I knew this next session would be very dangerous, and lugged Jemali's alternate gear with me for the start of each underground level. I also spent my remaining skill points. Cyclone Armor is at level 17 and Arctic Blast is level 6. That's another 2 yards range and almost 2 full seconds chill length. Now I can spray a wide range and keep everything chilled.
Stony Tomb opened into a small 3-way. I quickly plugged up a side door, bottlenecking a double Horror pack: Holy Shock/Spectral/Stone Skin and Extra Fast/LE. I was satisfied I had control, so I gave Jemali his MF armor mid-battle.
The next wing was a world of hurt. The wolves/merc couldn't hold the door against FE Cursed Might
horrors, even with my chilling assistance. Jemali died and I had to retreat to my safety portal. Second try, I lured them out and killed them in small groups. The beetle pack right behind them (Extra Strong/Spectral)
still had a Might aura and I had to retreat again, out of the its range. A CE/Spectral mage pack was responsible for the duplicate aura. 3 boss packs in one tiny halllway!
Level 2 had a stair trap of horrors and poison mages. No bosses. I had plenty of antidotes with me. As usual, Creeping Feature had powerful mods. Chilling wouldn't slow him, so instead I rolled boulders
through him. The stunning effect helps.
I saved the treasure room for last, guarded by an Extra Strong Cursed LE beetle boss. :devil: Ouch! Stony Tomb is rarely an easy trip.
Halls of the Dead had minor stair trap action each level. Normal skeletons were crunched up by my vine, eventually. If I'm lucky, Jemali will shatter a few while I chill them. I faced 3 champ packs of unravellers, and separated them with boulders. Bloodwitch led the way assaulting my team, and was quickly killed. Another Cursed boss gave me some trouble, but nothing would deny me my
lame sparkly prize. That chest seriously needs an upgraded drop potential. :unimpressed:
The outdoor areas were safe, but time-consuming. Bug swarms, and many of the beetle bosses (including Beetleburst) were PI. Open Wounds slowly took them down. Leapers were cold immune, yet Arctic Blast still worked for knocking them back and pinning them against walls. Just outside the Maggot Lair, I met PI beetle
Puke Cloud, and a few minutes later fought his PI twin brother Puke Cloud #2, this time with
Fanaticism!
Deeper in the Lair, I had my worst NDE yet. I peeked around a corner to see what Jemali had
discovered. Immediately as I took the screenshot I started taking massive damage from an invisible source, which continued as I retreated around the corner slamming my rejuvs. At one point I'd been at less than 1/4 life. So AlterEgo was right, Cyclone Armor did save my life. I assumed that lightning bolts must have snaked around my merc and bent around the corner a bit.
I soon had a chance to test that theory. Another
twin brother!. As soon as I got within a certain range, I took a couple massive pulse hits, though I could see no bolts and had 3 bodies to block the passage. When I saw it was teleport I freaked and bolted. It did eventually teleport, backwards and nowhere near me. Jemali got him. Perhaps those CEFE beetles had some kind of bugged proximity damage.
Inside Coldworm's burrow, Jemali got Tal's Mask and was able to leech enough to tank the mob with wolf recasts.
Next session, I finished the Far Oasis, starting with a
big mess! Good news: no PI bug swarms. Lost City was also free of PIs except for a few PI zombies. When I encountered them, I occupied the boss while Jemali killed the rest with his war pike. Using Boulders, I can keep a melee monster helplessly
out of reach. After the group fell, Jemali drained the boss with "Malice" and occasionally slowed him with Kelpie.
As if 3 regular weapons weren't enough, Jemali now has a fourth. Lost City provided an ethereal thresher with 2 sockets. Awesome merc
"Strength", and finally a source of CB against bosses. :grin:
I went to p7 for the Ancient Tunnels. No stair trap, but I soon roused a zombie boss and champ pack. I ran out the door, and used rapid entries and exits to tease over the fringe of the mob. Otherwise, the stupid wolves would wander too far in and attract all of them. It worked, and I isolated the fanatic and
boss. Just as the boss fell, the vine woke up another small bunch. Good timing. With a solid foothold, we slowly and safely cleared the level. Lots of tough boss packs, but I had many bottlenecks available. Unfortunately, no great finds there. My latest useful stuff:
Sol rune
Jewel of Fervor
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 77
Fingerprint: 0x6f1d38fc
15% Increased Attack Speed
Camphor Jewel of Fervor
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x89077547
Lightning Resist +6%
15% Increased Attack Speed
Strength
Thresher
'AmnTir'
Two-Hand Damage: 24 to 284
Durability: 33 of 33
Required Dexterity: 108
Required Strength: 142
Required Level: 53
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x95d6f1a5
+20 to Strength
+10 to Vitality
+35% Enhanced Damage
7% Life stolen per hit
25% Chance of Crushing Blow
+2 to Mana After Each Kill
Ethereal (Cannot be Repaired), Socketed (2: 2 used)
Non-useful finds:
Ravenfrost (Cosmo's found two of these)
Tarnhelm (35%)
[highlight]Conqueror Cosmo, 1.11 naked HC Druid, level 81, Act 2 Hell, Viper Temple[/highlight]