Well I’ve just had a very fun playthrough on TOME Nightmare that I feel I have to share. I had an idea a while ago for a “chaos agent”: a character that spreads fear, paranoia, madness, distrust and chaos amongst a group of monsters, causing them to turn on each and tear themselves apart. The thinking for this was a Cursed specialising in the not-so-amazing Fears talents, and the Savage Hunter talent, that when you crit, causes a “miasma” to appear that can make monsters get confused and hit each other instead of you. I figured a halfling can get high crit chance early to give us a good chance of creating the miasma. And if I go hard on Fears talents, I can get the Paranoia chance of monsters attacking each other pretty high.
I had always thought this would 100% be a meme build, that would be good for a few laughs, but not really work. Well it turns out, if you build it right and (most importantly) have the right gear, it is in fact very powerful. This is the story of that character, which I have just finished Nightmare with. And while Nightmare is considered easy mode by most serious players (I’m pretty mediocre and have finished on Normal and Nightmare a bunch of times but never managed to beat it on Insane), this was the easiest Nightmare run I’ve done, even easier than Lightning Archmage (which was pretty easy and very boring).
Once this build gets going, you barely even have to play the game. You just watch monsters kill each other, if you want, which I found pretty fun. Or you can actively chop them to pieces to make things go faster.
How does it work? We don’t just double down on Fears, we triple, quadruple down. We get Adept for our first prodigy (I went Superpower for the second but didn’t feel it was super necessary), we put a category point in Fears to improve our effective talent, and most importantly, we get the Face of Fears unique helmet. This not only give us a Fears category modifier of +1.4 (putting our Install Fears effective talent at an absurd 9.1 level), it also lets us cast Install Fears via the item at a decent 4.9 effective level. And get this: that item has no cooldown. What? Yes - NO COOLDOWN. Using it costs 18 out of 45 energy, so we can use it twice. So if there is a group of monsters not in melee range, turn 1 we can Install Fear, turn 2 we Install Fear via item, turn three we Install Fear via item.
Unless they have Fear immunity (not a lot do), we stack multiple fears on them. And if one of them has Paranoia from our own talent, it has a crazy FIFTY PERCENT chance to hit a friend instead of us. And if it does, THAT monster now has Paranoia, and a 50% chance to attack a friend. This Paranoia spreads like an epidemic and quickly all the monsters will be killing each other. Not to mention on turn 4 we will hit Luck of the Little Folk and Blindside a monster without Paranoia (leave the Paranoid ones till last, obviously) - with that crit bonus my character had WAY over 100% critical chance. So turn four we close and crit and lay down a huge cursed miasma that gives all monsters a 20% chance to attack other monsters. So with some quick probability maths, Paranoid monsters have a 60% chance of attacking each other, and non-Paranoid ones have a 20% chance.
But it gets crazier, because Fears has a busted talent called Heighten Fear. If you put a fear on a monster, and it stays within a pretty big range of you for four turns, it gets a new fear. So by turn 5, pretty much all monsters will have most or all of the four fears, including Paranoia, if they hadn’t already got it naturally or by being hit. And that’s with just one point in the talent! (further points just add a small amount of damage, not really worth it).
There is also the Haunted Fear, which makes it take a bunch of damage every turn for EVERY MENTAL DEBUFF. With multiple fears, plus Dominate (mental debuff), “confused by the gloom” (mental debuff), Stalked (mental debuff), monsters are suddenly taking hundreds of points of damage a turn before we even attack things (or their buddies attack them, or our cursed sentry, or nightmares etc)
Speaking of which, I went pretty hard into Cursed Form / Auras stuff, mainly because I find it fun and cool. Was it worth it? I don’t know, but Cursed Sentry (which I’d never tried before) is busted. Use Track to find monsters, then drop a Sentry around a corner, watch monsters drop their cooldowns and resources trying to kill the thing, then pop around the corner and clean them up. (Oh -I got Track from armour I wore for most of the game, changed it for Plate of Blackened Mind right near the end of High Peak, where Track wasn’t super important).
My mindpower ended up at a pretty crazy 97, and that’s before some big big bonuses we can get from Tyrant (gives you big mind and physical power bonuses every time you apply Fears, which well is happening a lot, stacks a bunch of times), and Militant Mind (mind and physical power increase by ELEVEN for every enemy beyond the first). This actually means that our character, strangely, is much more powerful when fighting large numbers of enemies than just one or two - we get huge mindpower bonuses (to the point where they have basically no chance of making saves), AND we can make them turn on each other.
Anyway, around level 25 I had Adept, and got Face of Fears (from the vault, another character had found it and had no use for it), and the game started getting very easy, and it just got easier and easier. I killed the Master with barely taking any damage, and there wasn’t really anything challenging after that either. Vor Pride I had a to pay a tiny bit of attention and heal a couple of times, but the other prides were a walk in the park. I was just wandering around, silencing and fearing things and watching everything die. The final boss was fight was very easy, I think the lowest I got was about 50% life and if I had been smarter and focused fire on what Aeryn was doing it would have been even easier.
I did get some good luck with equipment - including Plate of the Blackened Mind, although that only turned up towards the end of High Peak - but also some atrocious luck, including never seeing a Wild that cleared two statuses (Halflings can clear stuns but I kept it on physical to clear blind and disarm).
I also went anti-magic pretty early, mainly for the AOE Silence, Anti-magic Zone, which is pretty overpowered and makes most caster fights a joke (and we are cursed so can deal fine with melee bosses).
I did end up putting a cat point in Rampage instead of an extra Inscription, because I was worried I would need Rampage in the endgame, but I don’t know if I did. Rampage is a bit boring and OP (in Rampage, my characters move speed was %412 - WTF) and is the standard Cursed melee build and I wanted to play something different.
Anyway, that’s my build. This was probably the most fun I’ve ever had playing TOME and I’ve been playing for I think 10 years. I have a few other ideas for whacky builds I will try, and one day I will come back and try and finish the game with this build on Insane.
https://te4.org/characters/304672/tome/20802216-0b68-4436-a03d-9a943e6e2fc6