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Post poste
Mar 29, 2010


Zero VGS posted:

Ah, interesting. Now I find myself in an even more wacky situation. I'm fighting a shadowblade as bulwark. We both have infusions of regen, and his evasion and my defense are so high that it's basically impossible for either of us to kill each other. I've been fighting for 15 minutes. What the poo poo.

Turn off Shield Wall and go all out! Good luck.

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Bootstrap Beefstud
Jan 1, 2011

by Y Kant Ozma Post


I got to level 10 for the very first time with a Paradox Mage, but now I've got this category point. Should I learn Paradox or Timeline Threading first?

Zero VGS
Aug 16, 2002
"It has gunfights and shit!"

Yeah that's the thing, I've never had shield wall on in the first place. Oh well, a half hour later of holding left, the RNG won out and I killed him. Then the Assassin Lord killed the gently caress out of me.

Edit: Next Question, is it ever worth it to use a talent point for an extra infusion? I figure on a bulwark with shield wall, I can stack like three regen infusions to just outlast anything short of a boss.

Post poste
Mar 29, 2010


Zero VGS posted:

Yeah that's the thing, I've never had shield wall on in the first place. Oh well, a half hour later of holding left, the RNG won out and I killed him. Then the Assassin Lord killed the gently caress out of me.

Edit: Next Question, is it ever worth it to use a talent point for an extra infusion? I figure on a bulwark with shield wall, I can stack like three regen infusions to just outlast anything short of a boss.

Yes, it tends to be, but not right away on a Bulwark, get Step Up and Greater Weapon Focus.

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.


Zero VGS posted:

Yeah that's the thing, I've never had shield wall on in the first place. Oh well, a half hour later of holding left, the RNG won out and I killed him. Then the Assassin Lord killed the gently caress out of me.

Edit: Next Question, is it ever worth it to use a talent point for an extra infusion? I figure on a bulwark with shield wall, I can stack like three regen infusions to just outlast anything short of a boss.

That's not a good idea cuz see, you just said the assassin lord killed the poo poo out of you. With a wild infusion you would've stopped his poison when you needed to heal.

The Moon Monster
Dec 30, 2005
THIS CUSTOM TITLE WILL COME IN HANDY WHILE LURKING


Glidergun posted:

There are two Chronomancer classes. You unlocked one; the other is the "throw the fight" class, and can only be done as the class you just unlocked. It doesn't cost you any lives or anything to die in that particular fight (you just lose a chance at a good bow), so don't worry about losing a good character.

Actually, you just lose a chance at a good unique rune. You can get the bow and still throw the fight

Bootstrap Beefstud posted:

I got to level 10 for the very first time with a Paradox Mage, but now I've got this category point. Should I learn Paradox or Timeline Threading first?

Timeline threading imo. I found paradox mages are a tad hard pressed for straight up damage spells so you'll want to get the beam attack from the tree.

Wafflecopper
Nov 27, 2004

Heyyy watch it chief


Zero VGS posted:

Edit: Next Question, is it ever worth it to use a talent point for an extra infusion? I figure on a bulwark with shield wall, I can stack like three regen infusions to just outlast anything short of a boss.

You can only use two of the same kind of infusion. That said, yes, I always buy at least one extra slot on any character. That way I can have two wild infusions for debuff clearing, a shield or regen, and a movement buff or teleport for escapes.

Infinity Gaia
Feb 27, 2011


Wafflecopper posted:

You can only use two of the same kind of infusion. That said, yes, I always buy at least one extra slot on any character. That way I can have two wild infusions for debuff clearing, a shield or regen, and a movement buff or teleport for escapes.

If the class I'm using has some manner of inherent, decent teleport, I'll usually put off getting an extra infusion slot. I still usually get one because two shields/two heals is too good to pass up, but it's low priority.

The majority of the classes lack an inherent teleport, so in those cases I definitely take an infusion at level 10.

Lprsti99
Apr 7, 2011

I am so clever that sometimes I don't understand a single word of what I am saying.
~Oscar Wilde


What's that, ToME? A level 34 high orc pyromancer right inside the entrance to the Old Forest? For my level 14 Time Warden? THANK YOU, SIR, MAY I HAVE ANOTHER?

e: Splatted that guy on the giant compound in Daikara. Normally I'd skip it, but gently caress it.

Lprsti99 fucked around with this message at Feb 6, 2012 around 04:51

Protocol 5
Sep 23, 2004

God created Fenway to train the faithful.


Teleport is so incredibly useful as an escape tool that you'll want to have access to some form of renewable teleportation ASAP. You'll occasionally bounce into something as bad or worse as the situation you bounced out of, but that's roguelikes for you.


^^^^^^ Orc casters can output a lot of damage fast, but have poo poo defenses and HP, just manipulate line of sight or rush to get close, then CC and damage dump. As long as they're not elite and you're not stuck out in the open out of Rush/phase door range it's not that hard even at a significant level disadvantage.

Protocol 5 fucked around with this message at Feb 6, 2012 around 05:05

oneliquidninja
Jan 6, 2007

I swear I wrote something funny here.

rodney mullenkamp posted:

I checked out an SVN build posted on the forums to see if it was any faster, and WOW what a difference. Hate the new UI though. You can move elements around but no matter where you put em they'll get in the way eventually, and I can't find an option to switch back to the sidebar.

The new UI is mostly like the reason the SVN is so much faster. Nothing else major has changed and it uses better draw methods then the old UI.

Anyway, that build posted is several days old and Darkgod's already committed a few changes to help keep the UI from getting in the way.

e: VV Earthen Missiles used to be loving amazing. But as other spells got buffed it never did so it's fallen behind the damage curve. Two missiles should do as much damage as Flame with the third one pushing it into boss surprise sex territory. I'll see if I can get it buffed.

Kinda makes me sad to hear it's not as good as it used to be. It was the first tree I ever coded

oneliquidninja fucked around with this message at Feb 6, 2012 around 06:07

Indecisive
May 6, 2007



Just had the most frustrating Dreadfell:9 in the universe. I was playing a ghoul archmage because I wanted to build a tanky as gently caress archmage using the stone tree with lots of health and damage reduction. It was working ~fantastic~ so far, I cleared everything with very few issues and only one death I think, to the Grand Corrupter who fearscaped me. My damage output was a bit subpar but that was to be expected given the focus on survivability.

However, there was literally NO safe place on Dreadfell 9 that I could find. Over the course of 6 or 7 deaths I teleported all over the place and every single room had a horde of enemies, and I was constantly being chased down by the Master and a dreadmaster with a horde of dreads so since dreads phase through walls and I was a loving ghoul I'd have maybe 15 turns after a teleport before either the Master or the dreads would show up and I'd have to port again. Constantly running out of mana, being confused over and over because some rooms had 3+ wraiths spamming it, it was a nightmare. Part of the problem is I invested pretty heavily in the stone tree getting earthen missiles and stone form which were WORTHLESS because somehow it's just fine for earthen missles to do like 1/5th the damage of a normal beam when it's not even a beam it's just garbage. And stone form prevents you from teleporting so you're forced to use a turn to deactivate it at the time you're most vulnerable if you want to try to escape. Earthquake at least was sort of decent, like a ghetto inferno that can stun, the only stone spell that's worth a gently caress as far as I can tell.

I was going to try to get the time tree to counter the ghoul global speed issue after 30 when I had mana to sustain it, but, welp. I really want to try to get a successful archmage that doesn't rely on the overpoweredness of inferno/wildfire but no other way seems to even come close. Ice has no multitarget/AE to speak of, lightning is too fragile and relies entirely on random daze effects, and stone has a whopping 3 offensive spells out of 12 talents, only one of which is worth a poo poo as far as I can tell.

Anyway here's the character if you want to mock my gear choices: Linky. I should have had a little more confusion resist on but I was very unlucky with that particular resist and could have maybe gotten it to 30% if that.

Indecisive fucked around with this message at Feb 6, 2012 around 05:29

Lprsti99
Apr 7, 2011

I am so clever that sometimes I don't understand a single word of what I am saying.
~Oscar Wilde


Protocol 5 posted:

^^^^^^ Orc casters can output a lot of damage fast, but have poo poo defenses and HP, just manipulate line of sight or rush to get close, then CC and damage dump. As long as they're not elite and you're not stuck out in the open out of Rush/phase door range it's not that hard even at a significant level disadvantage.

Yeah.... I'd pop Bone shield and damage smearing before I came into sight of him, then phase door next to him (If I was in range), and then he'd either immediately phase door away, the same turn, or I'd get a dual strike, which evidently wouldn't put his phase door on cooldown, and he'd phase door away.

Zero VGS
Aug 16, 2002
"It has gunfights and shit!"

Just unlocked Archmage and holy poo poo is this thing overpowered compared to everything else I've had so far. I still splatted my first one at level 9 because I somehow was stuck with a "light radius +2" lantern in a cave and skeleton mages were nuking me but I couldn't see them to fire back. I could have phased away but I was being stubborn.

How do the extra lives work? Seems like one every two levels?

Zero VGS
Aug 16, 2002
"It has gunfights and shit!"

Oh, also, weird rear end bug I got a few games ago:

I was mashing on a direction to kill a thief, and I guess the game lagged as I killed him while he tried the "Dirty Fighting" move that switches places with me. He died and a duplicate of me appeared, who was blocking my way. He wouldn't get out of the way and hitting him made me lose hit points. I wound up having to Phase Door away and left him where he was and it didn't affect the rest of the game, but yeah, pretty strange.

Only registered members can see post attachments!

German Joey
Dec 18, 2004


protip for y'all: it turns out that Limnir, after you beat the Valley of the Moon quest, will always give you a random Tier-5 gem for your amulet regardless of the base type. so! remember to save all your white amulets! buy all you can from the jewelry store in angolwen! you could still, say, get a 20% resist-all amulet with a gold amulet, a 16% resist all with a steel amulet, or even a 12% with a copper one. there's only 5 different tier-5 gems, so at worst you're lookin' at spending 1500-2000 gold before you get one with a pearl.

Fistful of Silence
Aug 22, 2003

He felt the pressure of her love as she squeezed his fingers, and then there was nothing. Except the pain. But nothing else, no Heather, no hospital, no staff men, no light. And no sound. It was an eternal moment and it absorbed him completely.

German Joey posted:

protip for y'all: it turns out that Limnir, after you beat the Valley of the Moon quest, will always give you a random Tier-5 gem for your amulet regardless of the base type. so! remember to save all your white amulets! buy all you can from the jewelry store in angolwen! you could still, say, get a 20% resist-all amulet with a gold amulet, a 16% resist all with a steel amulet, or even a 12% with a copper one. there's only 5 different tier-5 gems, so at worst you're lookin' at spending 1500-2000 gold before you get one with a pearl.

I learned this the hard way last game. Been saving all my white amulets (and good white staves) this game.

Zero VGS posted:

How do the extra lives work? Seems like one every two levels?

It takes more levels as you go. You can see this by mousing over the "Adventure" permadeath setting when you create a character. You get a life at 1, 2, 5, 7, 14, 24, and 35. You can get more lives through a few other methods as well.

quote:

Oh, also, weird rear end bug I got a few games ago:

I was mashing on a direction to kill a thief, and I guess the game lagged as I killed him while he tried the "Dirty Fighting" move that switches places with me. He died and a duplicate of me appeared, who was blocking my way. He wouldn't get out of the way and hitting him made me lose hit points. I wound up having to Phase Door away and left him where he was and it didn't affect the rest of the game, but yeah, pretty strange.



Known bug. Same thing happened to me in my second game, in the same place (the Maze). Kinda annoying since he blocked the way and I was a bulwark. I had to leave to buy a teleportation rune and mashed it till I got by him.

Indecisive posted:

I really want to try to get a successful archmage that doesn't rely on the overpoweredness of inferno/wildfire but no other way seems to even come close. Ice has no multitarget/AE to speak of, lightning is too fragile and relies entirely on random daze effects, and stone has a whopping 3 offensive spells out of 12 talents, only one of which is worth a poo poo as far as I can tell.

I agree. Even the fire-specific artifacts are better. I hope the other archmages get a bit more offensive firepower in future to make them more viable.

Fistful of Silence fucked around with this message at Feb 6, 2012 around 07:23

German Joey
Dec 18, 2004


Indecisive posted:

Just had the most frustrating Dreadfell:9 in the universe. I was playing a ghoul archmage because I wanted to build a tanky as gently caress archmage using the stone tree with lots of health and damage reduction. It was working ~fantastic~ so far, I cleared everything with very few issues and only one death I think, to the Grand Corrupter who fearscaped me. My damage output was a bit subpar but that was to be expected given the focus on survivability.

However, there was literally NO safe place on Dreadfell 9 that I could find. Over the course of 6 or 7 deaths I teleported all over the place and every single room had a horde of enemies, and I was constantly being chased down by the Master and a dreadmaster with a horde of dreads so since dreads phase through walls and I was a loving ghoul I'd have maybe 15 turns after a teleport before either the Master or the dreads would show up and I'd have to port again. Constantly running out of mana, being confused over and over because some rooms had 3+ wraiths spamming it, it was a nightmare. Part of the problem is I invested pretty heavily in the stone tree getting earthen missiles and stone form which were WORTHLESS because somehow it's just fine for earthen missles to do like 1/5th the damage of a normal beam when it's not even a beam it's just garbage. And stone form prevents you from teleporting so you're forced to use a turn to deactivate it at the time you're most vulnerable if you want to try to escape. Earthquake at least was sort of decent, like a ghetto inferno that can stun, the only stone spell that's worth a gently caress as far as I can tell.

I was going to try to get the time tree to counter the ghoul global speed issue after 30 when I had mana to sustain it, but, welp. I really want to try to get a successful archmage that doesn't rely on the overpoweredness of inferno/wildfire but no other way seems to even come close. Ice has no multitarget/AE to speak of, lightning is too fragile and relies entirely on random daze effects, and stone has a whopping 3 offensive spells out of 12 talents, only one of which is worth a poo poo as far as I can tell.

Anyway here's the character if you want to mock my gear choices: Linky. I should have had a little more confusion resist on but I was very unlucky with that particular resist and could have maybe gotten it to 30% if that.

Can't comment on the effectiveness of Stone, since I never tried it, but at any rate you might want to consider branching out a bit more. On my Archmage winner from a couple weeks ago, I focused on Storm/Lit (which I thought was pretty good, especially after I got Archmage Talemion's lost staff or whatever that guy's name is), but I still had Stone Wall, 4 points in Ice Storm and 5 in Freeze, 5 in Displacement shield, and a few points in Manaflow (which really works wonders in those long-running battles btw. Even 1 point for 120 mana is still like half of your mana pool when you have a bunch of sustains up). Ice storm and freeze seem like they would work really well with Body of Stone...

German Joey
Dec 18, 2004


lenocinor posted:

I learned this the hard way last game. Been saving all my white amulets (and good white staves) this game.


It takes more levels as you go. You can see this by mousing over the "Adventure" permadeath setting when you create a character. You get a life at 1, 2, 5, 7, 14, 24, and 35. You can get more lives through a few other methods as well.


I agree. Even the fire-specific artifacts are better. I hope the other archmages get a bit more offensive firepower in future to make them more viable.

What are you planning on doing with the white staves?? For Crystal Focus?

Fistful of Silence
Aug 22, 2003

He felt the pressure of her love as she squeezed his fingers, and then there was nothing. Except the pain. But nothing else, no Heather, no hospital, no staff men, no light. And no sound. It was an eternal moment and it absorbed him completely.

German Joey posted:

What are you planning on doing with the white staves?? For Crystal Focus?

Yeah. Though I managed to buy Telos' Staff top half this game in Last Hope so I'm thinking maybe I won't need it.

About to try the room of death this game. I really have an addiction to losing lives, don't I?

EDIT: Only two guys in there? I hope this bug got fixed like I remember reading. No achievement either.

EDIT2: And got Telos's Staff Crystal. Can you use this on top of Crystal Focus on a staff?

Fistful of Silence fucked around with this message at Feb 6, 2012 around 07:34

German Joey
Dec 18, 2004


w00t

http://www.te4.org/characters/9840/...96-0eeaddb8a28d

got kinda nerve-wracking there at the end, where I kept getting outrageous high peak bosses one after the other. luckily, dimensional step + burning star is the best thing. also almost bit again it on the last boss; had to dance around with my teleport rune and my earthrunes hat to regen my strength for awhile, and had a nerve-wracking moment where I was hiding behind a pillar at low hp, waiting for my heal, while blind and with no way for another 10 turns to even see when to hit my last shield. precognition is seriously great for situations like these!

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.

Do element-specific resistances stack or overlap with resist-all? Like, at maxed resilience, my golem has 30% resist all. If I put it in plate with 21% lightning resist, does it have 30% lightning resist (because lightning is a subset of 'all') or 51% lightning resist (because lightning resist is added on top of resist-all)

German Joey
Dec 18, 2004


Attorney at Funk posted:

Do element-specific resistances stack or overlap with resist-all? Like, at maxed resilience, my golem has 30% resist all. If I put it in plate with 21% lightning resist, does it have 30% lightning resist (because lightning is a subset of 'all') or 51% lightning resist (because lightning resist is added on top of resist-all)

neither, exactly. it has 30% + (100%-30%)*(21%) = 41.7% lightning resist.

Attorney at Funk
Jun 3, 2008

...the person who says honestly that he despairs is closer to being cured than all those who are not regarded as despairing by themselves or others.

German Joey posted:

neither, exactly. it has 30% + (100%-30%)*(21%) = 41.7% lightning resist.

Cool, thanks.

Unrelated note: Flurry + Weapon Folding. lmao

Indecisive
May 6, 2007



German Joey posted:

w00t

http://www.te4.org/characters/9840/...96-0eeaddb8a28d

got kinda nerve-wracking there at the end, where I kept getting outrageous high peak bosses one after the other. luckily, dimensional step + burning star is the best thing. also almost bit again it on the last boss; had to dance around with my teleport rune and my earthrunes hat to regen my strength for awhile, and had a nerve-wracking moment where I was hiding behind a pillar at low hp, waiting for my heal, while blind and with no way for another 10 turns to even see when to hit my last shield. precognition is seriously great for situations like these!

Holy poo poo that dagger. That cloak. You had some serious luck with gear there. And how'd you get more than 20% resist all on the amulet? Thought it only got 2 gems. And yeah branching out into ice probably would have helped, it would have at least been less worthless than 4 points in Earthen Missiles. I just really wanted to try to get an earthen missile turret working to see how viable it was (since some people claimed it was viable).

Indecisive fucked around with this message at Feb 6, 2012 around 15:17

Rascyc
Jan 23, 2008

Diet Evil, only one Calorie

Where did you get 797 arrows of unerring annihilation? Gad zooks.


lenocinor posted:

About to try the room of death this game. I really have an addiction to losing lives, don't I?

EDIT: Only two guys in there? I hope this bug got fixed like I remember reading. No achievement either.
What bug? The overpowered wyrm room only has a certain percentage of spawning as I understand it.

Otherwise it's just a pretty average vault.

Rascyc fucked around with this message at Feb 6, 2012 around 16:00

Rogue
May 10, 2002



I'm starting to be able to get characters to the mid teens and close to 20 regularly, and I've seen lots of places on the map that I haven't gone yet. What's a safe way to go about things? I've seen a ruined complex, elven ruins, dreadfell, mark of the spellblaze...after I finish up the 4 medium dungeons (daikara, sandworm, old forest, maze), what should I think about doing next? I'm a bulwark right now if it matters.

edit: How about the temporal rift, when should I go in there? Should I find a bunch of resist temporal gear first? And Lake of Nur? I still haven't gotten the transmogrification chest...

Rogue fucked around with this message at Feb 6, 2012 around 17:55

Angry Diplomat
Nov 6, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

I sometimes do the ruined complex and halfling compound (check the mountains south of the maze) before I even go into Daikara, however the halfling compound's boss fight is a little hairy for melee characters due to the boss' really high defense and strong offensive skillset. Don't gently caress with the elven ruins yet, because they are very scary. The Mark is full of pretty gnarly spellcasters and has a nasty boss, so stay away until you're confident you can defeat an army of mages. Dreadfell is also quite mean but you'll have to go there anyway once you finish the medium dungeons, so leave it aside until you've exhausted the easier content.

Have you found the ruined dungeon? It's pretty good for a character in the 20s, and can offer a decent chunk of treasure. Also make sure you take on one or two alchemy quests, as the rewards are really darn good if you manage to track down all the ingredients.

e: Nur is fine to poke through if you have water breathing, just remember that the boss is a really dangerous spellcaster hybrid thing (I've found it particularly nasty as a Bulwark because it can teleport around, absorb/reflect/regenerate damage, and deal a lot of hurt in a short time, so outlasting it is pretty difficult if you can't smash it down with burst damage or chain-stun the gently caress out of it). The temporal rift's first level is exceedingly scary for melee characters - if you enter it, bring a shitton of temporal resist, some sources of teleportation, and any other panic button/speed buff/escape option you can get your hands on, and just make a mad dash for the exit because if you try to stand-and-deliver in there you are almost certainly hosed. After the first floor the rest isn't too bad.

Angry Diplomat fucked around with this message at Feb 6, 2012 around 18:06

Infinity Gaia
Feb 27, 2011


Nur is perfectly possible without water breathing, so long as you take it slow and be careful. The monsters in the flooded level aren't too resilient, so generally speaking the danger of drowning is very small. The boss IS quite nasty, however, so be sure you're ready for a tough fight.

Angry Diplomat
Nov 6, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Infinity Gaia posted:

Nur is perfectly possible without water breathing, so long as you take it slow and be careful. The monsters in the flooded level aren't too resilient, so generally speaking the danger of drowning is very small. The boss IS quite nasty, however, so be sure you're ready for a tough fight.

Forgot to mention before: if you have the Rod of Annulment, it can sometimes be insanely good against that boss. He seems to like stacking up a shitload of magical buffs early in the fight, so if you can break them with the Rod, you may find it a lot easier to rush up to him and stun him without triggering a fuckload of backlash damage and various other lovely effects (or just whiffing and then getting stunned and brutalized by sixteen types of elemental damage). He's kind of inconsistent, though - sometimes he doesn't even bother with much in the way of defensive spells. Either way, it's an option worth keeping in mind.

Rogue
May 10, 2002



Cool, I'll try the ruined dungeon and then maybe the Lake after that. Oh, also, when is a good time to get teleported by the Angolwen people to take care of the cloud over Derth? Another tough mage battle, right?

German Joey
Dec 18, 2004


Attorney at Funk posted:

Cool, thanks.

Unrelated note: Flurry + Weapon Folding. lmao

yeah lmao, seriously, that combo is just ridiculous.

Indecisive posted:

Holy poo poo that dagger. That cloak. You had some serious luck with gear there. And how'd you get more than 20% resist all on the amulet? Thought it only got 2 gems. And yeah branching out into ice probably would have helped, it would have at least been less worthless than 4 points in Earthen Missiles. I just really wanted to try to get an earthen missile turret working to see how viable it was (since some people claimed it was viable).

yeah the dagger is awesome lol. The funny thing is that I found an elemental voratun of corruption dagger shortly after that i made it that had about +150 on hit dmg. I shoulda used it in my main hand but by the time I had realized that I had already smugly extracted gems from it lol. oh well! the cloak is pretty cool, but actually wasn't doing me much good, other than the stun resist, since i had most of those other resists from other stuff. actually only two of those artifacts (the named ones) were ones the merchant made for me, the others were finds from various pride and high peak bosses. (also, I just noticed that I picked up the Godeleth Rock from Aeryn's corpse lol)

Amulets from Limnir actually have 3 gems, its just that you can only choose 2 of them. So, that amulet is a jade (8%) + pearl (10%) + random pearl (10%). I was actually chatting with Oneliquidninja while doing the valley of the moon quest and when I linked that in chat the first thing he said was "grats on your win" lol.

Rascyc posted:

Where did you get 797 arrows of unerring annihilation? Gad zooks.

hehehe, that's my arrow trick. So, if you sell ammo to a shop without any ammo, it will split it in a weird way. It will take 1 arrow from the stack and put it in its own stack, and then add the rest of the *numbers* to whatever stack as the most arrows. So, I first sold 3 arrows of elemental of annhilation, and then about 1000 random ammo that I had saved up from various prides. Then bought it back at 3.2 gold per arrow (thanks Extract Gems!). When I got it back, I don't know what the hell happened but the stack of 982 elemental of annhilation ammo turned into 823 unerring of annhilation. Still not too shabby!

bisonbison
Jul 18, 2002



I don't know what use this will be, but here's a start on the early game levels 1-24 (AKA as far as I've got).

It's a large amount of content. I do it in roughly the order listed, grabbing the city-based alchemist locations after my finishing my first zone and fitting in the Derth arena before lvl10. Feel free to contribute or correct, and maybe we can stick this in the OP.

*** Race/Class-Exclusive Starter Zones ***
Escape from Reknor: (Dwarf start) 3 floors.
Deep Bellow: (Dwarf only) 3 floors.
Blighted Ruins: (Skeleton and Ghoul start) 8 floors.
Murgol's Lair: (Yeek only) .
Ritch Tunnels: (Yeek only) .
Slazish Fens: (Sun Paladin and Anorithil class start if Human/Elven) .

*** Tier 1 ***
Norgos' Lair: 3 floors.
Trollmire: 4 floors.
Kor'Pul: 3 floors.
Heart of the Gloom: 3 floors.
Scintillating Caves: 3 floors.
Rhaloren Camp: 3 floors.

*** Tier 1 Other ***
Arena: (In Derth, Level 10 or earlier) 1 floor.
Alchemist Brotherhood: (Different versions @ Alchemist shops in Derth, Last Hope, Elveral + 1 random location on world map) Start the quests early. You won't complete them until Lvl 15+

*** Tier 2 ***
Unknown Tunnels (Lost Merchant): (Random prompt on World Map, one chance to accept quest) 2 floors. Best done Lvl 12+
Lumberjack Camp: 1 floor.
The Maze: 5 floors.
Sandworm Lair: 5 floors. Bring teleport/phase door rune.
Old Forest: 5 floors. Access to Lake Nur
Storming The City, Beginning: (In Derth, Lvl 12-20) Best done at 20. Wear lightning resist gear.
Daikara: 5 floors. Access to Temporal Rift
Golem Graveyard: 1 floor.
Hidden Compound (Ring of Blood): 3 floors.

*** Tier 3 ***
Tempest Peak (Storming The City, End): 2 floors. Available through mage city or anti-magic city.
Ruined Dungeon: (World Map) 1 floor. Water -> Dirt -> Air -> Seed -> Magic -> Fire
Ruined Halfling Complex:
Lake Nur: 3 floors? Available through Old Forest. 1 underwater level, 1 dungeon, 1 boss fight. Unlocks your fortress.

*** Level 25+ ***
Dark Crypt (Melinda): (Random prompt on World Map starting at Lvl 24, one chance to accept quest). 5 floors. First 4 floors are very caster-heavy. Last floor has a very deadly boss fight & tough escort quest.
Temporal Rift: (Access in Daikara 4)
Ancient Elven Ruins:
Dreadfell:
Last Hope Graveyard:
Reknor:

bisonbison fucked around with this message at Feb 6, 2012 around 19:41

Infinity Gaia
Feb 27, 2011


That reminds me, is there some kind of trick to the Melinda escort to make it easier? I've made it through the timed save like three times now, but I always manage to lose Melinda at some point afterwards.

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.


Teleport away from her by the entrance and she won't follow you. Come back for her after you cleared the level out. I'll be impressed if someone managed to do the quest the proper way with all the mages and crap.

Klaus Kinski
Nov 26, 2007
Der Klaus

Dark crypt can pop much earlier than 25.

It's also not that hard unless you get dumb stairs surrounded by casters. The final event is pretty stupid as a melee class but it's not like you miss anything super important by letting the timer run out.

German Joey
Dec 18, 2004


Klaus Kinski posted:

Dark crypt can pop much earlier than 25.

It's also not that hard unless you get dumb stairs surrounded by casters. The final event is pretty stupid as a melee class but it's not like you miss anything super important by letting the timer run out.

I'm not sure if its much earlier, but I can personally attest that if I take more than 2 steps on the world map at Lvl 24 I will get the prompt pronto. One way to mitigate this is to make sure your rod of recall can take you to the fortress before you hit Lvl 24, and then to use to get out of whatever dungeon you hit Lvl 24 with. That won't take you out of the danger-zone of the map, but at the very least you can do a few farportals to gain a couple of levels/loot before you do that quest. (then again, farportals are a pretty big crapshoot, albeit they should never be *that* bad at low lvls...)

Rascyc
Jan 23, 2008

Diet Evil, only one Calorie

German Joey posted:

Amulets from Limnir actually have 3 gems, its just that you can only choose 2 of them. So, that amulet is a jade (8%) + pearl (10%) + random pearl (10%). I was actually chatting with Oneliquidninja while doing the valley of the moon quest and when I linked that in chat the first thing he said was "grats on your win" lol.
(12:04:28 PM) DarkGod2: well with luck ihecould give a 10% and 8% res.all and get a rndom one that is a 10%
(12:04:54 PM) Rascyc1: I guess that explains why he has so many amulets :V
(12:04:58 PM) Rascyc1: probably kept trying for that one, haha
(12:05:01 PM) DarkGod2: yeah
(12:05:06 PM) DarkGod2: I should raise the price

Haha, that's a neat find though. I have a hard time doing that quest personally. Something always gets around me and that's all she wrote.

Indecisive
May 6, 2007



Here's the method I do for 90% of my characters for the west:
Tier 1:
- Norgos' Lair
- Trollmire (minus bill if I'm not ready for him)
- Arena
- Heart of Gloom
- Ruin of Kor'pul
- Shimmering Cavern
- Rhaloren camp

Tier 2:
- Lumberjack quest
- Maze - confusion resist or Wintertide Phial for boss
- Sandworm Lair - blind resist for boss if possible
- Assassin Lord
- Old Forest + Lake Nur - stun resist for boss
- Derth elementals - lightning resist
- Daikara - stun/cold resist for boss, lightning/knockback resist for trash
- Hidden Compound
- Ruined Dungeon
- Tempest Peak - stun/lightning resist for boss

Tier 3:
- Halfling Ruins
- Farportal door boss (can be done any time really (or never))
- Elven Ruins - stun resist for boss
- Dark crypt when I get ambushed by it but hopefully here - blight/disease resist if possible
- Mark of Spellblaze
- Dreadfell

.. think that's everything. I don't bother with the golem graveyard (no point really, but any time after T2 should be fine if you want) and I only go to the last hope graveyard if I want to kill a character because fuuuuuck that, I unlocked Necros already. Temporal Rift I skip unless I want the rune of the rift usually because of the risk, but any time after Daikara works for it. Lake Nur is really variable depending on the character, sometimes it's super easy, others have a lot of trouble I find. If you have real high damage output it's not bad but the boss can heal a ton so if you can't burn him down in a few turns you need to have some way to nullify its healing, with stuns or rod of annulment or confusing it or something. Of course stuff can be shuffled around if you don't feel ready for a particular boss and the way i separated the tiers isn't necessarily the most accurate but it's a rough estimate of how dangerous I find them on average. Halfling ruins would be late T2 if Subject Z wasn't such a dickhole sometimes.

EDIT: Oh bisonbison did one at the same time, seems we agree on most stuff.

Indecisive fucked around with this message at Feb 6, 2012 around 19:44

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Jordan7hm
Feb 17, 2011

If the body is a temple, then I've committed countless acts of desecration.


Vanilla Mint Ice posted:

Teleport away from her by the entrance and she won't follow you. Come back for her after you cleared the level out. I'll be impressed if someone managed to do the quest the proper way with all the mages and crap.

I managed it the proper way. Was a close one though, and I needed to use a pickaxe to dig out a corridor that got us to an exit. She was very close to dying.

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