Pope Amole II
Nerd Commando Game Studios
- Joined
- Mar 1, 2012
- Messages
- 2,052
Part IX
We begin this update with routine extermination of ravenshore.
BTW, here's the beauty of alchemy skill 30 - we make a restore 300 mp potion from relatively low grade reagents. 10 shrapmetals is at the very least five foes brought down. We're less interested in healing potions as we have souldrinker for that.
Hey, cyclops, put your hands up in the air! And everything else, I guess.
Next it's alwar. Once again we prey upon dark dwarven warriors...
And once again we find a ring of elements in their hold. Yeah, it's quite possible to gather 6 of them and in a relatively short period of time - 3 years will do, and all the training you have to do will take 4 years at least. As a lich, we can afford to be lax, but it is recommended for other characters to grind at least 4 of them.
Earth plane. We're greeted by a living boulder, but they're more like annoying trashmobs - they just threaten to break your items and that's it.
The real deal here are the earth elementals.
As usual, relatively real - narrow corridors allow us to pick them one by one (or in small groups - dragon breath loves numbers).
There are also full melee chargers here, but shrapmetal quite literally bursts them into dust.
We go and destroy. That's what we've become - the destroyer.
Exploiting choke point, we clear another room of elementals...
But before entering it, we scout the rest of areas for fugitives. They're dealt accordingly.
Then we enter that large room and get down via elevator. Large amount of foes runs down the stairs to get us, but stares concentrate them greatly for a good dragon breath.
Up the stairs, we dive into close distance shootout, where we predictably emerge victorious.
Last guardians get blasted away...
And the earth gem is ours.
Never gets old.
Oh, we master fire magic - could've used master torchlight in those dark earth plane tunnels, but whatever.
On another 24 june, we travel to murmurwoods out of curiosity, and what do we find? Yeah, another pony king, who quickly suffers the fate of his predecessor.
He has another key that helps us open the vault once again. And all of the loot is back there.
Last time, Iforgot to show you this axe. Well, it's axe for a minotaur only so it's shit, that's all you need to know about it.
This vault of time respawning thing is great for vampires & vampire parties, I must admit - nothing is better for them than dual-wielding foulfangs.
We also have found a divine intervention scroll in our travels - that's a decent tool for our final assault.
So pony king wouldn't get lonely while burning in hell, we send the rest of his mates to accompany him.
And some nagas to celebrate the diversity, you know.
And some ogres - no one can accuse us in having prejudices.
All those point go into meditation - we've got nothing else to improve at this point, and extra mana is always welcome.
20 levels to go.
Actually, I could've gained them easily - animate undead spell does wonder for that. You go to garrote gorge, for example, you cast it on a dragon hunter's pet you've killed during cleansing, you kill it again, you gain 18k experience for that - meaning that it's up to 10 dragons to gain a level. Because yes, you can reanimate them and kill them again ad infinitum, the only limitation here is mana and we've got enough money to afford almost endless temple restorations.
Another thing I'm not using here (I've just forgot about it at that point) is pain reflection. We have 645 hps now - every time they'll take at least a half of it, they'll take 300 hp to do that. 300 hp is one toxic cloud at this point - considering how hard are we hit and how often we're forced to heal, you can expect to get from 2 to 3 thousands of damage per dungeon. That's decent enough so I should've totally used it, I just forgot, dangit.
Air Plane. Air Plane?
Airplane!
Our task is not quarter as fun, however.
Fly between the survivors, finish them ASAP.
Safe & somewhat boring.
Air castle. We come in somewhat low on mana, but that's because we're thrill seeking. We'll try to finish it in one go.
Amount of bodies here doesn't give us good prospectives, but mind you, we haven't restricted ourselves from quaffing potions and those do restore a lot.
Enemies get kinda copy-pasted at this point, so combat features little variance - just rush & shrapmetal or, if their number is reasonably big, dragon breath from afar.
If in danger, souldrink.
Last heartstone is mine.
After wiping the castle entirely, we're left with 82 whopping mana - could've taken one more guy, heh.
We get the key, and soon we'll have a little talk with that so-called destroyer.
Before that, let's keep up our reputation in regna...
And ravage roaming.
And, in murmurwoods, let's do the dungeon we've somehow skipped - a druid circle caverns.
Well, it's like a milder version of elemental plane - same boulders, same chargers, but smaller in scope and dark dwarves instead of elementals.
Easy.
8 levels to go.
Final part incoming tomorrow.
We begin this update with routine extermination of ravenshore.
BTW, here's the beauty of alchemy skill 30 - we make a restore 300 mp potion from relatively low grade reagents. 10 shrapmetals is at the very least five foes brought down. We're less interested in healing potions as we have souldrinker for that.
Hey, cyclops, put your hands up in the air! And everything else, I guess.
Next it's alwar. Once again we prey upon dark dwarven warriors...
And once again we find a ring of elements in their hold. Yeah, it's quite possible to gather 6 of them and in a relatively short period of time - 3 years will do, and all the training you have to do will take 4 years at least. As a lich, we can afford to be lax, but it is recommended for other characters to grind at least 4 of them.
Earth plane. We're greeted by a living boulder, but they're more like annoying trashmobs - they just threaten to break your items and that's it.
The real deal here are the earth elementals.
As usual, relatively real - narrow corridors allow us to pick them one by one (or in small groups - dragon breath loves numbers).
There are also full melee chargers here, but shrapmetal quite literally bursts them into dust.
We go and destroy. That's what we've become - the destroyer.
Exploiting choke point, we clear another room of elementals...
But before entering it, we scout the rest of areas for fugitives. They're dealt accordingly.
Then we enter that large room and get down via elevator. Large amount of foes runs down the stairs to get us, but stares concentrate them greatly for a good dragon breath.
Up the stairs, we dive into close distance shootout, where we predictably emerge victorious.
Last guardians get blasted away...
And the earth gem is ours.
Never gets old.
Oh, we master fire magic - could've used master torchlight in those dark earth plane tunnels, but whatever.
On another 24 june, we travel to murmurwoods out of curiosity, and what do we find? Yeah, another pony king, who quickly suffers the fate of his predecessor.
He has another key that helps us open the vault once again. And all of the loot is back there.
Last time, Iforgot to show you this axe. Well, it's axe for a minotaur only so it's shit, that's all you need to know about it.
This vault of time respawning thing is great for vampires & vampire parties, I must admit - nothing is better for them than dual-wielding foulfangs.
We also have found a divine intervention scroll in our travels - that's a decent tool for our final assault.
So pony king wouldn't get lonely while burning in hell, we send the rest of his mates to accompany him.
And some nagas to celebrate the diversity, you know.
And some ogres - no one can accuse us in having prejudices.
All those point go into meditation - we've got nothing else to improve at this point, and extra mana is always welcome.
20 levels to go.
Actually, I could've gained them easily - animate undead spell does wonder for that. You go to garrote gorge, for example, you cast it on a dragon hunter's pet you've killed during cleansing, you kill it again, you gain 18k experience for that - meaning that it's up to 10 dragons to gain a level. Because yes, you can reanimate them and kill them again ad infinitum, the only limitation here is mana and we've got enough money to afford almost endless temple restorations.
Another thing I'm not using here (I've just forgot about it at that point) is pain reflection. We have 645 hps now - every time they'll take at least a half of it, they'll take 300 hp to do that. 300 hp is one toxic cloud at this point - considering how hard are we hit and how often we're forced to heal, you can expect to get from 2 to 3 thousands of damage per dungeon. That's decent enough so I should've totally used it, I just forgot, dangit.
Air Plane. Air Plane?
Airplane!
Our task is not quarter as fun, however.
Fly between the survivors, finish them ASAP.
Safe & somewhat boring.
Air castle. We come in somewhat low on mana, but that's because we're thrill seeking. We'll try to finish it in one go.
Amount of bodies here doesn't give us good prospectives, but mind you, we haven't restricted ourselves from quaffing potions and those do restore a lot.
Enemies get kinda copy-pasted at this point, so combat features little variance - just rush & shrapmetal or, if their number is reasonably big, dragon breath from afar.
If in danger, souldrink.
Last heartstone is mine.
After wiping the castle entirely, we're left with 82 whopping mana - could've taken one more guy, heh.
We get the key, and soon we'll have a little talk with that so-called destroyer.
Before that, let's keep up our reputation in regna...
And ravage roaming.
And, in murmurwoods, let's do the dungeon we've somehow skipped - a druid circle caverns.
Well, it's like a milder version of elemental plane - same boulders, same chargers, but smaller in scope and dark dwarves instead of elementals.
Easy.
8 levels to go.
Final part incoming tomorrow.