Tourax
Tourax
It has been possible to eliminate all of a type of adversary, but I can't get rid of the Tourax. I am, frankly, getting tired of killing them, and I can't seem to get past them. Advice? Suggestions? Or do I somehow have a flawed game?
Thanks.
Thanks.
- Kreador Freeaxe
- Major General
- Posts: 2446
- Joined: April 26th, 2008, 3:44 pm
Re: Tourax
Are you resting a lot in the desert? That will keep generating them, as they come to roust you from your slumber.
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Kill 'em all, let the sysadmin sort 'em out.
Kill 'em all, let the sysadmin sort 'em out.
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- Officer [Gold Rank]
- Posts: 429
- Joined: November 21st, 2007, 6:32 pm
- Location: Chicago
Re: Tourax
If you are resting in areas that Tourax normally frequent, your random encounters will have Tourax. You trigger chances of random encounters by resting. You are probably resting in their sleeping areas. 

History is written by the winners!
Re: Tourax
The Tourax wake me up even near Aridell!!! Can they ever be eliminated?
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- Officer [Gold Rank]
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- Joined: November 21st, 2007, 6:32 pm
- Location: Chicago
Re: Tourax
A couple of suggestions here. It sounds like you are using a mage if you are sleeping that much. 1 - Try another class. If you are gung-ho about using your same character, stock up on potions (both mana & healing). Potions are one of the most important things to buy.
PS - I hated resting in the game. After a few restarts, I gave up and made a fighter-priest and never had to rest again.
PS - I hated resting in the game. After a few restarts, I gave up and made a fighter-priest and never had to rest again.
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- Officer [Gold Rank]
- Posts: 429
- Joined: November 21st, 2007, 6:32 pm
- Location: Chicago
Re: Tourax
If you are playing a mage invest in alchemy, mana fortify, mana and healing potions. Also learn to hit and retreat. Carry a quarterstaff. Later you can inbue it. There are some items for your mage that can be found or bought like the wizard's hat. There are amulets that improve your to hit. Since you are using a quarterstaff that will help.
Make use of the different region boundaries. Creatures do not follow you to the next region. They will wait for you at the boundary. You can also walk along the boundary and pop in a distance from the creature and continue your long range spell attack.
Make sure you run to a place you have already cleared out. Later on you can make use of the portal spell. Set a portal near a city and one in the region you are in. Portal back when you need and rest in the city.
Aridell is a good place to rest near, because of the guard. He is nearly unstoppable. Or just pop into the inn in the city.
Playing a mage requires careful planning.
Make use of the different region boundaries. Creatures do not follow you to the next region. They will wait for you at the boundary. You can also walk along the boundary and pop in a distance from the creature and continue your long range spell attack.
Make sure you run to a place you have already cleared out. Later on you can make use of the portal spell. Set a portal near a city and one in the region you are in. Portal back when you need and rest in the city.
Aridell is a good place to rest near, because of the guard. He is nearly unstoppable. Or just pop into the inn in the city.
Playing a mage requires careful planning.
History is written by the winners!
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- Officer [Gold Rank]
- Posts: 429
- Joined: November 21st, 2007, 6:32 pm
- Location: Chicago
Re: Tourax
Culmination,
You told him the secret exploit
What is next the secret handshake
How could you

You told him the secret exploit





History is written by the winners!
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- Officer [Gold Rank]
- Posts: 429
- Joined: November 21st, 2007, 6:32 pm
- Location: Chicago
Re: Tourax
The secret handshake of Eschalon! All brothers and sisters of the Players of Eschalon Guild know the handshake. The only way to learn the handshake is through repeated playings of Eschalon, then you develop the firm grip neccessary to command both keyboard and mouse! The secret exploit should only be revealed after obtaining the secret handshake otherwise the secret handshake will never fully develop




History is written by the winners!
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- Officer [Silver Rank]
- Posts: 320
- Joined: June 25th, 2008, 4:52 pm
Re: Tourax
Wait, so you mean there's no standing on head involved?
What handshake did I learn?
[Return to Sanity]In addition to making use of multiple regions if you zigzag you can outrun your opponents. But they have to be tight zigzags.[/Sanity]
The McNuggets are uprising! To the Battle Pudding!
What handshake did I learn?

[Return to Sanity]In addition to making use of multiple regions if you zigzag you can outrun your opponents. But they have to be tight zigzags.[/Sanity]
The McNuggets are uprising! To the Battle Pudding!
Re: Tourax
Regarding resting, I have found that de-camping just before 6 hours have passed limits random encounters enormously. (1 in 40, that kind of rare.) You can notice the sun/moon going around a quarter of the way, that's 6 hours.
And with a magick-user, being druidic really, really speeds up the mana restore when you've got 20-23 points in perception. In the outdoors, anyway, which is taurax territory. And I have noticed that around level 14 or 15, all your random encounters will be tauraxes. Even in Aridell.
And the darn things resist magick often enough to be annoying, that's for sure!
And with a magick-user, being druidic really, really speeds up the mana restore when you've got 20-23 points in perception. In the outdoors, anyway, which is taurax territory. And I have noticed that around level 14 or 15, all your random encounters will be tauraxes. Even in Aridell.
And the darn things resist magick often enough to be annoying, that's for sure!
krisklef
- Asgard The Elder
- Senior Steward
- Posts: 84
- Joined: June 17th, 2008, 7:22 am
Re: Tourax
As has been said a good spell or two, a few potions, some good rings and locket, and a good weapon is all you really need. A few doses of compressed atmosphear, aided by mana fortify and haste potions will work wonders against the cows also an enchanted weapon to offer the coup de gras is not to be dismissed....
The Wizard Works Wonders to Behold
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- Initiate
- Posts: 13
- Joined: July 12th, 2008, 5:59 pm
Re: Tourax
A couple (possibly) helpful tips on the tauraxes (and any other guys) - (some have already been said)
-rest in short increments, and rest DURING THE DAY. It seems like the bad guys are much more likely to pop up at night, or at dusk/dawn.
-use a ranged weapon or spells and make them chase you around. (Does having a higher speed help with this?) Those acid grubbs in the desert --- I don't think I EVER got hit by one of them...they are just way too slow. (At 130 HP, I'll spend a few arrows, no problem - cheaper than healing potions any day.) Just don't get cornered. Even the faster guys like the tauraxes can usually be outran, at least if you are being chased in a pack of two or three they will all get jumbled up together and pretty soon a couple of them will be off screen giving you a few hits to the one guy left without doing the three against one thing. Then run again, and whittle them down, little by little.
-take some divination skill and learn how to heal yourself, or invest in some potions (I'm cheap, so I heal myself.) Also, you can learn alchemy and make your own (cheaper than buying, but not as cheap as healing yourself.)
-Fight at night, and use that elemental spell that lets you see in the dark (forget what it's called...) -- you get no hit penalty but they do, so you take a lot less damage.
-Use your equipment to your advantage. Get as much magical stuff as you can and fill in your weak spots and take some alchemy and imbue everything. Even if you have a relatively crappy alchemy skill (like you can just do +1 on your armor) you add up your top, your pants, your gauntlets, hat, boots, and shield...you are at +6 to your armor. (There is also a good ring out there well worth the money that gives you +3 to your alchemy, and you can just save it in your inventory until you have a need for it. If you take the +5 training and +2 book, and add the ring, this gives you an easy +10 alchemy, which is +2 for all your imbuing.) Save ALL your miscellaneous collected spider silk for this -- you'll need it. Do the same to your weapons...and they can be imbued twice....once for ability to hit and once for ability to damage. Do both your main weapon and your spare (which for me, was a longbow and a sword, so I had both ranged and melee covered.)
Those are pretty much all my secrets. I'm sure anyone with half a brain can figure this out, but hey, if you don't want the challenge of playing the game, there you go (me, I live to figure out all this crap....)

-rest in short increments, and rest DURING THE DAY. It seems like the bad guys are much more likely to pop up at night, or at dusk/dawn.
-use a ranged weapon or spells and make them chase you around. (Does having a higher speed help with this?) Those acid grubbs in the desert --- I don't think I EVER got hit by one of them...they are just way too slow. (At 130 HP, I'll spend a few arrows, no problem - cheaper than healing potions any day.) Just don't get cornered. Even the faster guys like the tauraxes can usually be outran, at least if you are being chased in a pack of two or three they will all get jumbled up together and pretty soon a couple of them will be off screen giving you a few hits to the one guy left without doing the three against one thing. Then run again, and whittle them down, little by little.
-take some divination skill and learn how to heal yourself, or invest in some potions (I'm cheap, so I heal myself.) Also, you can learn alchemy and make your own (cheaper than buying, but not as cheap as healing yourself.)
-Fight at night, and use that elemental spell that lets you see in the dark (forget what it's called...) -- you get no hit penalty but they do, so you take a lot less damage.
-Use your equipment to your advantage. Get as much magical stuff as you can and fill in your weak spots and take some alchemy and imbue everything. Even if you have a relatively crappy alchemy skill (like you can just do +1 on your armor) you add up your top, your pants, your gauntlets, hat, boots, and shield...you are at +6 to your armor. (There is also a good ring out there well worth the money that gives you +3 to your alchemy, and you can just save it in your inventory until you have a need for it. If you take the +5 training and +2 book, and add the ring, this gives you an easy +10 alchemy, which is +2 for all your imbuing.) Save ALL your miscellaneous collected spider silk for this -- you'll need it. Do the same to your weapons...and they can be imbued twice....once for ability to hit and once for ability to damage. Do both your main weapon and your spare (which for me, was a longbow and a sword, so I had both ranged and melee covered.)
Those are pretty much all my secrets. I'm sure anyone with half a brain can figure this out, but hey, if you don't want the challenge of playing the game, there you go (me, I live to figure out all this crap....)

- AK_Marty
- Officer [Bronze Rank]
- Posts: 262
- Joined: June 28th, 2008, 3:33 pm
- Location: Alaska The Great Land
Re: Tourax
Give the Taurax a dose of Poison Spray, then run him around in circles as you watch his hit points evaporate! After just a couple fair size circles you can turn around and take him out with one regular arrow!Asgard The Elder wrote:As has been said a good spell or two, a few potions, some good rings and locket, and a good weapon is all you really need. A few doses of compressed atmosphear, aided by mana fortify and haste potions will work wonders against the cows also an enchanted weapon to offer the coup de gras is not to be dismissed....
That's the best method I've found so far. I'm still not sure what works best on raptors, hard to do laps in the jungle!
By the way, EXCELLENT game, I'm totally addicted.
AK Marty
Alaska Marty
"It looks a lot more like it does now than it used to!"
"It looks a lot more like it does now than it used to!"