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Salah the Anorithil

Posted: Wed Nov 17, 2010 6:22 pm
by greycat
I think this was my best character so far:

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  [Tome 4.00 @ www.te4.org Character Dump]
Version would be good. This was beta 13.

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Sex              : Female       STR:  28
My NAME might be worth putting on there, too!

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Race             : Bree-man     DEX:  28
Class            : Anorithil    MAG:  65
Level            : 33           WIL:  15
Exp              : 16%          CUN:  26
Gold             : 522.93       CON:  59
Maxed Magic, nearly maxed Con, and spread points around in Str, Dex and Cunning. The Dex helped me when, on occasion, I wanted to smack something with a stick. You'd be surprised how often that happens.

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Attack(Main Hand):  33          Life             :     -185/1027Encumbrance      : 79/90
Damage(Main Hand):  61                                          Difficulty       : Normal
APR   (Main Hand):   4          Mana             :     317/317
Crit  (Main Hand):   8%         Positive         :     125/126
Speed (Main Hand): 1.00         Negative         :     65/126
                                
                                

Fatigue          : 30%          Spellpower       : 91
Armor            : 25           Spell Crit       : 8.8%
Defense          : 11.3         Spell Speed      : 1
Ranged Defense   : 14.3         

Cold damage      : 5%

Physical Save    : 28.75
Spell Save       : 27
Mental Save      : 17.25

Physical Resist:   8%
Fire Resist:  44%
Cold Resist:  89%
Lightning Resist:  46%
Acid Resist:  44%
Nature Resist:  10%
Confusion Resistance:  85%
Blind Resistance: 100%
Disarm Resistance:  30%
Stun Resistance: 100%
Knockback Resistance:  30%

Number of NPC killed: 2434
Most killed NPC: cold drake hatchling (175)
Love, love, love those resistances.

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  [Talents Chart]

 - Technique / Combat training        (mastery 1.00)
    Heavy Armour Training (generic)   5/5
    Massive Armour Training (generic) 2/5
    Health (generic)                  5/5
    Weapon Combat (generic)           3/10
    Weapons Mastery (generic)         0/10
    Knife Mastery (generic)           0/10
 - Divine / Chants                    (mastery 1.30)
    Chant of Fortitude (generic)      1/5
    Chant of Fortress (generic)       1/5
    Chant of Resistance (generic)     5/5
    Chant of Light (generic)          0/5
 - Divine / Light                     (mastery 1.30)
    Healing Light (class)             2/5
    Bathe in Light (class)            3/5
    Barrier (class)                   1/5
    Second Life (class)               0/5
 - Divine / Sun                       (mastery 1.30)
    Searing Light (class)             4/5
    Sun Flare (class)                 3/5
    Firebeam (class)                  2/5
    Sunburst (class)                  3/5
 - Divine / Glyphs                    (mastery 1.30)
    Glyph of Fatigue (class)          5/5
    Glyph of Explosion (class)        1/5
    Glyph of Repulsion (class)        1/5
    Glyph of Paralysis (class)        1/5
 - Divine / Twilight                  (mastery 1.30)
    Twilight (class)                  1/5
    Jumpgate (class)                  5/5
    Mind Blast (class)                1/5
    Shadow Simulacrum (class)         1/5
 - Divine / Star fury                 (mastery 1.30)
    Moonlight Ray (class)             5/5
    Shadow Blast (class)              1/5
    Twilight Surge (class)            2/5
    Starfall (class)                  2/5
 - Divine / Hymns                     (mastery 1.30)
    Hymn of Shadows (generic)         1/5
    Hymn of Detection (generic)       1/5
    Hymn of Perseverance (generic)    5/5
    Hymn of Moonlight (generic)       0/5
I still had 2 unspent Category points. Couldn't really decide where to use them.

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  [Current Effects]

- Hymn of Perseverance
- Chant of Resistance
- Jumpgate
+ Slow
+ Silenced
+ Disarmed

  [Completed Quests]
**SNIP**
 -- Escort: lost anorithil (level 7 of Tol Falas)
You failed to protect the lost anorithil from death by skeleton mage.
 -- The beast within
You met an half mad lumberjack fleeing a small village, rambling about untold horrors lurking there, slaughtering people.
3 lumberjacks have died.
 -- Escort: lone alchemist (level 2 of Tol Falas)
You successfully escorted the lone alchemist to the recall portal on level 2 of Tol Falas.
As a reward you improved talent Imbue Item (+1 level(s)).
 -- Escort: lost anorithil (level 2 of Old Forest)
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest.
As a reward you improved Cunning by +2.
 -- Escort: lost warrior (level 4 of Tol Falas)
You failed to protect the lost warrior from death by ghast.
 -- Escort: lost anorithil (level 3 of Tol Falas)
You failed to protect the lost anorithil from death by minotaur.
 -- Escort: lost warrior (level 4 of Trollshaws)
You successfully escorted the lost warrior to the recall portal on level 4 of Trollshaws.
As a reward you improved Strength by +2.
 -- Escort: lost anorithil (level 7 of Old Forest)
You successfully escorted the lost anorithil to the recall portal on level 7 of Old Forest.
As a reward you improved Cunning by +2.
 -- Escort: lost sun paladin (level 3 of Tower of Amon S?»l)
You failed to protect the lost sun paladin from death by giant white rat.
 -- Escort: lost sun paladin (level 1 of Carn D?»m)
You failed to protect the lost sun paladin from death by snow giant.

  [Active Quests]
**SNIP**
 -- Lost Knowledge
You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.
'Twas my first time here.

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  [Character Equipment]

 In main hand
a) yew staff of power (18.5-22.2 power, 4 apr, acid damage)
   Type: weapon / staff
18 Power [Range 1.20] (+100% Magic), 0 Attack, 4 Armor Penetration, Crit 3%
Damage type: acid
When wielded/worn:
Spellpower 21, Spell Crit 3%

 In off hand
 On fingers
b) gold ring of magic (+4)
   Type: jewelry / ring
When wielded/worn:
Increases stats: 4 Magic.

c) steel ring of constitution (+4)
   Type: jewelry / ring
When wielded/worn:
Increases stats: 4 Constitution.

 Around neck
d) Choker of Dread
   Type: jewelry / amulet
When wielded/worn:
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.
   Dropped by The Master
 Light source
e) dwarven lantern
   Type: lite / lite
When wielded/worn:
Light radius 3

 Main armor
f) hardened hardened leather armour of cold resistance (agate) (3 def, 13 armor)
   Type: armor / light
When wielded/worn:
Armor 13, Defense 3, Ranged Defense 0
Fatigue 8%
Increases stats: 1 Strength,1 Dexterity,1 Magic,1 Willpower,1 Cunning,1 Constitution.
Increases resistances: 8% physical,8% fire,33% cold,10% lightning,8% acid.

   Dropped by bandit
 Cloak
g) plush linen cloak of Lonely Mountain (1 def, 6 armor)
   Type: armor / cloak
When wielded/worn:
Armor 6, Defense 1, Ranged Defense 0
Increases stats: 2 Strength,2 Constitution.

 On head
h) Steel Helm of Hammerhand (0 def, 4 armor)
   Type: armor / head
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Fatigue 8%
Increases stats: 3 Strength,3 Constitution,4 Willpower.
Increases physical save: 7.
Increases spell save: 7.
Increases mental save: 7.

   Dropped by Minotaur of the Labyrinth
 Around waist
i) blurring rough leather belt of life
   Type: armor / belt
When wielded/worn:
Armor 0, Defense 0, Ranged Defense 3
Increases stealth bonus: 6.
Regenerates 0.40 hitpoints each turn.

   Dropped by red ooze
 On hands
j) Gloves of the Firm Hand (0 def, 0 armor)
   Type: armor / hands
When wielded/worn:
Increases stats: 4 Constitution.
Increases disarm immunity: 30%.
Increases stun immunity: 30%.
Increases knockback immunity: 30%.

   Dropped by grave wight
 On feet
k) Frost Treads (1 def, 2 armor)
   Type: armor / feet
When wielded/worn:
Armor 2, Defense 1, Ranged Defense 0
Fatigue 14%
Increases stats: 4 Strength,4 Dexterity,4 Cunning.
Increases resistances: 20% cold,10% nature.
Increases damage type: 5% cold.
Light radius 1

   Dropped by Rantha the Worm
 Tool
l) dwarven-steel pickaxe (dig speed 31 turns)
   Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver

**SNIP**

  [Last Messages]

Salah hits dolleg for 
Salah hits uruivellas for 
Uruivellas uses Battle Call.
There is more than one object lying here.
Salah is called to battle!
Salah is called to battle!
Dolleg is called to battle!
Quasit is called to battle!
D??athedlen is not stunned anymore.
D??athedlen casts Blood Grasp.
D??athedlen hits Salah for 
D??athedlen drains Salah life!
Thaurhereg uses Silence.
Salah is silenced!
Salah quaffs a potion of greater healing!
You have 
Salah hits uruivellas for 
Dolleg hits Salah for 
The splash of acid destroys your 
The splash of acid destroys your 
The splash of acid destroys your 
The splash of acid destroys your 
Salah hits dolleg for 
Salah hits dolleg for 
Quasit is not stunned anymore.
Quasit rushes out!
Quasit performs a critical stike!
Quasit hits Salah for 
Salah hits quasit for 
Salah hits quasit for 
Uruivellas casts Fire Storm.
Thaurhereg casts Manathrust.
Thaurhereg hits Salah for 
D??athedlen uses Darkness.
Uruivellas uses Disarm.
Uruivellas hits Salah for 
Uruivellas killed Salah!
Salah hits uruivellas for 
Salah hits uruivellas for 
Salah is disarmed!
I think I need to be higher level for this quest, or I need to know whether I can stand somewhere other than out in the open, or I need eternal magical darkness to stop being eternal, or... something. Anyway, it turns out that being shoved around and surrounded by major demons is slightly unhealthy. Who knew?

It's hard when you can only get one character to the far east every week or so at best, and then you lose her on the first thing you try to do. Knowledge accumulates very slowly that way. I don't even have the first clue how hard each of the quests is, relative to the rest.

I guess I need to put Limmir's quest on the "hard" list.

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 6:34 pm
by edge2054
The last bit brings up an interesting point.

Tome 2 had a level attached to each quest, so you had some idea what you where getting into didn't it?

Maybe Tome 4 should have something similar.

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 6:35 pm
by Sirrocco
You shouldn't be bothering to invest in both heavy and massive armor training (except for the one in heavy in order to unlock massive, if you're going with massive). Only one of them can work at a time. It would have let you sink a few more points into weapon Combat instead - which would have let you free up some points of dex for... well, more con is never a bad idea.

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 6:57 pm
by greycat
I truly had nothing left to spend Generic points on, other than "hitting stuff with a stick" and "wearing slabs of metal", neither of which was high priority for me. I couldn't envision any situation where I'd want to use a different Hymn or Chant.

I suppose I could've opened that Survival tree. Then, a few points in infravision might have allowed me to see monsters coming through the magical darkness... maybe. Possibly. Who knows.

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 7:19 pm
by Grey
Chant of Fortress is worth having as an option, I think. My current (and first) Anorithil has both it and Resistance, and switches between them depending on the situation. Hymn of Shadows is also nice if you get sufficient stun resistance from other sources - makes a serious difference to your damage output. The category points are generally well spent on the chants or hymns in my opinion, as you always have them on.

Funny to see that you can have hymns and chants going when silenced...

Commiserations anyway. Sounds like you were in quite a tight spot. I hate those Duewhatsit bastards.

I'm a bit perplexed as to why you put several points into Bathe in Light - seems like a useless spell to me. I've personally been maxing my damage spells instead - Twilight Surge is fantastic in a pinch, and when you have 100% stun resistance then Starfall becomes a handy local ball spell :)

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 7:33 pm
by greycat
The healing talents are awesome. Remember, Anorithil don't get Regeneration like mages get, so Bathe in Light is their substitute for that. With a 10-turn cooldown, and a NEGATIVE cost to cast it (it produces Positive energy, instead of consuming it), you can literally be regenerating more often than not. You just have to share the wealth with the neighbors. (Which is not a bad thing when you're trying to keep an escortee alive.)

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 8:33 pm
by Mushroomhermit
You could always have invested in chant of fortress for when you're facing more physical damage than elemental. Also, I'll never understand why people don't make a pair of onyx rings once they open up Angolwen. +3 all stats trumps most of what you normally find at that point unless you're stacking a specific resist.

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 8:42 pm
by Sirrocco
two rings could give you +6 (up to +8 if you scum for galvorn and the appropriate gems) to all stats - which is nice.

It could also give you +12% resist all (or +16% with the right amount of scumming) - which isn't half bad by itself, and can start being *quite* nice when you start stacking it with other sources of resist.

Still, it's quite true that as soon as you open up Angolwin, you should be looking to get yourself a pair of custom rings of some sort - and it's generally worthwhile to buy up the gems for them from the Bree store if you happen by when worthwhile-looking ones are on sale and you have the cash.

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 9:37 pm
by Grey
When you have the cash? They're not exactly expensive :)

I suppose the choice between stats and +damage or +resistances depends a little on your character. An Anorithil has only one properly important stat, so might prefer a resistance ring to buff up the chants further. A nice +6 magic ring might actually be better than +3 to all stats for them. (They get some bonuses from the other stats of course, but not they're not as stat-spread as most classes.)

Re: Salah the Anorithil

Posted: Wed Nov 17, 2010 10:05 pm
by greycat
Yeah, I should've done the onyx ring(s) on this character. It was just neglected. I snipped the rest of inventory because it's so bloody long, but I did have a few elemental rings and assorted stat rings (+3 Str, and the like) just sitting around.

Re: Salah the Anorithil

Posted: Thu Nov 18, 2010 1:01 am
by Sirrocco
If you luck out and see a 5-cost gem in the store on your first visit to Bree... well, you might still prefer to buy your basic set of armor, no?