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[b37] "test" the challenged Mindslayer

Posted: Thu Feb 02, 2012 5:23 am
by lukep
I decided to try playing the game a little...different than normal with this char. Breaking up ToME's usual improve/fight/recover/improve/fight/recover cycle, I decided to go with a persistent character with no healing whatsoever. Any damage done would last forever, but I boosted my HP pool to compensate. I created the character like this:

1. Create a new roguelike character with cheat mode active (Cornac Mindslayer in my case)
2. Cheat level up to 50 (game.player:forceLevelup(50))
3. Distribute all stat points and class/generic/category points (except cat points for inscriptions)
4. Create items in batches of 20 purples at a time, filling one equipment slot (including weapon swaps) after the other. (no keeping two good items to swap between, or waiting to see what your other equipment is, you only have 20 choices, and none may be what you are looking for)
5. repeat with inscription slots, creating batches of 20 of one type to choose from, then destroying the 19 unused ones.
6. Increase max HP (game.player.max_life=100000), current life (game.player.life=100000), and prevent healing (game.player.healing_factor=0)
7. Never change your equipment, unlearn talents, learn new talents, or switch inscriptions.
8. Leave the starting dungeon, and see how far you can get on your limited HP.

Progress: so far, I have beaten the Ambush after killing the Master. I am currently at 96120 HP, having lost 3880 HP on my journey, as follows:

Dreadfell 1: lost 368 HP
Dreadfell 2: lost 127 HP
Dreadfell 3: lost 85 HP
Dreadfell 4: lost 296 HP
Dreadfell 5: lost 20 HP
Dreadfell 6: lost 0 HP (woot!)
Dreadfell 7: lost 301 HP
Dreadfell 8: lost 99 HP
Dreadfell 9: lost 1935 HP (stupid stunning...)
Ambush: lost 649 HP (Aura Spikes FTW)

My plan is to rush through the Prides, though this is complicated by not having any means of teleportation (and my character can't change, so...). I'll see how far I can get before my life fades away. If I do more characters like this, I might try them in the ID, or restricted to level 30 or 40 (game.player.max_level=30).

Char Dump, the only thing that will change is the HP, over the entire lifetime (except temporary effects, sustains, weapon swap etc...):

Code: Select all

  [ToME4 @ www.te4.org Character Dump]

Sex              : Male         STR:  63
Race             : Cornac       DEX:  30
Class            : Mindslayer   MAG:  17
Level            : 50           WIL:  67
Exp              : 0%           CUN:  64
Gold             : 2651.48      CON:  79

Accuracy(Main Hand):  51        Life             :     99505/100000Encumbrance      : 51/153
Damage  (Main Hand):  69                                        Difficulty       : Normal
Permadeath       : Roguelike
APR     (Main Hand):  20        
Crit    (Main Hand):  35%       
Speed   (Main Hand): 1.00       
                                
                                
                                

Fatigue          : 43%          Spellpower       : 17
Armor            : 37.6         Spell Crit       : 20.2%
Armor Hardiness  : 50%          Spell Speed      : 1
Defense          : 29.5         
Ranged Defense   : 35.5         
Fire damage      : 8%
Lightning damage : 6%

Physical Save    : 34.225
Spell Save       : 25.075
Mental Save      : 35.3

All Resists:  25%
Physical Resist(cap):  29%( 70%)
Arcane Resist(cap):  27%( 70%)
Fire Resist(cap):  29%( 70%)
Cold Resist(cap):  29%( 70%)
Lightning Resist(cap):  29%( 70%)
Acid Resist(cap):  30%( 70%)
Temporal Resist(cap):  29%( 70%)
Poison Resistance:  26%
Disease Resistance:  43%
Confusion Resistance:  11%
Blind Resistance:  13%
Disarm Resistance: 100%
Pinning Resistance:  10%
Stun Resistance:  40%
Knockback Resistance:  20%

  [Talents Chart]

 - Technique / Combat training        (mastery 1.00)
    Thick Skin (generic)              5/5
    Armour Training (generic)         4/10
    Combat Accuracy (generic)         10/10
    Weapons Mastery (generic)         1/10
    Knife Mastery (generic)           0/10
 - Cunning / Survival                 (mastery 1.00)
    Trap Detection (generic)          1/5
    Heightened Senses (generic)       1/5
    Trap Disarm (generic)             0/5
    Evasion (generic)                 0/5
 - Psionic / Absorption               (mastery 1.30)
    Kinetic Shield (class)            5/5
    Thermal Shield (class)            5/5
    Charged Shield (class)            1/5
    Absorption Mastery (class)        1/5
 - Psionic / Projection               (mastery 1.30)
    Kinetic Aura (class)              5/5
    Thermal Aura (class)              5/5
    Charged Aura (class)              5/5
    Projection Mastery (class)        1/5
 - Psionic / Psi-fighting             (mastery 1.30)
    Telekinetic Smash (class)         1/5
    Augmentation (class)              5/5
    Conduit (class)                   1/5
    Frenzied Psifighting (class)      0/5
 - Psionic / Focus                    (mastery 1.50)
    Mindlash (class)                  5/5
    Pyrokinesis (class)               1/5
    Reach (class)                     5/5
    Focused Channeling (class)        5/5
 - Psionic / Voracity                 (mastery 1.30)
    Kinetic Leech (generic)           5/5
    Thermal Leech (generic)           5/5
    Charge Leech (generic)            5/5
    Insatiable (generic)              5/5
 - Psionic / Mental discipline        (mastery 1.30)
    Aura Discipline (generic)         0/5
    Shield Discipline (generic)       0/5
    Iron Will (generic)               0/5
    Highly Trained Mind (generic)     0/5
 - Psionic / Grip                     (mastery 1.20)
    Deflect Projectiles (class)       5/5
    Bind (class)                      1/5
    Implode (class)                   2/5
    Greater Telekinetic Grasp (class) 5/5

  [Inscriptions (4/4)]

Infusion: Wild
Infusion: Movement
Rune: Shielding
Rune: Shielding

  [Current Effects]

- Conduit
- Augmentation
- Thermal Shield
- Deflect Projectiles
- Kinetic Shield
- Beyond the Flesh

  [Character Equipment]

 In main hand
a) elemental voratun longsword of paradox (43-60.2 power, 6 apr)
   Type: weapon / longsword

Base power: 43.0 - 60.2
Uses stat: 100% Str
Damage type: Physical
Armour Penetration: +6
Physical crit. chance: +5.0%
Attack speed: 100%
Damage when this weapon hits: +5 fire / +6 lightning / +4 acid / +4 ice / +5 temporal
When wielded/worn:
Damage when the wearer is hit: 7 temporal
Changes resistances: +5% temporal

 In off hand
b) spellplated voratun shield of faith (12 def, 3 armour)
   Type: armor / shield

When wielded/worn:
Armour: +3
Defense: +12
Ranged Defense: +12
Fatigue: +14%
Changes stats: +3 Wil
Spell save: +5
Mental save: +7
It can be used to activate talent Barrier (costing 80 power out of 80/80) :
Effective talent level: 4.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: A protective shield forms around you that lasts for up to 10 turns, negating 188 damage.
The max damage barrier can absorb will increase with your Magic stat.

 Psionic focus
c) pearl
   Type: gem / white

When wielded/worn:
Changes resistances: +10% all
When used to imbue an object:
Changes resistances: +10% all

 On fingers
d) gladiator's voratun ring of pilfering
   Type: jewelry / ring

When wielded/worn:
Armour penetration: +5
Physical power: +5
Defense: +4
Changes stats: +4 Str / +4 Con
It can be used to activate talent Disengage (costing 40 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 40 out of 80/80.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.

e) gladiator's voratun ring of misery
   Type: jewelry / ring

When wielded/worn:
Physical power: +7
Changes stats: +6 Str / +1 Cun / +4 Con
Physical save: -5
Spell save: -7
Mental save: -5
It can be used to activate talent Bleeding Edge (costing 80 power out of 80/80) :
Effective talent level: 4.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Lashes at the target, doing 163% weapon damage.
If the attack hits the target will bleed for 307% weapon damage over 7 turns and all healing will be reduced by 40%.

 Around neck
f) serendipitous voratun amulet of murder
   Type: jewelry / amulet

When wielded/worn:
Accuracy: +5
Armour penetration: +4
Physical crit. chance: +4.0%
Changes stats: +10 Lck
Critical mult.: +12.00%

 Light source
g) preserving dwarven lantern of the zealot
   Type: lite / lite

When wielded/worn:
Changes stats: +1 Con
Changes damage: +6% lightning / +8% fire
Blindness immunity: -10%
Poison immunity: +16%
Disease immunity: +10%
Confusion immunity: -10%
Life regen: +1.20
Light radius: +4
It can be used to activate talent Arcane Eye (costing 80 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns.
The eye can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature in a 6 range around it.
It does not require light to do so but it can not see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4 if cast on a creature it will follow it until it expires or until the creature dies.
At level 5 its vision can see through invisibility, stealth and all other sight affecting effects.

 Main armor
h) verdant voratun plate armour of the dragon (9 def, 16 armour)
   Type: armor / massive

When wielded/worn:
Armour: +16
Defense: +9
Fatigue: +20%
Changes stats: +1 Str / +2 Con
Changes resistances: +5% physical / +5% fire / +5% cold / +5% lightning / +6% acid
Talent cooldown: Rush (-5 turns)
Poison immunity: +10%
Disease immunity: +12%
Disarm immunity: +28%
Stun/Freeze immunity: +20%
Knockback immunity: +20%
Life regen: +0.50

 Cloak
i) spellcowled elven-silk cloak of backstabbing (3 def, 0 armour)
   Type: armor / cloak

When wielded/worn:
Accuracy: +5
Armour penetration: +5
Defense: +3
Critical mult.: +10.00%
Stealth bonus: +11
Physical save: +2
Spell save: +1
Mental save: +1
Blindness immunity: +5%
Confusion immunity: +6%

 On head
j) shaloran voratun helm of might (0 def, 5 armour)
   Type: armor / head

When wielded/worn:
Physical crit. chance: +3.0%
Armour: +5
Fatigue: +5%
Changes stats: +3 Str / +2 Wil / +2 Con
Disease immunity: +11%
Stun/Freeze immunity: +20%

 Around waist
k) balancing drakeskin leather belt of inertia
   Type: armor / belt

When wielded/worn:
Accuracy: +5
Physical crit. chance: +3.0%
Changes stats: +3 Str / +3 Cun / +3 Con
Pinning immunity: +10%

 On hands
l) alchemist's voratun gauntlets of dispersion (0 def, 3 armour)
   Type: armor / hands

When wielded/worn:
Armour: +3
Changes stats: +7 Mag / +2 Wil
Changes resistances: +3% arcane
Blindness immunity: +13%
Confusion immunity: +10%
It can be used to activate talent Disperse Magic (costing 80 power out of 80/80) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 10.00
Travel Speed: instantaneous
Description: Removes up to 3 magical effects (both good and bad) from the target.
At level 3 it can be targeted.

 On feet
m) wanderer's pair of voratun boots of rushing (0 def, 5 armour)
   Type: armor / feet

When wielded/worn:
Armour: +5
Fatigue: +4%
Changes stats: +2 Str / +3 Con
Blindness immunity: +5%
Disease immunity: +10%
Confusion immunity: +5%
It can be used to activate talent Rush (costing 80 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 7.00
Travel Speed: instantaneous
Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage.
If the attack hits the target is dazed for 3 turns.
You must rush from at least 2 tiles away.

 Tool
n) bloodhexed voratun pickaxe (dig speed 11 turns)
   Type: tool / digger

When wielded/worn:
Physical crit. chance: +1.0%
Changes stats: +6 Str
Healing mod.: -12%
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver


Re: [b37] "test" the challenged Mindslayer

Posted: Fri Feb 03, 2012 5:40 am
by inde
An interesting experiment, but certain classes/character types are balanced around just not taking much damage at all (see: most casters) while others take disproportional amounts (Berserker). I'd be willing to bet an Archmage could be won with 10k health, berserker would probably need a million easy. It'd be neat if stats like that could be tracked though, total life lost / mana spent during a game or whatever.