Beta 6: beat the game?

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Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Beta 6: beat the game?

#1 Post by Shoob »

I think I beat it, I did the doom quest and then reported back to the sun paladin, is there anything else I need to do after that?

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.
Oliphant am I, and I never lie.

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: Beta 6: beat the game?

#2 Post by Shoob »

some comments/thoughts:
- Rush doesnt always work (no errors though in stdout) It just gets used, but no move and attack. Does use energy though.
- there is a huge jump in difficulty from early quests to tol falas (negated if you enter tol falas early, which I did not :P), however, the game drops in difficulty after that, only to have...
- a huge jump in difficulty when you enter Rak'shor's pride. (primarily because it was so open, but that is really how the region is, and also eternal bone golems are nasty :P)

probably more, but I need to sit back and think some.
Oliphant am I, and I never lie.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Beta 6: beat the game?

#3 Post by darkgod »

Why would you say it becomes easier after tol falas ?
(Also it's kinda wanted, tol falas si meant to be a very dangerous and important place, but it should not become TOO easy afterwards either)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: Beta 6: beat the game?

#4 Post by Shoob »

ok, really only the master presented a challenge for my guy. He was the only real reason I would rate tol falas as difficult :P (I did have a 2.1 hp regen ring if you didnt notice, that helped a lot)

as far as bosses go, tol falas is probably the hardest one atm, followed by... um.... hmmm.... (following list is for this character only, list depends on tactics used)

Tol Falas
Carn Dum
Mt Doom
Ambush
Sandworm Lair
(all the others) what can I say, neither the necromancer in Rok'Shar nor the destroyer got off any attacks against me, I just waded through them, otherwise they might have been harder. (ok, really Uruk didnt get off any attacks either against me too, but I put him up there because of his hp and stuff, if you dont come prepared he would be difficult.

I am not sure it became too easy afterwards, just that tol falas and on was when monsters could actually start damaging me in combat (well, not including pre lvl 4). I still think damage and armor needs to be honed, as I had high armor, but was still taking reasonable damage, not sure what it would look like if I had less armor.
Oliphant am I, and I never lie.

Gwai
Sher'Tul
Posts: 1091
Joined: Wed Apr 27, 2005 1:55 pm

Re: Beta 6: beat the game?

#5 Post by Gwai »

I can't discuss the hardness of the Tol Falas boss since I got stupid most of the way down and died. However, I as a not particularly spoiled player found the hardness of the rest of the dungeon very appropriate. It was quite dangerous and I had to be very alert, but my prepared wizard was fully capable of doing it. I did notice though that this was the first place in a while where I couldn't one-shot-kill almost anything.

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