Stuff I did in the far east:
- unremarkable cave
- Rak'shor pride
- bug place that has orcs too (and sun paladins at the bottom)
- spider place
I think that is it, is it?
Mt doom was hard, there are a few essential things you need there, that I should have brought with me, but I didnt have much of (still barely managed)
Normal difficulty level.
stat wise, it might have been better to remove str and wil equipment and max them out rather than putting them in con, but I guess it is fine. I also still had a talent category point I never used... probably would have put it in either combat techniques or survival.
This char could do over 70 damage to people that attacked him, even more if they miss and he ripostes.
Code: Select all
[Tome 4.00 @ www.te4.org Character Dump]
Sex : Male STR: 60
Race : Skeleton DEX: 21
Class : Wyrmic MAG: 15
Level : 35 WIL: 64
Exp : 6% CUN: 20
Gold : 2784.54 CON: 52
Attack(Main Hand): 80 Life : 962/962
Damage(Main Hand): 140 Stamina : 330/330
APR (Main Hand): 10
Crit (Main Hand): 13%
Speed (Main Hand): 1.00 Equi : 0
Fatigue : 62% Spellpower: 22
Armor : 60.8 Spell Crit: 12%
Defense : 22.85 Spell Speed: 1
Ranged Def : 22.85
Arcane damage: 10%
Fire damage: 20%
Cold damage: 30%
Lightning damage: 10%
Acid damage: 10%
Physical Resist: 35
Spell Resist : 26
Mental Resist : 28
Cold Resist: 70%
Nature Resist: 40%
Lightning Resist: 31%
Number of NPC killed: 3374
Most killed NPC: cold drake hatchling (242)
[Talents/Skills Chart]
- Technique / Weapons and shields (mastery 0.90)
Shield Pummel (talent) 1/5
Riposte (talent) 5/5
Overpower (talent) 1/5
Assault (talent) 1/5
- Technique / Combat techniques (mastery 1.00)
Quick Recovery (skill) 0/5
Fast Metabolism (skill) 0/5
Spell Shield (skill) 0/5
Unending Frenzy (skill) 0/5
- Technique / Combat training (mastery 1.00)
Heavy Armour Training (skill) 1/5
Massive Armour Training (skill) 3/5
Health (skill) 5/5
Weapon Combat (skill) 10/10
Sword Mastery (skill) 10/10
Axe Mastery (skill) 1/10
Mace Mastery (skill) 0/10
Knife Mastery (skill) 0/10
- Wild-gift / Call of the wild (mastery 1.20)
Meditation (talent) 2/5
Nature's Touch (talent) 1/5
Earth's Eyes (talent) 2/5
Nature's Balance (talent) 0/5
- Wild-gift / Slime aspect (mastery 1.00)
Poisonous Spores (skill) 1/5
Acidic Skin (skill) 5/5
Slime Spit (skill) 0/5
Slime Roots (skill) 0/5
- Wild-gift / Sand drake aspect (mastery 1.30)
Burrow (talent) 5/5
Swallow (talent) 0/5
Quake (talent) 0/5
Sand Breath (talent) 0/5
- Wild-gift / Fire drake aspect (mastery 1.30)
- Wild-gift / Cold drake aspect (mastery 1.30)
Ice Claw (talent) 2/5
Icy Skin (talent) 5/5
Ice Wall (talent) 1/5
Ice Breath (talent) 5/5
- Undead / Skeleton (mastery 1.10)
Skeleton (skill) 1/5
Sharp Bones (skill) 0/5
Bone Armour (skill) 0/5
Re-assemble (skill) 0/5
[Character Equipment]
In main hand
a) Ringil, the glittering sword of Fingolfin (38-53.2 power, 10 apr)
3.00 Encumbrance.
Type: weapon / longsword
38 Power [Range 1.40] (+100% Strength), 0 Attack, 10 Armor Penetration, Crit 10%
Damage on hit: 15 ice.
Increases resistances: 25% cold.
Increases damage type: 20% cold.
Light radius 1
See invisible: 2
It can be used to generate a burst of ice, costing 8 power out of 18/18.
In off hand
b) Old Man's Willow Barkwood (9 def, 5 armor)
7.00 Encumbrance.
Type: armor / shield
Armor 5, Defense 9
Fatigue 14%
Increases resistances: -20% fire,20% cold,20% nature.
On fingers
c) Elemental Fury
0.10 Encumbrance.
Type: jewelry / ring
Increases stats: 3 Cunning.
Increases damage type: 10% arcane,10% fire,10% cold,10% lightning,10% acid.
d) Ring of Ulmo
0.10 Encumbrance.
Type: jewelry / ring
Increases stats: 4 Willpower,3 Constitution.
Increases resistances: 25% cold,10% nature.
Maximum mana 20
Maximum stamina 20
It can be used to summon a tidal wave, costing 60 power out of 60/60.
Around neck
e) Fiery Choker
0.10 Encumbrance.
Type: jewelry / amulet
Increases stats: 5 Magic,4 Willpower,3 Cunning.
Increases resistances: 20% fire,-20% cold.
Increases damage type: 10% fire,-5% cold.
Increases blindness immunity: 100%.
Spellpower 7, Spell Crit 8%
Light source
f) bright dwarven lantern of clear sight
1.00 Encumbrance.
Type: lite / lite
Increases blindness immunity: 50%.
Light radius 4
Main armor
g) mithril plate armour of lightning resistance (9 def, 16 armor)
17.00 Encumbrance.
Type: armor / massive
Armor 16, Defense 9
Fatigue 26%
Increases resistances: 31% lightning.
On head
h) Steel Helm of Hammerhand (0 def, 4 armor)
3.00 Encumbrance.
Type: armor / head
Armor 4, Defense 0
Fatigue 8%
Increases stats: 3 Strength,3 Constitution,4 Willpower.
Increases physical resistance: 7.
Increases spell resistance: 7.
Increases mental resistance: 7.
On hands
On feet
i) Frost Treads (1 def, 2 armor)
2.00 Encumbrance.
Type: armor / feet
Armor 2, Defense 1
Fatigue 14%
Increases stats: 4 Strength,4 Dexterity,4 Cunning.
Increases resistances: 20% cold,10% nature.
Increases damage type: 5% cold.
Light radius 1
Tool
Quiver
[Character Inventory]
a) 2 acid-proof potion of lesser healing
0.20 Encumbrance.
Type: potion / potion
It can be used to heal some life.
b) 2 giant potion of invisibility
0.20 Encumbrance.
Type: potion / potion
It can be used to become invisible for a while.
c) 17 potion of cure disease
0.20 Encumbrance.
Type: potion / potion
It can be used to cure poison.
d) potion of cure poison
0.20 Encumbrance.
Type: potion / potion
It can be used to cure poison.
e) potion of greater mana
0.20 Encumbrance.
Type: potion / potion
It can be used to restore a lot of mana.
f) 2 potion of healing
0.20 Encumbrance.
Type: potion / potion
It can be used to heal a good part of your life.
g) 17 potion of lesser healing
0.20 Encumbrance.
Type: potion / potion
It can be used to heal some life.
h) potion of speed
0.20 Encumbrance.
Type: potion / potion
It can be used to increase your speed for a while.
i) 2 fire-proof scroll of enemies detection
0.10 Encumbrance.
Type: scroll / scroll
It can be used to detect enemies within a certain range.
j) 2 fire-proof scroll of light
0.10 Encumbrance.
Type: scroll / scroll
It can be used to light up the surrounding area.
k) fire-proof scroll of magic mapping
0.10 Encumbrance.
Type: scroll / scroll
It can be used to map the area directly around you.
l) 3 fire-proof scroll of phase door
0.10 Encumbrance.
Type: scroll / scroll
It can be used to teleport you randomly over a short distance.
m) 3 fire-proof scroll of shielding
0.10 Encumbrance.
Type: scroll / scroll
It can be used to create a temporary shield that absorbs damage.
n) 8 scroll of enemies detection
0.10 Encumbrance.
Type: scroll / scroll
It can be used to detect enemies within a certain range.
o) 25 scroll of light
0.10 Encumbrance.
Type: scroll / scroll
It can be used to light up the surrounding area.
p) 8 scroll of phase door
0.10 Encumbrance.
Type: scroll / scroll
It can be used to teleport you randomly over a short distance.
q) 5 scroll of shielding
0.10 Encumbrance.
Type: scroll / scroll
It can be used to create a temporary shield that absorbs damage.
r) scroll of teleportation
0.10 Encumbrance.
Type: scroll / scroll
It can be used to teleport you anywhere on the level, randomly.
s) Choker of Dread
0.10 Encumbrance.
Type: jewelry / amulet
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 5
Increases blindness immunity: 100%.
Spellpower 5, Spell Crit 0%
See invisible: 10
It can be used to summon an elder vampire to your side, costing 60 power out of 60/60.
t) gold amulet of mastery (0.24 Wild-gift / Cold drake aspect)
0.10 Encumbrance.
Type: jewelry / amulet
Increases talent masteries: 0.24 Wild-gift / Cold drake aspect.
u) gold amulet of the fish
0.10 Encumbrance.
Type: jewelry / amulet
v) steel amulet of mastery (0.22 Wild-gift / Sand drake aspect)
0.10 Encumbrance.
Type: jewelry / amulet
Increases talent masteries: 0.22 Wild-gift / Sand drake aspect.
w) Orb of Many Ways
1.00 Encumbrance.
Type: jewelry / orb
It can be used to activate a portal, costing 25 power out of 50/50.
x) gold ring of regeneration (+2.10/turn)
0.10 Encumbrance.
Type: jewelry / ring
Regenerates 2.10 hitpoints each turn.
y) Bill's Tree Trunk (30-51 power, 7 apr)
5.00 Encumbrance.
Type: weapon / greatmaul
30 Power [Range 1.70] (+130% Strength), 0 Attack, 7 Armor Penetration, Crit 1%
z) Angmar's Fall (10-11 power, 0 apr)
5.00 Encumbrance.
Type: weapon / staff
10 Power [Range 1.10] (+110% Magic), 0 Attack, 0 Armor Penetration, Crit 1%
Increases damage type: 4% fire,4% cold,4% blight,4% lightning,4% acid.
Spellpower 7, Spell Crit 8%
See invisible: 2
{) Staff of Destruction (15-16.5 power, 4 apr)
5.00 Encumbrance.
Type: weapon / staff
15 Power [Range 1.10] (+150% Magic), 0 Attack, 4 Armor Penetration, Crit 0%
Increases damage type: 22% fire,24% lightning.
Spellpower 10, Spell Crit 15%
|) Black Robe (6 def, 0 armor)
2.00 Encumbrance.
Type: armor / cloth
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 10
Armor 0, Defense 6
Increases stats: 5 Magic,4 Willpower,3 Cunning.
Increases blindness immunity: 100%.
Spellpower 10, Spell Crit 0%
See invisible: 10
}) Rod of Spydric Poison
0.70 Encumbrance.
Type: wand / wand
It can be used to shoot a bolt of spyric poison, costing 25 power out of 75/75.