Lesson to learn : keep farportal for much later.
Actually~
It's arguably (somewhat) safer to do farportals early. They scale to your character, so the stronger you are, the more powerful the foes you encounter in them. That fire wyrm was a classed random unique, which is more or less why it tore you a new one. Earlier in the game, it's less likely to generate vicious doom beasts like that.
I didn't knew the unique in Farportal somehow scaled with your character level, ouch i would hate to see what is generated there when you go at max level (level 50 i think)
Thanks, will keep that in mind for future characters.
After getting back to the West, i noticed i completely forgot to explore the halflings labs with subject Z in the end.
Was rather easy at level 40 as even Subject Z couldn't stand more than a couple of turns, Rush was definitively helpfull in saving the wayist in time once you open the door (good as i didn't unlocked yet the race.)
Oh and a question, as i noticed i missed another optional dungeon, with the slaver and the arena on the bottom, i went the "good" path and just punched to death the arena master instead of accepting to compete in the arena with the slaves.
As it's not the only choice you can do differently ingame, i wonder, is there an importance in doing the right thing in Tome4 in the current beta ?
About items, when you get back to Last Hope after completing the portal in the East and need to fetch some items to build a 2nd portal (that would allow to get back to East easily) , the tower dungeon you're sent in is more difficult than as the floors are very small and you can't really have corridor to fight.
But i found that the items you can find on the ground are of much better quality than what i was finding on the ground up to now.
(be sure to fight on stairs, so you can get downstair if the situation is too difficult to heal and get up with full rune/infusion and health.