GrandmaTentacleshield: A shield,Tentacles and 650hp, insane win
Posted: Sun Feb 27, 2022 9:11 am
Grossmutter Tentakelschild / Grandma Tentacleshield
I never had English at school so i take this as training. I came to ToME playing it on an old Linux Notebook from my Dad (he prefers ToME 2.0 and a bard). This character was played while i was bound to bed at hospital after a complicated torsion break of my right upper leg. I visit an art school (sort of specialized high school). My focus is on musical instrument making, mainly the electric zither. I could do my normal homeworks in maths and nature sciences but not the wood working ones. So i was doing some drawings of characters to train my real life finger skills a bit. One of my paintings was a very old dwarven lady with a shield and a tentacle arm.
I started this idea several times. I did an insane win with only (?) two deaths: one was needed to turn into a ghoul, the other was cause of deadly poison which i overlooked.
https://te4.org/characters/3263/tome/a4 ... 71de64b616
Before starting the character:
I wanted to turn the character into a ghoul because of the reduction of damage to maximal 50% of maximum hitpoints. So wilder skills -and right wielding a shield- are a nogo till being a ghoul.
Tentacles need a free left arm, so shield must be wielded right, see above
I haven't that much play experience and i played tinker builds before. I wanted to try out demonic seeds with this. So with using vim, the active equilibrium using skills are hard to implement and i didn't do it.
With damage limited to 50% max hitpoints i liked the idea to add fateweaving with its 30% damage reflection and i added flux to counter the paradox.
Demon seeds, vim talents, tentacles, chronamancy, runes: all are spells. So i put in meta to reduce spell cooldowns.
Class
Spell / Meta
Reducing spellcooldowns and removing magical buffs
Disperse Magic 2
Spellcraft 5
Steamtech / Magnetism
early on for the passives,with items restoring steam actives are nice to have
Static Shock 5
Magnetic Field 1
Capacitor Discharge 5
Lightning Web 1
Corruption / Doom shield
Taken for the first two talents, but a lategame 3 cooldown Demonic Madness together with Static Shock, fantastic
Osmosis Shield 3
Hardened Core 5
Demonic Madness 4
Blighted Shield 1
Corruption / Demonic pact
Actually the most fun, finding out what use the different seeds have, early game frost grap to isolate bosses
Demon Seed 5
Bind Demon 5
Chronomancy / Flux
Taken to control paradox, but has defensive and offensive possibilities
Induce Anomaly 1
Reality Smearing 3
Attenuate 1
Twist Fate 1
(10)Psionic / Solipsism
Global speed and reducing max hitpoints while adding a sort special hitpoints -and- we have no other psi talents
Solipsism 5
Balance 2
Clarity 5
(34)Wild-gift / Earthen power
Mainly for the righthand shield. Since i took it late in game, not much points left
Stoneshield 1
Stone Fortress 1
Shards 1
(vile)Demented / Tentacles
Adding tentacle attacks to melee strikes, lash out and Tendril eruption are spells, with 70% reduced cooldown late game.
Mutated Hand 5
Lash Out 1
Tendrils Eruption 1
Generic
Race / Dwarf
Dwarf because we want Earthen Power
Resilience of the Dwarves 1
Stoneskin 1
Power is Money 5
Stone Walking 1
Technique / Combat training
Only one question: massive armour or the light armour which creates a shield when hit. I founf the light very late, when i did massive already.
Thick Skin 5
Heavy Armour Training 3
Combat Accuracy 2
Weapons Mastery 1
Chronomancy / Fate Weaving
30% less damage, longer debuffs on enemies, 60 saves and powers...
Spin Fate 5
Seal Fate 5
Fateweaver 5
Webs of Fate 5
Psionic / Finer energy manipulations
Telekinetic weapon and early heal
Realign 1
Form and Function 1
Matter is Energy 1
Resonant Focus 1
(20)Corruption / Demonic strength
Flat damage reduction and a bit other things
Dismember 1
Surge of Power 1
Demonic Blood 1
Abyssal Shield 5
(2nd prodigy)Undead / Ghoul
Never more damage than 50% of the maximal hitpoints - nice
Ghoul 2
Ghoulish Leap 2
Retch 2
Gnaw 2
Prodigies
25 adept - the skills are very wide spread
42 Rak'Shor's Cunning - I mainly play ghouls and i am used to build around their 50%damage reduction
The order of the character buildup was highly depending on luck, means finding certain items early or late. I was only able to turn ghoul at level 45 and so Tentacles had to wait a lot. But i was lucky with items which reduced cooldown ataround level 40.
I never had English at school so i take this as training. I came to ToME playing it on an old Linux Notebook from my Dad (he prefers ToME 2.0 and a bard). This character was played while i was bound to bed at hospital after a complicated torsion break of my right upper leg. I visit an art school (sort of specialized high school). My focus is on musical instrument making, mainly the electric zither. I could do my normal homeworks in maths and nature sciences but not the wood working ones. So i was doing some drawings of characters to train my real life finger skills a bit. One of my paintings was a very old dwarven lady with a shield and a tentacle arm.
I started this idea several times. I did an insane win with only (?) two deaths: one was needed to turn into a ghoul, the other was cause of deadly poison which i overlooked.
https://te4.org/characters/3263/tome/a4 ... 71de64b616
Before starting the character:
I wanted to turn the character into a ghoul because of the reduction of damage to maximal 50% of maximum hitpoints. So wilder skills -and right wielding a shield- are a nogo till being a ghoul.
Tentacles need a free left arm, so shield must be wielded right, see above
I haven't that much play experience and i played tinker builds before. I wanted to try out demonic seeds with this. So with using vim, the active equilibrium using skills are hard to implement and i didn't do it.
With damage limited to 50% max hitpoints i liked the idea to add fateweaving with its 30% damage reflection and i added flux to counter the paradox.
Demon seeds, vim talents, tentacles, chronamancy, runes: all are spells. So i put in meta to reduce spell cooldowns.
Class
Spell / Meta
Reducing spellcooldowns and removing magical buffs
Disperse Magic 2
Spellcraft 5
Steamtech / Magnetism
early on for the passives,with items restoring steam actives are nice to have
Static Shock 5
Magnetic Field 1
Capacitor Discharge 5
Lightning Web 1
Corruption / Doom shield
Taken for the first two talents, but a lategame 3 cooldown Demonic Madness together with Static Shock, fantastic
Osmosis Shield 3
Hardened Core 5
Demonic Madness 4
Blighted Shield 1
Corruption / Demonic pact
Actually the most fun, finding out what use the different seeds have, early game frost grap to isolate bosses
Demon Seed 5
Bind Demon 5
Chronomancy / Flux
Taken to control paradox, but has defensive and offensive possibilities
Induce Anomaly 1
Reality Smearing 3
Attenuate 1
Twist Fate 1
(10)Psionic / Solipsism
Global speed and reducing max hitpoints while adding a sort special hitpoints -and- we have no other psi talents
Solipsism 5
Balance 2
Clarity 5
(34)Wild-gift / Earthen power
Mainly for the righthand shield. Since i took it late in game, not much points left
Stoneshield 1
Stone Fortress 1
Shards 1
(vile)Demented / Tentacles
Adding tentacle attacks to melee strikes, lash out and Tendril eruption are spells, with 70% reduced cooldown late game.
Mutated Hand 5
Lash Out 1
Tendrils Eruption 1
Generic
Race / Dwarf
Dwarf because we want Earthen Power
Resilience of the Dwarves 1
Stoneskin 1
Power is Money 5
Stone Walking 1
Technique / Combat training
Only one question: massive armour or the light armour which creates a shield when hit. I founf the light very late, when i did massive already.
Thick Skin 5
Heavy Armour Training 3
Combat Accuracy 2
Weapons Mastery 1
Chronomancy / Fate Weaving
30% less damage, longer debuffs on enemies, 60 saves and powers...
Spin Fate 5
Seal Fate 5
Fateweaver 5
Webs of Fate 5
Psionic / Finer energy manipulations
Telekinetic weapon and early heal
Realign 1
Form and Function 1
Matter is Energy 1
Resonant Focus 1
(20)Corruption / Demonic strength
Flat damage reduction and a bit other things
Dismember 1
Surge of Power 1
Demonic Blood 1
Abyssal Shield 5
(2nd prodigy)Undead / Ghoul
Never more damage than 50% of the maximal hitpoints - nice
Ghoul 2
Ghoulish Leap 2
Retch 2
Gnaw 2
Prodigies
25 adept - the skills are very wide spread
42 Rak'Shor's Cunning - I mainly play ghouls and i am used to build around their 50%damage reduction
The order of the character buildup was highly depending on luck, means finding certain items early or late. I was only able to turn ghoul at level 45 and so Tentacles had to wait a lot. But i was lucky with items which reduced cooldown ataround level 40.