Enuhal
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Introducing Risk, the Pale Elf Oracle (Ancient/Psion)
Risk is basically Trisk without the T. Also, the name is fitting because full level scaling makes the entire experience a lot riskier compared to my previous Oracle run. If you want to know more about Trisk and how I came up with this Oracle build, see the introduction to her run here: https://tavernrpg.com/threads/tales...y-i-ii-no-reload-thread.468/page-5#post-10618
So, Risk was actually able to beat all upscaled dig site battles with only Edér and Xoti in his party (and Aloth for the sub-arena level/ancient training hall). She is mostly a carbon copy of Trisk, but the ability and proficiency points are slightly improved, geared more towards midgame scaling. The actual main difference for Chapter 1 is that Edér and Xoti are recruited as single class fighter and priest this time - the reason for that is that I want to keep them around instead of recruiting the more powerful faction-based companions such as Maia and Pallegina, because I haven't made up my mind in terms of the endgame choices yet, so I want a faction neutral group (otherwise, to keep everyone, I would be forced to do super lategame content such as Nemnok and Splintered Reef, which I am not 100% comfortable with at this point). So, my 3 obvious choices are Edér, Xoti and Aloth. The final slot has to be a sidekick (though Serafen rarely leaves the party, there are still some choices he won't go with), so I am planning to pick up Konstanten once I reach Neketaka, given that he has impressed me by far the most in my sidekick runs.
Settings, as previously mentioned: PotD, full only-upwards level scaling, only official companions and sidekicks are allowed to ever join the party. We get past the early game up to level 4, Edér picks up club proficiency for Bewildering Blows and we start calling in sporelings and charming boars at the digsite:
Edér is nearly knocked out by the final boar because our damage output is so low if there is no enemy left to be charmed, but barely stays up. We clear out the foreman's quarters and adra pool before moving towards the arena. However, something very quirky and rare happens to us as we move northwards to the east, picking up some of the loot along the edges: The beasts down there patrol from time to time, and one of them is very far north, actually spotting the party. I often stealth when moving past this route, but after having to restart the early game multiple times in a row, I played a bit more quickly and sloppily. This unplanned combat actually turned out to be a huge advantage for us: Two young panthers ran towards the party, but apparently they didn't notify the other beasts of our presence and approached by themselves - allowing us to thin out the big group a bit without any downside:
Now, with enemy numbers reduced, I decided not to fight the battle in the pit, planning to pull the beasts towards a chokepoint instead (because with fewer enemies, the impact of the gunpowder barrel would be lower, plus, it has been kind of hit or miss for me). However, on my way back west, once again travelling on the northern edge of the arena, we got spotted AGAIN! This is not common - yes, stealthing here would be ideal, but I've moved around this area plenty of times without stealth and got spotted maybe once (which I only remembered after it happened again this time around). This time, the entire group noticed my movements. Notably, I had not rested with Captain's Banquets yet - not exactly ideal. Actually, even worse: This happened pretty much immediately after we killed the young panthers, and our per encounter abilities didn't get the opportunity to reset yet. The party ran towards the entrance to gain some ground, hoping to maybe reset combat (Xoti is wearing a belt to boost her stride and keep up with the other two, who both have the Fast Runner ability). No reset happened, and I had to stand and fight near the edge of the map:
Well, running away maybe helped with one thing - the wurms didn't join combat, so we only had to deal with one boar, two young panthers and the young drake. Risk called in sporelings, who helped with tanking but died unusually fast. Whispers on the boar was the obvious play here, as we can't deal with gore attacks in the longterm:
Edér getting crit by the fear aura, on the other hand, was far from ideal. We focused our attention on one of the panthers first. Risk tried to charm the other one, as damage output on Edér was just too high. Since our first charm spell was only a graze, the boar also had to be whispered to again. The fear aura prevented Edér from using his own abilities to heal up, and Xoti tried to go for a Restore - but she was just a fraction of a second too late. Edér got knocked out:
This was very bad, because Edér also had swapped out his armor out for a brigandine, for higher armor rating, so he would not get up again with Second Chance - Xoti was the one wearing the Saint's War Armor. Now, on the plus side, one of the panters was gone by now, and Risk still had a charmed boar to keep the dragon busy. She managed to charm the second panther as well, and the two charmed animals plus Xoti and Risk took down the drake:
However, since Risk had no first level druid spells left to call in sporelings, there was simply no way that Xoti and her could ever stand up to a level 7 boar. We used hold beasts, tried to go for some damage, but the output just wasn't good enough and the duration too low. The two started running, with Xoti only able to keep up thanks to her stride bonus. Resetting combat on this map is sometimes possible if you have a speedboost and run for a decently long time. However, young panthers are also unusually fast, and they can keep up with Fast Runner (but because they don't get engagement, you can just dodge their hits by running out of melee range). I made an attempt to re-charm the boar and tried to get it to kill the panther, but with this only being a graze, there just wasn't enough duration here, and I didn't like my chances with another Whisper, as the range is short and the casting time quite long.
After running a full circle around the arena and back to the entrance, we were able to lose the slower boar - a single young panther was something I felt comfortable with, and we took it down with the help of our spiritshift, which we still had left:
Now, here's where fighting far away from the arena comes in as a big advantage - Edér simply got back up, despite several beasts still being alive in the center, unlike what happened in the previous attempt. There's a boar and a wurm left to kill, we leave most of the tanking to sporelings:
After that, everyone takes a well-deserved rest. So, this was not how I planned to approach this battle at all - the two random pulls from the north did partly help us out (the first did, the second one not so much) - this was also far from clean, since we had to reset combat once and barely got any advantage from our abilities outside of Whispers of Treason spam. However, a victory is a victory. Taking this battle with our restrictions is pretty brutal, and I while this exact outcome might not be easily reproducable, we will certainly take it. Aloth joins up as a single class wizard, and we move into the dungeon. Here, we just make sure to keep at least one spider per group charmed at all times - both, ideally. Edér can't get paralyzed, that would be pretty deadly. Aloth adds some AoE debuffs and damage:
With Bewildering Blows, not even the spirits, who have decent will defense, are safe from Risk's Whispers:
Sporelings tank at the front as we use our pistols against this final group. We isolate, tank and kill the adra ooze:
We still have the ancient training hall to clear out. Note that we had reached level 5 for that one, but that was hardly an upside, with the enemies scaling up even more, which gave the skeletal sorcerer more powerful spells to use against us. Trisk, being especially vulnerable when dealing with vessels, was still key here by keeping the powerful warriors charmed as much as possible:
However, this wasn't an easy battle for us - the party is not exactly well-suited for dealing with skeletons. While we were able to take down the wizard, the fighter skeletons were basically unkillable with our pitiful damage while their Constant Recovery was still going - we basically used all of our abilities to limited effect, Xoti got knocked out (and back up thanks to Edérs armor), and Risk, who was crucially keeping the tides of battle in our favor with constant charm spam, also took an injury - after Recovery finally ran out, we were able to deal the final few blows with pretty much nothing left in the tank:
Risk is basically Trisk without the T. Also, the name is fitting because full level scaling makes the entire experience a lot riskier compared to my previous Oracle run. If you want to know more about Trisk and how I came up with this Oracle build, see the introduction to her run here: https://tavernrpg.com/threads/tales...y-i-ii-no-reload-thread.468/page-5#post-10618
So, Risk was actually able to beat all upscaled dig site battles with only Edér and Xoti in his party (and Aloth for the sub-arena level/ancient training hall). She is mostly a carbon copy of Trisk, but the ability and proficiency points are slightly improved, geared more towards midgame scaling. The actual main difference for Chapter 1 is that Edér and Xoti are recruited as single class fighter and priest this time - the reason for that is that I want to keep them around instead of recruiting the more powerful faction-based companions such as Maia and Pallegina, because I haven't made up my mind in terms of the endgame choices yet, so I want a faction neutral group (otherwise, to keep everyone, I would be forced to do super lategame content such as Nemnok and Splintered Reef, which I am not 100% comfortable with at this point). So, my 3 obvious choices are Edér, Xoti and Aloth. The final slot has to be a sidekick (though Serafen rarely leaves the party, there are still some choices he won't go with), so I am planning to pick up Konstanten once I reach Neketaka, given that he has impressed me by far the most in my sidekick runs.
Settings, as previously mentioned: PotD, full only-upwards level scaling, only official companions and sidekicks are allowed to ever join the party. We get past the early game up to level 4, Edér picks up club proficiency for Bewildering Blows and we start calling in sporelings and charming boars at the digsite: