

Strength of Purpose also doubles as a weapon mastery for swords/axes/maces/daggers/bows. However, Strength of Purpose converts Strength damage on weapons to Magic damage, and this conversion occurs before Beyond the Flesh's conversion, meaning your damage won't be reduced by BtF. Psionic/FEM is a fine category, but some builds can't spare the generic points or want a different Mindslayer category. This means you're either required to take the Psionic/Finer Energy Manipulations category and invest 8 generic points to max RF, or do subpar weapon damage, or use weapons (such as staves) that don't deal Str/Dex damage. The extra weapon slot and bonus attack each turn makes it well worth grabbing a Mindslayer category and using BtF however, BtF converts Strength and Dexterity weapon damage to use Willpower and Cunning instead, and uses Cunning instead of Dexterity for accuracy calculation, but without the Resonant Focus talent these values are reduced to 60% of their normal amounts. So, the current build now focuses equally on mainhand/TK weapon damage as well as tentacle damage, with defense and support talents as usual.īeyond the Flesh is a sticking point for weapon-based Adventurer builds. The tentacle hits were only doing ~200 damage each when I was level 30ish, which is nothing to sneeze at, but the staff melee damage was not that impressive either. This is probably a viable strategy, but at least in the midgame the damage was not terribly impressive. Right now, I'm just trying the one-hander and tentacle route.Ī previous iteration of the build focused almost completely on tentacle damage, using a short staff and TK-wielded staff (i.e., Mindslayer telekinetic focus slot) to maximize darkness damage while also boosting spellpower and crit for supporting talents. Ogre-wielding a two-hander opens some possibilities and I'm sure it could be the basis for a strong build, but the accuracy/power penalty complicates matters. Most weapon talents in the game specifically require either a two-hander, a shield, or dual-wielding tentacles require the offhand slot to be empty. The tentacle talents offer some fun and flavorful mechanics, but exploiting them on an Adventurer is not as simple as you might expect.

I won Insane/Adventure with one death using a version of the build and won Insane/RL deathless using a modified version. My goal was to make a build that's comfortably Insane viable without resorting to the usual Arcane Combat/Demon Seed shenanigans in other words, fun and strong without being completely overpowered. After playing around with Writhing One after the release of Forbidden Cults, and learning about the Scourge Drake tree for Wyrmic, I've been wanting to create a tentacle-themed Adventurer build.
