Let's Play Tales of Maj'Eyal 2: Trollmire part 2.
Welcome back to Let's Play Tales of Maj'Eyal. Last time, we cleared Trollmire 1, and I explained more about the game. This time, we'll be doing Trollmire 2.
Our first white worm mass.
Oh, they also have poisonous crawl. This is just an extra strong melee attack that poisons. Largely forgettable given how weak white worm masses are.
And way off in the distance, ten tiles out, we see our first giant brown ant. With the thrilling description that 'It's a large brown ant'. They are basically forgettable enemies.
Then I look at class point spending. I could take Golem Power to level 2... (I also dumped all my stat points into magic. Magic is THE alchemist stat, keep it high.) This would improve our Golems accuracy and damage in melee.
I haven't played Alchemists much and the Golem has no parallel on other classes. Easy mistake to make.
Oh, a bee swarm. We inspect...
This screen is a subtle variation on the before- it's what we get when we say we want to change the Golem's equipment. In any event, here's that shield we found earlier. The golem can wield it, and it'll get both armor and defense, and a decent chunk of fire resist...
Most gear comes in five material tiers (a few slots only come in three tiers). In general, higher tiers are usually flatly better, but also there's some things that directly scale with material level. We can make Alchemist Gems out of these generic gems, and higher tier gems will make for more effective Alchemist Gem Bombs, among other things.
This is also why we want extract gems to fifth level- each talent level covers a new material tier of metal weapons. Not only would we be forced to transmute or lug around Steel gear we inevitably find- not likely this early, but sooner or later- if we did not already have level 2 extract gems, but gems we extract from Steel will be tier 2 gems instead of tier 1, which fill the role of being bigger and better versions of the same set, for various purposes.
There's that rough leather belt. Like I said, it does nothing, yet still weighs 1 encumbrance. (Encumbrance is the unit of weight. We currently carry 22 out of a max of 54- there are several ways to raise our encumbrance limit, mostly gear aside from the simple expedient of raising the strength stat.)
That effect is passive for having the rune inscribed, rather than actually needing to use it. So that's nice.
And some fellow sounds rather desperate. Poor fellow.
Even aside from the fact that we can now gem bomb on top of him slightly less harmfully, which isn't really why we care, it means when we run into enemies with cold damage he'll be that bit tougher, and there's no cost compared to his current. So on it goes.
This particular item is a mossy mindstar, the first tier of mindstars. We basically don't care because they are, effectively, the staff type weapons for Mindpower based classes, in the sense that they are weapons with a primary purpose of supporting 'spells', by which we mean psionic abilities etc. We receive basically no benefit from Mindpower and Mental crit chance, so it'd have to be fantastically beneficial in terms of item egos or the like for us to care. It's not, so we don't. We likely never will care about any mindstars.
That's it for Trollmire 2. Join me next time when we tackle the third floor of the Trollmire.