So, I've promised to tell about resistances. Easy thing. Easy to tell, at least.
Each time you're dealt magical damage, the games uses a complicated way to see your chance of resisting. First it uses the formula of "1 - (30/(30 + your resistance stat + your luck bonus))" (yeah, game designers probably lived by motto of "divide and conquer"). Result is made into a percentage which serves as the check level. If that check fails, you're dealt full damage. Meaning that with luck bonus of 0 and resistances of zero, you're always getting dealt 100% damage.
If that check passes, incoming damage is divided in half and then the check is made again. And so it goes on until the check is finally failed or it passes four times in a row (meaning that in best scenario for you the spell will deal 1/16 of its initial damage).
Greyface, the author of great M&M VI-VIII patches, was so kind that he even calculated average damage reduction for different resistance levels for us (those are counted with luck bonus of 10, it seems):
0 100%
20 75%
40 60%
60 50%
100 39%
150 31%
200 26%
300 20%
What that means is that getting those resistance levels of 80-120 is crucial, and the rest is pleasant, but not half as important. Yeah, it's good to have resistances of 300 (and it's hardly impossible - even in full party mode you'll easily have a cleric with an effective light magic skill of at least 40, giving you a whopping bonus of 200 to all resistances), but you shouldn't go out of your way to gain those. This also means that, no matter how high you'll pump your resistances, you'll still get unlucky and dealt full damage relatively often, considering how much crap gets thrown at you on a constant basis. Lastly, as you can see, luck bonus is truly pathetic - it helps at early levels, but quickly gets almost redundant.
It is more important when it comes to the debilitating effects protection. Their mechanics is much simpler - 30/(30 + luck bonus + x), where x is:
for Weak, Asleep, Drunk, Disease, Unconscious, Age: endurance bonus
for Curse: personality bonus
for DrainSP, Dispel Magic: (personality bonus + intellect bonus)/2
for Insane, Paralyze, Afraid: mind resistance
for Stone: earth resistance
for Poison, Dead, Eradicated: body resistance (man, body resistance is really important)
for Break or Steal Item: item strength
As you can see, most of those bonuses are relatively low, so Luck does play a more deciding factors here. Despite that, even a maxed luck bonus doesn't offer a significant boost in protection, so don't bother with it too much.
Returning back to resistances - monsters use the same formula, but they don't have any luck (yeah, it's not fortunate to live in the same game world with us). One important note is that, unlike players, they have physical resistance, and you can see how even having a physical res of 30 (many high tier monsters have that much) will screw warrior classes even further.
Oh, and various debuffs you cast go at formula of 30/(30 + MonsterResistance + MonsterLevel/4). So if you want to paralyze a dragon, it's 30/(30 + 10 + 70/4) - 52%. If you want to mass distortion a dragon, it's 30/(30 + 35 + 70/4) - 36%. And it's even worse with the high tier monsters, so debuffs kinda suck.
Now for LP itself:
(just something arcane & mystical to set the right mood)
Equipping ring of the planes pumps our resistances from 20 to 60, meaning that instead of 75% damage we're dealt just 50% so we'll last 1.5 times longer now. That's almost hundred and fifty points of effective hps.
We also distribute our skill points in a truly predictable manner - just give us moar dark powers.
Then it's time to explore Alvar even further.
Those tents contain chests with lots of jump scrolls - useless for us, but probably treasure for most of the non-elemental magic characters.
Wasp hive.
Near the entrance we're greeted by just one insect, so we start easy.
They quickly grow in volumes, however, forcing us unleash our full power quickly.
Even that doesn't protect us from their sheer mass.
Nothing a good potion can't fix, though.
At least, however numerous, they do drop fast.
Soon, only a handful remains...
And then we exterminate the last defenders of hive.
Only one fleeting wasp got lost somewhere, but we're too lazy to seek it - let it be.
Jumping across the town, we're picking up an expert regeneration skill (yeah, comrade Storyfag, not only liches are able to learn it, they're able to expert it - as if they needed even more available skills in VIII)
And an expert dagger (just so we can look even cooler while dual-wielding).
Another lucky break - we forgot to harvest a couple of gorgons during respawn...
So we can earn a precious bounty reward for defeating them.
We jump to murmurwoods, only to discover it needing additional mortification.
Survivors are threatened with noxious vapors...
And then we gather all of the local horseshoes once more.
In one of the magic shops, we stumble upon an armageddon scroll - hmm, this can be used to deal some significant damage to one of the harder areas, let's hoard those.
Now it's the garrote gorge who just can't lay quiet. Actually, it's sorta vicious cycle - you armageddon the areas, gain xp, train levels and, once you've finished your training, areas respawn and you can nuke them once more so you train... It's not as perfect, but there's enough quest to fill the months in-between so you'll be leveling up and up and up as a Lich.
Our powers are close to cleansing the area fully. Close, but not there yet.
We're also able to finish this quest in this respawn.
Then, activating our thermo-optical camouflage, we decide to rob the dragons blind. They're kinda our allies, but a lich like us prefers to stand alone.
Somehow they do get angry, but you can't shoot at what you can't see.
Soon we get to their treasury and loot it clean.
(I'll admit that I had to reload here - lost control and bumped into one dragon; well, it's not like that's crucial - if I hadn't reloaded, I'd just ported out immediately, healed, beaconed back, recast invisibility and made another attempt, there's nothing hard here; the funny thing is - if you get in without any combat and then save & reload, dragons once again become friendly to you - eh, makes some sense, you're bloody invisible, after all).
Let's check our booty. Blade of Mercy is the best dagger in the game, made for the character that needs it the least. I mean, what's the point of lich to even actually try physical combat, when he can squash anything with his magic? Well, it's useful in a popamole parties, where you cast a lvl 40 hour of power and then fight by just mashing attack button in real time mode. It's not a fun way to play this game, though. It also can be useful if you find it Ravenshore, I guess - it's strong against really weak monsters.
Oh, and we find another dagger in the process...
So our fashion level gets even bigger.
Glomenmail is an okayish armor for dark elf. Like, in party games it's unneeded as you want to equip your elves with leather there, but in singleton it's decent enough, especially because of that resistance bonus. Resistances are important.
Lucky hat is trash. You've seen how great luck is. It's only good for the 10 skill points contests that require you to have 220 or so in their chosen attribute.
Hurr-durr, we go at it again...
Watching and watching how our damage output increases each time. BTW, seems like armageddon is totally irresistible - if it was another way (as it was in VI), survivors would have varied remaining HPs. But they don't.
Respawned treasure item is spiritslayer.
It's crappy - knight can use it, but he'll be better of finding a highest-tier vampiric halberd as it'll deal much more damage than this crap, and stat bonuses are more or less meaningless.
BTW, vampiric weapons give you either 20% of the damage you've done (all of the damage, including any bonuses and dual-wielded weapons) or 20% of remaining hps of your target, whichever is smaller. So, against a high level monsters, you'll gain roughly 20-50 hps per attack. If you dual-wield them, they both work, making that amount slightly more significant. In a singleton game, obviously - in party you just go for the damaging items, in singleton you'll think about sustainability of your damage.
Short trip to smugglers' cave to gather even more of those barrels.
Swift assassination of thunderbird on the plane of air.
They pay good for the heads of those elemental dwellers. Probably the feel of impending doom - meh, if they knew what to truly fear, they'd send some assassins after me... I wouldn't mind extra experience, yes.
Ah, our hundredth level - just one more hundred to go.
Murmurwoods, ancient troll home - it's about time we've solved this quest.
We came here relatively late because those wisps can hurt and because we need to kill those basilisk real fast or they'll stone/paralyze us.
That's why we show them no mercy. It's not like we show it to anyone, though.
I'm not sure how they'll relocate a whole village of trolls into one claustrophobic cavern, but hey, those are the trolls, let's not question their analytical capabilities and intellectual aptitude.
As we're in the ironsands anyways, let's choke the cyclops.
Shrapmetaling them may also work.
It's best to fight in the narrow passage - their gaze can paralyze you so getting surrounded and hit by them is a bad idea (we have a paralisis immunity pendant, yes, but we're so-o-o lazy to switch it with our current one...)
It's easier to snipe them from afar.
It takes no effort for us. Yeah, thats a nice dragon breath.
First quest item for the vampire promotion is ours.
Let's get the second one. Ravage roaming, crypt of Korbu. This dungeon has a real tough entrance guards. Luckily, since they're near the entrance, you can easily go with the scheme "get one down - escape - heal - return - repeat" (that's probably really important for singleton vampires).
We're fine without such trick, however.
Efreets are already beneath us.
There's also a sparks trap here, but it's sorta pretty fireworks for us already.
Rest of the crypt guards are nagas - meh, would've been easy 40 levels ago.
Main challenge here is actually putting this stupid sarcophagus inside our inventory - it takes literally half of it so we're forced to play some tetris before we're able to pick it up.
Whatever.
Let's get back on the story rails.
In the cleric vs necromancer business, guess whom we decide to side with?
Tough choice, tough choice.
The only problem is that we're forced to take this retard as our company.
Hope he doesn't die on us instantly. No sentiments, but we need him to show us a secret button.
Those clerics are pushover - the tier-3 cleric enemy is lvl 30. The tier-1 necromancer enemy is lvl 30. Figure this out (and tier-3 necromancer is lvl 57 and has pain reflection spell, meaning we can't kill him without taking 480 damage).
So we're here more for a flavor purposes - battling against necromancers is more interesting and rewarding (you get more XPs for helping the clerics).
It's not like we're interested in any sort of "dark forces camaraderie" (we're too sociopathic for that crap), however, promoting the cause of the church that actually teaches "destroy undead" spell to people seems like a bad idea.
This screenshot has some great potentiall for doing some "oi, dudes, what are you doing there, you're not catholic priests!" joke, but I don't like that sort of humor so I won't.
And lo, we find our quest item. Yeah, this dungeon is disgustingly plain and boring.
At least now we can kick that stupid cleric out and finish those last enemies on our own.
So the third and the final alliance is made.
Next destination - Regna.
Jumping to the dagger wound islands, we find a newly constructed building there.
Inside we discover a great deal of pirates.
Temporary great, anyway.
All those magical bolts being hurled at us force a drastic responce from our side - those pirate mages still pose a threat.
Some threat, maybe.
Dispatching a pirate leader, we find a key on his corpse.
It opens a chest with this particular sword.
And a passage to the submarine pen - time for some underwater travel.
Some guards provide an unfriendly greeting at the other side of our journey. Their loss.
Hello, Regna!
In local tavern, we give a fake report to the dread pirate stanley - bastard extremely rude, but we've already fucked him by stealing his life savings repeatedly so we let that slide.
Then it's the deciding arcomage championship victory - opp had a much better buildup than us (more of those broken "dragon" cards), but we've still won by resource race.
But most important for us is attaining grand mastery of dark magic - that means more shrapmetal shards and another armageddon cast per day. Oh, and an access to the strongest spell of the school.
We test our improved powers immediately on local population (they're worthless scum anyways, totally fit for human experimentation).
Only the highest tiers of enemies remain, and it's a near-death experience for them - groovy.
Then it's a business trip to the water plane.
Hitmen's affairs, y'know.
More levels, more progress.
Returning to ravenshore, we find a bunch of the pirate invaders messing around, bored by the fact that they have no one to kill as we've killed all the civilians already.
We relieve them of their boredom.
And so the city sleeps again.
BTW, that artifact sword? Terminus - decent for a knight. With GM armsmaster, it deals lots of damage, and the bonus stacks with the item enchantment one (so you can have a maximum of +17+7+8 from fleetfingers - 33, needing just 27 trained points in your skill). It's more a party oriented item, however - singleton knight would probably prefer to train his armsmaster up to 40, making the sword kinda redundant.
We also obtain a souldrinker spell - the grandest tool of the dark magic user. It doesn't boast the greatest damage of them all (just 25 + 1d8xdark magic skill), however, it does it to all monsters in sight and it heals you for the same amount (not that it doesn't even have to damage the enemies - you just have to cast it while seeing someone, even if that someone is magic-immune). So we have a self-healing spell, making us much more durable. The only problem is that it's extremely slow - it's roughly three times slower than a shrapmetal spell, for example.
Let's test it on some regnan dragons. Once they'll actually manage to damage us, obviously.
At this point, as long as we meet them in small numbers, they don't do much.
Now it's they who lack the durability.
Among their corpses, we find a great cloak. But later about that.
First let's suck some souls out of those beasties.
We're not using it as often, don't get the wrong idea - shrapmetal is quicker and more efficient.
We actually find another artifact on one of their corpses - a crappy belt. It might do something if you're aiming for 500 strength, but even then it's a damage increase of +5. Yeah, sure will help you against those 1k hp dragons. In other cases, it's even worse. As well as the stupid hat, it's only good for winning contests.
Cloak is also not that brilliant (in a party with cleric it's pretty much nothing), but for us those +10 resistance (and +5 freaking spell points) do have a meaning, so we'll use it.
We also gain acclaim as official arcomage champion.
Reward is another good sword that we don't need.
Then we kill all dragons in the outer areas of garrote gorge (what a good ally we make), but it's too late to complete that quests - you should do that before choosing to side with the dragons.
Doing some training, we invest some points into our meditation skill - yeah, there's still dark magic to be maxed out, but we want to cross that gap in a different matter. Besides, 1 point of gm meditation is 25 spell points so we've just gained 200 of them. That's a 3 souldrinker casts - more or less worth the price.
Then it's time to hunt even more dragons (we're the best ally they could've wished for!)
Now our dragon breath is definitely stronger than yours.
And even a simple toxic cloud takes a quarter of their HPs.
Only our limited mana pool prevents us from sowing endless pain and destruction.
But that's what lloyd's beacon is for - recharge and return to have more fun.
Ah, from individual dismemberment...
To collective torture.
And it pays off, damn right it pays off! Among their corpses we find the best thing we could find!
The crown to decorate us as ultimate master of dark arts!
Look how well does it fit us!
Then stare at this in awe - +20 bonus, gained in but moment.
(any of "dark magic" items are helluva difficult to find, so it was a cheerful moment - without it we'd have to train our dark magic skill to 60 and that would've made our walkthrough much grindier)
Yeah, this shrapmetal feels much sharper.
And dragon breath blasts as it never did before.
And 300 hp from souldrinker, oh, 300 hp from souldrinker...
BTW, the cavern has respawned since our stealth looting visit, so we find even more artifacts on the floor.
Finalty is horrible - it's damage can't compare with the damage of dual-wielded swords, and that recovery time penalty is really unpleasant. Sure, with well-trained GM armsmaster you can still have the lowest recovery time possible, but why bother? Just dual-wield some vampiric swords or the glomenthail/elsenrail combo.
Volcano is junk because it's an axe, that's all that can be said about it.
Ring of fusion is actually useful - "of water magic" makes our lloyd's beacons last longer so we don't have to return and reset them as often (that's a chore) and it's alchemy bonus stacks with other bonuses, so even if it's small it still improves your potion quality a lot. And endurance penalty is not as important - worst case scenario, you can wear the ring only when you actually brew the potions & cast beacons, that way it's pure profit.
Jumping to ironsands, we find it absolutely lively - how disgusting, let's correct that.
Surprisingly for ourselves, we barely survive our own armageddons. Should've thought about that - each armageddon cast is 110 points of irresistible damage atm, so 4x is 440 and we're only alive because of our regeneration items & skills. Yikes.
In The Rock we find a Havoc sword - it's only good for the dark elf, to boost your speed so you can shoot arrows even faster. Knight, as I've said, have no shortage of recovery time bonuses.
Another wipeout of ironsands brings us to level 120.
End of Part VII.