Tomb of Xinroch difficulty

Dec 20, 2017, 3:56 pm
#1
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Forum search is broken, I'll have to look into that. So I'm sure there's a topic on this already

In my opinion Tomb of Xinroch level 5 (3rd level underground) is way too big of a jump in difficulty. I don't think 2 underground levels is enough time to prepare you for an apprentice dark mage and golem room. So far I haven't come close to beating that level anyway.

Just my experience from the last 20+ games.
Dec 20, 2017, 4:06 pm
#2
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Same, got past dark mages but ommel and black diamond golems are a really big problem. Another lvl or more loot would be appreciated.
Dec 20, 2017, 6:21 pm
#3
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The golems got me in 19 of the 20 games, but this last one I just kept getting blasted with electricity
Dec 21, 2017, 5:39 am
#4
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Yep, it's too mean, especially considering how mean the rest of the dungeon gets. I'll try fixing this up before next release.
Dec 21, 2017, 9:09 am
#5
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I don't mind the mage, he is very fragile, so you only have to find him quickly, but the golems are really hardcore if a diamond or an ommel bone one generates. Maybe you could keep the golems as is, only without the strongest being generated?

EDIT:

The other thread is here.
Dec 21, 2017, 11:03 pm
#6
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For that matter, can you tweak Xinroch's final form as well? In the other thread it was mentioned that you didn't need to kill him, only take his sword, which makes it potentially too easy. Xinroch should have some protection against magical effects. Some resistance to fire/lightning/acid, immune to polymorph and thievery if possible. Stat-wise he should be a bit weaker than Oree, but his equipment and skill should more than make up for that so that 7 or 8 times out of 10, he should be able to beat Oree in single combat.
Dec 21, 2017, 11:38 pm
#7
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capristo wrote
The golems got me in 19 of the 20 games, but this last one I just kept getting blasted with electricity

How about... bone golems?
Dec 22, 2017, 7:20 am
#8
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chaostrom wrote
For that matter, can you tweak Xinroch's final form as well? In the other thread it was mentioned that you didn't need to kill him, only take his sword, which makes it potentially too easy.

He can be buffed to make up for it, but I really like that you don't need to kill him if you can manage to sever his sword-arm.

chaostrom wrote
Xinroch should have some protection against magical effects. Some resistance to fire/lightning/acid, immune to polymorph and thievery if possible.

He's already resistant/immune to all the things Petrus and Oree are.
Dec 22, 2017, 1:48 pm
#9
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I merged changing the golems to bone golems. Hopefully it's not too easy now!
Dec 22, 2017, 2:56 pm
#10
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Of course on my first go around I get a Bones file and get mauled by the same meteoric steel golem that killed the previous character
Dec 23, 2017, 3:43 am
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red_kangaroo wrote
He's already resistant/immune to all the things Petrus and Oree are.

Which is what, exactly? I don't remember, and it's not on the wiki.

For that matter, what are the specifics of the artifact flaming sword? Is it actually special, or is it just a heavily enchanted flaming sword?
Dec 23, 2017, 4:34 am
#12
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chaostrom wrote
Which is what, exactly? I don't remember, and it's not on the wiki.

* Cannot panicked or confused
* Cannot be knocked unconscious
* Immune to cloning and polymorph
* Immune to item teleport and thievery
* Immune to gases (Petrus is not)
* Highly resistant to fire, electricity and striking
* Hasted

Plus Xinroch will summon his own skeleton and elite dark knights.

chaostrom wrote
For that matter, what are the specifics of the artifact flaming sword? Is it actually special, or is it just a heavily enchanted flaming sword?

Cannot be broken, made of ruby and +13. Pretty strong to use.
Dec 24, 2017, 12:47 am
#13
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How about moving Xinroch's gas immunity to the artifact flaming sword, plus disease immunity and make the handle arcanite? That shouldn't be too OP right?
Dec 24, 2017, 4:57 am
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chaostrom wrote
How about moving Xinroch's gas immunity to the artifact flaming sword, plus disease immunity and make the handle arcanite? That shouldn't be too OP right?

Good idea, I hadn't thought of adding extra statuses to the weapon.
Dec 24, 2017, 10:11 pm
#15
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What was xinroch’s weapon before the addition of TX? I think we should stick with the same material for the handle to respect the original devs
Dec 24, 2017, 10:36 pm
#16
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Xinroch didn't have anything special before. The artifact flaming sword was my idea in the first place. I thought gas and disease immunity on the weapon worked nicely as a theme, burning away gases and germs before it reached the player. Arcanite for the handle because the yellow would look nice with the ruby.
Dec 25, 2017, 5:40 am
#17
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chaostrom wrote
Xinroch didn't have anything special before. The artifact flaming sword was my idea in the first place. I thought gas and disease immunity on the weapon worked nicely as a theme, burning away gases and germs before it reached the player. Arcanite for the handle because the yellow would look nice with the ruby.

This is true, and disease immunity and gas immunity are indeed attractive traits
Dec 25, 2017, 10:06 am
#18
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But surely he had a weapon, even if it wasn’t special? Just curious

Anyways I like moving the effects to the weapon! I just prefer sticking with the original look if possible (with exceptions of course e.g. green valpurium)
Dec 25, 2017, 11:20 am
#19
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Skeletal Xinroch has a ruby flaming sword. So lost ruby flaming sword is as close as you can get to the other sword while making it an artifact.

I'd say have both swords of same material, so either retain both as pure ruby, or make both ruby with arcanite handle.
Dec 25, 2017, 7:57 pm
#20
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An arcanite handle on a ruby sword would look cool
Dec 26, 2017, 2:17 am
#21
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Right? That's why I suggested it. I think the default handle on flaming swords are low-grade wood like most other weapons. Fir or something, maybe.
Dec 26, 2017, 4:29 am
#22
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chaostrom wrote
I think the default handle on flaming swords are low-grade wood like most other weapons. Fir or something, maybe.

No, dragon hide. Because it's a flaming sword.
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