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View Full Version : Brimstone Man in 1.2.0



_Ln_
09-11-2013, 10:28 PM
So, I've remembered the challenge today and decided to kill some guys.
For those who haven't realized (me included actually), Elementalist's class powers are fixed in 1.2.0 which means that you will stop getting fire damage once you are level 6 - typically one fire giant/dragon/elemental.
This makes an astounding amount of characters who will survive when they got there compared to 1.1.1.

On the other hand, we have increased penalties for HP-casting. Be prepared to lose Willpower and Toughness when fire grues are shrugging the hell out of your patience.

Everyone's welcome to try the challenge again, because it is *really* much easier now.

Stingray1
09-12-2013, 06:30 AM
Also, Farmers can create large farms there, according to anon123. ;)

anon123
09-12-2013, 02:37 PM
I didn't know until yesterday. This thread was the reason I went ahead and checked if it was actually possible. :)

Mobius
09-12-2013, 03:12 PM
Brimstone man? Is that 'go directly to ToEF and don't leave until you get the orb?

JellySlayer
09-12-2013, 03:48 PM
Yep. It's... a bit tricky ;)

Laukku
09-13-2013, 08:04 AM
Well, what can you expect from a challenge where you go directly to one of the most difficult areas in the game? :-P

Some people have actually managed to do it, first by save-scumming (http://www.adom.de/forums/showthread.php/1333-Brimstone-man-attempts?p=21897#post21897) to prove it's theoretically possible, then legitimately by Zharradan (http://www.adom.de/forums/showthread.php/11305-Brimstone-Man-Complete!), and then without bugs or abuses by gut (http://www.adom.de/forums/showthread.php/12070-Brimstone-victory-by-gutt).

_Ln_
09-13-2013, 10:33 AM
I've switched to mist elven elementalist (of all things) after I've realized about fire resistance - Alertness + insane Mana and very fast PP regen + halved physical damage which somewhat helps against fire giants. It's much more tedious to get them rolling because of starting 7-8-9 HP and increased xp for level 6 (typically 1 fire giant is not enough unlike for gnomes).

In one roll I've found a bunch of clay lumps lying on the floor, which seemingly don't burn in the tower. I didn't get my necromancy high enough to generate slaves, but these should help against some attacks, at least.

Some interesting observations:
One time I've generated a mist elf with a potion of exchange in backpack. Drinking it switched my 30 Mana for Willpower for extra 4 or 5 HP and half-level long frost bolts (very good!). The guy didn't manage to get to level 6, of course. Imagine the same with Mana exchanging for Toughness (or Mana for Toughness and Perception/Appearance for Willpower).