, 3 armor)
   Type: armor / head
When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 3%

   Dropped by black ooze
p) steel mail armour of nature resistance (2 def, 6 armor)
   Type: armor / heavy
When wielded/worn:
Armor 6, Defense 2, Ranged Defense 0
Fatigue 14%
Increases resistances: 10% nature.

   Dropped by red ooze
q) cured leather armour of nature resistance (2 def, 4 armor)
   Type: armor / light
When wielded/worn:
Armor 4, Defense 2, Ranged Defense 0
Fatigue 7%
Increases resistances: 19% nature.

   Dropped by orc assassin
r) topaz
   Type: gem / blue
When used to imbue an object:
Armor 0, Defense 4, Ranged Defense 0

s) yew wand of illumination (15/15)
   Type: wand / wand
It can be used to light the area, with 15 charges out of 15.

  [Last Messages]

Snow giant casts Mind Disruption.
Wall wanders around!.
Talent Rune: Phase Door is ready to use.
Wall is confused and fails to use Rune: Phase Door.
Snow giant boulder thrower hits Wall for 36.00 physical damage.
Snow giant boulder thrower hits Wall for 4.00 cold damage.
Snow giant hits Wall for 35.00 physical damage.
Snow giant hits Wall for 5.60 cold damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hits snow giant boulder thrower for 67.20 physical damage.
Snow giant boulder thrower is knocked back!
Snow giant boulder thrower hits Wall for 84.00 physical damage.
Wall is knocked back!
Snow giant boulder thrower hits snow giant for 54.38 physical damage.
Snow giant is knocked back!
Wall is confused and fails to use Rune: Phase Door.
Mountain troll thunderer casts Lightning.
Mountain troll thunderer hits snow giant for 54.00 lightning damage.
Mountain troll thunderer hits snow giant boulder thrower for 54.00 lightning damage.
Mountain troll thunderer killed snow giant boulder thrower!
Mountain troll thunderer hits Wall for 25.38 lightning damage.
Mountain troll thunderer hits skeleton master archer for 54.00 lightning damage.
Mountain troll thunderer hits giant acid ant for 54.00 lightning damage.
Mountain troll thunderer hits snow giant boulder thrower for 54.00 lightning damage.
Snow giant hits Wall for 38.00 physical damage.
Snow giant hits Wall for 5.60 cold damage.
Snow giant casts Mind Disruption.
Wall resists!
Snow giant casts Mind Disruption.
Wall wanders around!.
Snow giant hits Wall for 36.00 physical damage.
Snow giant hits Wall for 4.80 cold damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hits snow giant for 67.20 physical damage.
Snow giant is knocked back!
Snow giant boulder thrower hits Wall for 84.00 physical damage.
Snow giant boulder thrower killed Wall!
Wall is knocked back!
Snow giant boulder thrower hits snow giant for 54.38 physical damage.
Snow giant is knocked back!
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greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Wall - Ghoul Berserker of Flesh

#2 Post by greycat »

Daikara is the hardest of the second-tier dungeons (possibly the Sandworm Lair can compete, but only because it requires special preparation and a unique approach). You really should've finished off some other quests/bosses before heading over there. A level 13 character in Daikara is courting death, and you really, really don't want to see the offspring of a ghoul/death courting.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Wall - Ghoul Berserker of Flesh

#3 Post by Sirrocco »

I actually have a character now that I'm running around in the elven ruins with, and I'm not convinced that Daikara would be easier.

Sandworm lair can kill you dead, dead, dead if you don't know what you're doing there, but most of the threat is pretty level-agnostic, and it's worth going through anyway. Eventually you figure out how to survive and thrive there, and after that it works fine. I generally run Sandworm Lair before Old Forest.

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Wall - Ghoul Berserker of Flesh

#4 Post by Final Master »

I'm surprised I was having such issues there, as usually I'm able to take it as the second or third dungeon pre-beta15b. I was killed more due to almost constant confusion and confusion making me have an almost 90% chance of failure to activate runes/infusions. I should have went and did amon sul, ect before going there now that I know how stupid powerful confusion is now.
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Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

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