Pillar Growth Scrutiny = Food Dispenser Pillar Scrutiny Growth = Bolt Dispenser Growth Scrutiny pillar = Thrown Weapon Dispenser Growth Pillar Scrutiny.
Originally posted by:Crafting is really powerful in this game. I totally agree. My second victory on GR was a pure crafting build, but I haven't posted it because I don't recall all of the details - it probably was from before the first expansion (I took all 4 crafting skills, and PROBABLY Burglary and Perception, and maybe Fungal Arts. That's just a guess, though).Alchemy, imho, is also probably the most underrated skill in the game (unless you are a mage, in which case the value is pretty self-evident). For those like me who love Burglary, Alchemy is a really good substitute, particularly with Mathemagics for the teleport. Plus the best crafted mage gear and some of the best early to mid-game zoo-handling/softening tools (gas flasks) come from Alchemy.And once you get started with encrusting, the world changes. Mediocre gear becomes really good and really good gear becomes exceptional.The only crafting skill that is underwhelming, really, is wand lore, and even that has some cool stuff, particularly with regards to encrusting.
Blood Mage USED to be essential, but Ley Walker is now more often the better choice. Keep in mind that if a pet kills something, Blood Mage won't help you with that.
If you are using mana due to a buff or a utility skill, Blood Mage doesn't help.In the past, Ley Walker was pretty unimpressive, but that was changed a while ago.Blood mage is still an ok choice for some mage builds, but I'd still usually go with Ley Walker or a combination of the two for really mana-intensive builds (eg. Egyptian Magic/Astrology builds, or Warlock/Astrology builds). In my let's play I'm using the following build:Staves (Wizzard build, so it made sense I guess)Shield Baerer (Duck and cover is amazing; the extra defence doesn't hurt a squishy wizzard)Mathemagic (That random teleporter has gotten me out of some tough stuff)Magic training (Again, wizzard build.)Ley Walker (Mana regen FTW)Promethean Magic (Dat wyrmling. The fireball is pretty baller as well)Perception (I rather see things before they get to me then other way around)I'm new to this game and this is only my 4th run, the other 3 ended at floor 1 or 2 so.I've gotten to floor 5 with this build and I think I'm still going strong.I've got all the DLC, but just found out that 'You Have to Name The Expansion Pack' is free and doesn't install by default so I haven't got the chance to use that one yet.
I agree that crafting could have been better - one thing on my wish list was to have the crafting system treat everything in your pocket dimension as if it were available for crafting - that alone would make things so much simpler. I have no delusions that it's going to happen, but maybe if there's a Dredmor 2.That said, if you are willing to deal with inventory juggling, and you understand the crafting system really well, then crafting builds are among the strongest builds you can have. The vast majority of my victories on going rogue/permadeath have been crafting builds. You are partly right when you claim that a lot of items you can get via burglary. But shops all too often have crap, especially before you get deep enough that you really need the best gear. In other words, you cannot depend on your luck allowing you to getting the best items from shops, burglary or not.
Second, if you've invested enough points into crafting as well as perception, not only can you craft better stuff than you usually find in shops, but you can make such extreme improvements to those items, that whether you crafted them or stole them makes no difference. Certainly, until you have a decent perception, getting the proper mats (especially ores and ingots) will be hit or miss. But with a high perception, you'll be swimming in ore and ingots in no time - more than you'll know what to do with (unless you are playing with NTTG, in which case all bets are off).And the reason for that is encrusting. Encrusting, is arguably way overpowered, but it's countered by all of the fiddlyness of the crafting system in general. In other words, it's overpowered in a pure game sense, but not enough people take advantage of it, simply because of the high overhead in dealing with crafting to begin with./edit And btw, do not carry around your ingots everywhere - keep all of your crafting mats in your pocket dimension (I even keep most of my crafting devices there, as well as my excess stacks of food and bolts and so on).
Keep separate piles to stay organized - excess potions that you'll need later in one pile, alchemy mats in another, gems in another, ores and ingots in another, and so on. And before you go to your pocket dimension to craft, drop everything that isn't a crafting mat or device on the ground - it's really quick to do that, and with autopickup, to pick them up again. I found that crafting works best when you couple it with a pure ranger build: Tinkering for crossbows (so you can craft bolts), and Smithing for throwing weapons (so you can craft throwing axes). Otherwise you would run out of ammunition long before you got to the last level.
Pure ranger builds are extremely effective when done right - the runs where I managed to kill Dredmor were all either crossbow or throwing builds.And yeah, not enough people take advantage of encrusting. It's kind of hidden in the interface; I did not even realize it existed until my fifth or sixth run. My winning build. Going rogue with permadeath, 10 levels, fought toe-to-toe with Dredmor using melee. (The levels in parenthesis refer to where I was, not necessarily the best setup.). Unarmed (max).
Shield Bearer (max). Berserker Rage (max). Master of Arms (3 levels). Psionics (3 levels). Assassin (max). Fungal Arts (max)I guess I would dub this 'spore ninja'. It's sort of a theif-fighter build using just the original skills, favoring speed and agility combined with heavy hitting.
The fungal arts are key. The mushrooms provide all of the 'ninja' powers, shuriken (spores), disappearing (inky hog), health aborption (blunge), increased defense (grunge, lobster, prince), increased attack (fell, plumber), and healing (fairy). Since fairywodger can be slow, crystal healing is there for emengecy situations. Battle mycology guantees a neverending stream of mushrooms which can then be transmuted (moldsmithed) if necessary to keep all the necessary 'ninja' supplies fully stocked.The general strategy is to kick open a door and fire a spore immediatly into the room. While the confused monsters are staggering around drunkenly, pop a greedy blungecap for health drain then stand in the door way unleashing unarmed and shield techniques on the confused monsters that approach. Crossbow bolts are used not so much for damage but to draw monsters into melee range without having to leave a stragetic position.
The unarmed attacks' knockback effects, in combination with force push from psionics provide momentary breaks in the fight to re-pump your buffs via mushroom and abilities. Spores should be thrown liberally and periodically to keep the monsters confused, preventing most swarms from ever happening and making the monsters much easier to pick off in smaller groups.The fungal arts mastery means means complete immunity to the spores, allowing them to be fired at point blank range, often causing significant damage in addition to the daze effect. The greedy blungecap's vampiric effects, in addition to tortoise maneuver and fairywodgers can keep your health up while you take a beating, with additional defence available from suit up, grunge, lobstermane, and prince, depending on the severity of the fight. Don't forget fairywodger, grunge ear and lobstermane can be triple stacked for extra effectiveness. All those consecutive hits ramp up the berserker rage, fascilitating dealing considerable damage, especially in combination with fell power, plumber's strength, and venom.
The assassin's blackjack and shiv help give you an additional upper hand in battle.The build has a couple in-case-of-emergency options. One method is to summon a slime or mushroom to distract the monsters while you make an escape. However, the ultimate method is to pull a disappearing act courtosy of inky hoglanterns. This can get you out of almost any tight situation by simply disappearing to give yourself time to drink potions and eat mushrooms or run out of sight and drop healing crystals for rapid health recovery.If you choose to try this build, first thing, get the martial arts kick (throwing buffalo), then level fungal arts up to battle mycology. This kicks your mushroom arsenal into full operation. Next acquisitions should be shield bash, viking temperament, and roundhouse kick (grey heron) in whatever order makes sense.
Depending on how easily you're keeping your health up, you might get crystal healing first and then those battle enhancements, otherwise go for crystal healing next. Next round of upgrades should be tortoise maneuver and berserker rage in any order, followed by sneaky shiv.
Next max out unarmed, shield, berserker, assassin, and put a couple points into armor. Don't bother with the rest of the psionics tree, it's better to keep your mana available for emergency healing crystal use.
I favored items that would give me elemental attack bonuses, health regen, armor absorption, agility or dodge bonuses, roughly in that order. The core mushrooms are going to be greedy blungecap, fairywodger, inky hoglantern, and odious puffballs, never transmute these mushrooms or sell them - they are your life's blood. On the other hand, azure mob-bonnet, mud wen, and night cap are worhtless to this build and should be transmuted as soon as possible. Aggressively transmute your mushrooms even if it means standing in place waiting for the timer to count down so that you always have a lot of your main ones.
Chew your odious puffballs in advance so you have lots of 'shuriken' ammunition to throw.That's about it, hope others might find this useful.:).
Hopefully in the next patch (or at least the expansion) they implement visible wearables and equipment. I would certainly play this all over again several times with that feature alone, and I wager many would.As an aside, my mage is having issues with the extremely low persistence time for corpses: two monster zoos have gone by without him being able to plant spores on more than a couple of bodies, since so much time is wasted evading close quarters (AoE spells and combat avoidance, letting pets fight, fleeing) that by the time the zoo is done, almost no corpses remain. How do you guys deal with that?Unless they lowered corpse time in a patch, I never had a huge problem with that - but my usual zoo tactic was 'open door, run away, kill in small groups' - I'd estimate that I was able to fungal 30-50% of the corpses from any given zoo by fungaling as soon as the area I was in was clear, then going back to the zoo and pulling the next few monsters.I also probably would've been okay skipping fungal entirely on zoos - on my winning run, I had 100 of each useful fungus type going into floor 10. Ooooh, Necro rework! Must try instantly!I thought the same thing, but unfortunately I don't think they changed much. I want to like the spells, I really do, but they're just too self-destroying. I don't want to have to power through to level 5/6 just to earn enough Necro resistance to survive repeated casts of my level 1 spell.
They're just way too over-penalized. The 99 turns of -1 hp/cast effect is painful enough, and then they add stacking self-dots onto it. Just seems ridiculous.I believe the Necro rework was on the other side of the spells - the damage side.The issue with Necronomiconomics was not solely the drawbacks of the spells - it was mainly that casters suffered those drawbacks to do the same amount of damage, or even less damage, than they would have with Pyromancy or Psionics or Mathemagic.
There was no reason to take the skill when it was all drawbacks and no benefit. The difference should be clear, like the Tentacular wand - it's got a very minor side effect, but it's probably the most devastating wand in the game.Never, ever, ever play a Necromancer without taking Wand Mastery, because Zodiac Wands are the Get Out of Jail Free cards for a Necromancer, and the ability to randomly change wand types will eventually let you get 4+ Zodiac Wands. I would luck manipulate either two good damage wands, or a Tentacular wand and a Zodiac wand. Fungal Arts or Golemancy (weaker pet, but every point in it is a Wizard point which means more spellpower and mana) both only require 1 skill point to get you through the first couple floors at least; I just take that opportunity to pour points into Necronomiconomics.The real power in that skill tree lies in the last two spells, which also have the nastiest side effects. In order to avoid serious drawbacks, you need to zap a Zodiac wand on Turn 3 AND on Turn 7 after casting those spells. However, anything you target with those spells (and also anything in the vicinity of the target for Inhabitation and anything entering the area of Rift for the next 10 turns) is going to die unless it has heavy Necromantic Resistance. Any Necromancy rework had to go into the damage because from what I've seen the negative side effects have been unchanged.
All right, I have finally, for the first time, survived far enough that I have cleared Level 9 and am ready to descend to 10, where I am led to believe I will have my ass handed to me by Dredmor himself. I have a Royal Beatdown in hand, I'm wearing a Cloak of Sagan, Psychokinetic Shove only costs me 1 point to cast, and I have three Bolts of Mass Destruction (along with a collection of other powerful arrows). I have the expected assortment of 'shrooms, wands, potions, foods and liquors as well.Is there anything in particular I should be prepared for before I go down that (presumably) last set of stairs?No matter how this plays out, I think my next run will be a no-magic attempt - just kicking butt and taking names.Edit: VICTORY IS MINE! Was making my way through Level 10, opened a random door, lo and behold there's a Dredmor. Apparently he's immune to knockback from Psychokinetic Shove? And damn resistant to the accompanying damage, too. At the least he loses his turn, like everything else, even if they resist.Backed up a little ways after realizing he wasn't going to be budged, we traded fire: I was lobbing Bolts of Mass Destruction, he was lobbing whatever that green stuff is that does quite a bit of damage.
Also whacked me with an Arctic something or another. I found myself down to 18 life, but I had tossed back a Potion of Purity so at least wasn't losing any more per turn. Didn't quite know what to do next, since another hit would certainly have done me in. Then I remembered: invisibility potions!
Tossed one back, got out of range, drank a number life and mana potions to bring myself back up to fighting trim. Nocked that last bolt of destruction, started moving back into range, was about to fire when.
Dredmor keels over dead. Guess he was still taking a fair amount of fire damage from the flames left over from the BoMD.Score for my first successful run: 746,700.I was wielding maces this run-through, and I kept finding really great non-mace weapons in the last two floors of the dungeon.
I ended the game still using the Royal Beatdown, which does 20 damage total; I never did find anything better. But, I did find a number of unique axes, swords and staves that hit for over 30, including at least one unique Jingly Jangly Staff of Crystals that, all damage bonuses totaled up, would hit for 42. Was I just having an unlucky run, or are maces underpowered? I am sure that most people have figured this out already, but I stumbled onto a neat trick for melee characters.I popped into a zoo with 90+ mobs in it on level 5.
I am currently running with maces, dual wield, berserk, master of arms, golemancy (a mistake), fungal, and archaeology. I stood there and made sure that batty and carroty mobs were on at least 2 of my available attack sides. Their attacks couldn't hurt me due to my resists, but they still procced my abilities, so I had a steady stream of berserk and MoA buffs rolling in.
My counter attack (mid-30% range) disposed of the harmless mobs easy enough, but there were lots to take their place. I didn't even have to quaff or eat anything to keep me alive. Hmmm.
I'm not sure I like all the old skills being extended. It certainly makes assassination more balanced, but I think there should be some skills that only require three or four points, tops. Also, it means that there's a lot of filler tiers to skills that are active abilities and that just adds up to tool bar clutter. I wish the art for were-diggle was more than just a diggle graphic. I don't know what a lot of stuff does and I'm kinda having a hard time deciding whether I want to spoil myself.
For example, no idea what plunder does when it procs (pirate skill tree) and I'll probably never know without hitting a wiki or someone here telling me.I like the new crafting screen (although it's annoying that it's the one window esc can't close) as it makes stuff more balanced (unless I'm mistaken, you can't craft unearned recipes anymore? Because that was hella broken with level two magma maces and whatnot if you got the right drops). And it's nice that every melee build doesn't start with 5 levels in smith now. But I think it nerfed it a bit too much, especially since there's no basic recipes built in for gloves, belts, etc., any of the new items. I guess it's one way to get rid of tools as extra storage space bugs, too, but I miss having a few extra slots. Should have increased the inventory space to compensate.The puzzles are weird. The Game of Thrones one was hilarious but I still don't know what's going on.
I think I've figured out how to always get a craft booth (awesome addition! Kiosk that will sell horadric cubes, chalk, etc.) from the rune puzzle, but is there a clue anywhere to why it does what it does?.the small map game is a welcome addition but it seemed to spawn a truly fucked up map for me which has never happened to me in Dredmor before.a lot of the new skill trees feel really narrow and while it'll be interesting to test them out one at a time, I can't see picking two of them, really (not to mention hunter/vegan seem to cancel each other out).arrow recovery is huge even without skill.
I killed three diggles with one fire arrow in my inventory.for the first time I really don't have a clue what's going on or how to optimize a character.don't go into a green portal on level 1.I have no idea how powerful the piracy effects are, but they seem like a fun way for a melee dude to clear zoos if they scale well.I'm really pissed I died before I could afford 20K for a gnome hat. I consider melee thorougly broken now (in a bad way):. the new ai makes a lot of the spell casters clump together in the backfield of zoos (after all the other enemies filter out towards you) so when you go near them you get zapped by about 10 dudes at once. Archery isn't a horrible way to overcome it, but it's still mostly a really bad way when compared straight up to spells. crits seem to ignore your counter attacks (which double as free blocks) and high level monsters crit a lot.
OTOH, even with 100% counter (easy with the 2nd pirate skill), enemies dodge works just fine.still not sure how ingots work and if smithing applies at all since only a wrench is shown on the icon.small map mode seems to have a lot less ore to work with; if your build is dependant on crafting up a specific weapon and a full set of serpentine, don't plan on playing a small game and having it work out well. A random blobbie just gave FUS DO RAH as flavour text. Love it.And I just found a Michael Jackson glove. It has a +5 to a stat that isn't in my character sheet, but an official forum thread seems to indicate it's magic reflection.edit: I bought the DLC after playing the base game for a half hour or so, then jumped back in. Found 2 new monsters in the first 2 rooms. I am looking forward to playing with the new skill sets once this character bites it.edit 2: Look what I just found. From a fountain.
I am only on floor 3. This is going to be handy for a long time.Uploaded with.
Dwarven Express is also broken: it creates three evil chests, which is either nice exp or huge treasure. But it's randomly swingy (more than other aspects of the game), especially if it pops up on more than one level for you.I think they nerfed obvious fireball too much, especially with it now hitting stuff on the way to the target.
The next flame spell is generally more powerful for zoos anyway.The acid blast spell in emomancy is a nice backup spell for fire mages and only take two skill points.Emomancy might be a good general skill for melee classes. Between the teleport/heal/and anti-magic silence, all are useful and not something you have to worry about running out of mana with. I'm not sure any of the offensive spells would be worthwhile though.Did the tinker goggles always lower your sight range? Don't remember. The reflect stat is interesting: I can get upwards of 80% with two shields, michael glove, etc., but it just doesn't seem that useful given how much element resists you have anyway with the additional item slots (belt, etc.)Just started dungeon level 10 with a pure mage/thief.
Level 9 was a pain in the ass with the fire immunes (I often skip it), but I wanted to try out emomancy.The acid ball did ok, but it's more of a soften them up spell than a go-to (usually dump one into a doorway before spamming fire walls); I ended up dispatching a lot of enemies with my axe, which wasn't even that good (was mostly holding it for +3 traps; it did maybe 20 damage compared to the 50 damage weapons I also had). Which is another complaint: mages can still melee a hell of a lot better than warriors can cast. But the level took forever to hack through even though I was rarely in danger. (character level 22ish?)The capstone skill, which I'm assuming does all existential, would hit a row of 7 enemies in a zoo and whiff on like 6 of them and then do 5 damage to the 'unlucky' one. I'm not sure if all fire enemies have existential resist too - dunno, will have to try it on the next level - but it seems like the crappiest spell ever.
It's hugely mana intensive and seems like a waste of time in most situations. Then again, maybe fire/math just deserves to be nerfed some more.The eye liner skill is nice, lots of resists across the board, but I think the implementation is clunky: the icon is always counting down from 5 to 1 and then resetting; I wonder why they don't have the tech to just create a permanent buff.thief: Resist on locking enemies in place is still way too high.I also have necronomics but I haven't found.any. of the dedicated necro equipment that was plentiful post patch pre expansion so I haven't spent any points in it.Also, tomes in anything besides necro seem really pointless. Maybe fire would be ok just so you don't have to worry about nuking yourself too much, but existential tomes? OTOH, do they count as unarmed for punchers? That might be neat.And when you load your game, check to see if all your resists are in place: I have to reequip my magma gauntlets to get the fire resist on them active each time.
Anyone understand veganism? What's up with Fallen Vegan? It seems to trigger whenever I kill an animal but what are you supposed to do besides Love will Teleport us Apart because they keep attacking? Diggles seem to behave weird though and sometimes run.You need to remember 3 things about veganism1) Don't eat any food that comes from an animal as that causes curses (Fallen Vegan). Only eat tofu and fruits.
You can drink anything2) Animals do not attack you. So never hit any creature with 'animal' in it's description. Attacking an animal not only causes fallen veganism, but killing it may heap more curses on you. I one time had no less then three curses on me.3) To kill animals without curses you have to do it through a proxy of some sort. I've only used 'Animal Friend ' (the 2nd veganism skill) to hypnotize any animal to fight for you. Then I let that attack other animals. I'm not 100% sure, but traps and golems should be able to attack animals also without penaltyNow animals not attacking you leads to some oddities in the game.
You can go past an animal and have to wait for it to move out of your way. Become close friends with the space key to skip turns until l the animal moves out of your way. You can also use this to your advantage as it works both ways and you can use this to box an animal into corner while your hypnotize animal attacks it.
Having put a few more hours into my character, I have some feedback about how much melee has changed.In summary, I think that unless I have simply been lucky with my drops, melee has become stupidly powerful. Gear in general seems much more powerful than before (and the extra item slots really helps).
I am running dual wield, maces, master of arms, dodge, smithing, tinkering, and archaeology, and am routinely hitting for damage in the 80s. Granted, I did luck out and find a Mace of the Misunderstood Warlord and have combined that with a Whifflemaul for a total of almost 50 elemental damage and I am only level 15.I have to assume that they have made the early game easier since the DLC is going to be punishing.As a sidenote, It Belongs in a Museum now finally works according to its description. Gonna fire this game up for a bit again, looking at the changes to the skills on the wiki from the expansion and the patch(es) since I last played. Some observations:The nerf to Second Sight in Perception was offset by some nice buffs on Artful Dodger once that random teleportation is an activated buff, removing the ability to change wand types is a biiig nerf to Wand Lore and an indirect nerf to Necronomiconomics, Blood Magic seems to have been either outright nerfed or comparatively nerfed with the buffs to the other two regen skills. On the flipside, Ley Walker and Magic Training now have strong mana regen actives which were IMO sorely needed just to speed things up for casters, Vampirism has a 25% chance for 7 turns of confuse on hit to encourage spellcasters to melee (they benefit the most from Vampirism because EVERYTHING scales with spellpower), and the added tier to some of the skills and the reshuffling of the Burglary skill tree looks pretty good.Then we get to the major non-expansion changes.
In the main game, the nerf to Obvious Fireball and the increased fire resistance means that, according to the Wiki, Mathemagic ( Recursive Curse) is the best tree for single targets and Fleshsmithing has the best non-drawback AOE ( Corpus Blast divides its damage between 3 different types). However, somehow Viking Wizardry has suddenly become the best mid-lategame caster skill. Now that Hand of Belimawr and Power of Magic Steel are 1 mana/6 turn buffs, you can add a nice amount of damage and resistances when you need to.but more importantly, Thor's Fulminaric Bolt now does 36 + (0.65 x spellpower) damage on its direct target AND 7 + (0.25 x spellpower) in a 3x3 area. I think that's now the best-scaling instant damage spell in the game, although Recursive Curse absolutely destroys everything else in terms of pure damage.There are a couple new skills that just don't seem to cut it ( Big Game Hunter and Emomancy unless you're used to the slow gameplay of Fungal Arts), a couple skills that require you to play to their strengths ( Killer Vegan and Demonologist). And then there's Werediggle, which I'm going to try right now. With a bunch of skill trees that have mana-maintain buffs and passive skill procs.
I really want to test both this and a mage, but Werediggle seems like such an interesting playstyle. Yeah, I actually just saw that when I bought the crafting mechanism out of a crafter vending machine, so it's like a crafting skill now. Seems like it'd be expensive as hell to get the higher-level wands, but then again if you're fishing for wands like that you probably won't be spending the gems on Alchemy in that case.Walked into the first portal I encountered, on the second floor. Holy crap, I'm so glad Smithing 2 gives you a point of Trap Affinity so I was carrying a bunch of traps around. I had to kite several enemies that had to be 2 or 3 floors below where I was at (80+ experience per). Between running around an obstacle until they got confused and occasionally summoning the slime pet to get more distance, I was able to trap-kill the tough enemies. That was a lot of experience, and a lot of danger.I really REALLY like the new random scripted rooms in the expansion.
It adds way more flavor to the game than I expected. I flipped one switch in a scroll room and 3 Evil Chests appeared @@Werediggle takes awhile to get going, mainly because your weapon skill bonuses are disabled in the Werediggle form. Since I'm dual-wielding and the damage bonuses count double, I actually lose damage in Werediggle form until I get stronger weapons and armor. Once I can afford to blast through to the final two skills in Werediggle it gets pretty nuts. I'm also going to have craploads of mushrooms to support me, as well as Dual Wielding and Berserker Rage procs aplenty.
Is it just me or does the life leech from vampirism not work any more? I'm using an unarmed build, just curious if anyone else was having issues.Life Leech only triggers on the following creature types: 'demon,' 'animal,' and 'other.' Undead and plants cannot be leeched from, as they obviously have no blood to leech. Life Leech also scales off of spellpower, so if you're wearing heavy armor don't expect to leech more than a few hitpoints per hit. You'll leech even less if you have no piercing damage because the ability does piercing damage and IIRC if it's resisted you won't get that damaage in life. You should still get at least 1 life off of every hit on applicable creature types.-This feels like a totally different game. I stopped playing back when you needed the weapon skill to use a weapon well, now that's gone.
The Fungal Arts slime seems to be much weaker than it used to be, as it can get swarmed and die even on Floor 1 in Dwarven. Assassination now doesn't get Shiv until the 4th skill point, meaning that the two skills people seemed to rely on early in Going Rogue are gone.
Not sure how people are adjusting to that. I feel like Blacksmithing is more important early unless you have some way to generate money, as monsters seem to do more damage now than they used to. And whose bright idea was it to give the damn sea monsters a ranged spit attack? 'The Witchy brings the dead BACK TO LIFE!'
Wait, wait, wait, wait, wait. I hate you, Witchy, I hate you with a burning passion.EDIT: And now they're trapping doors.
Apparently things get more 'fun' as you go deeper. Those items on islands? Just found one surrounded by walls.am I supposed to have both a digging skill AND a teleport/knockback skill? EDIT2: Actually there seems to be a bridge on one side, also hidden by the walls. But there's only 2 digging abilities in the entire game, IIRC.I have an item that adds to Wand Lore, but it doesn't actually add to Wand Lore because that's a crafting skill. I also have a weapon that has an amazing +0 enemy dodge reduction. That's right, it actually displays a DR bonus of 0.
Thankfully, I also found a Mace of the Misunderstood Warlord (43 damage counting elemental damage) in an Evil Chest on Floor 5. Now wielding that and a Triple Flail for now.nevermind, the 3rd of the 3 Evil Chests here coughed up a Self-Righteous Sword of White Lies (33 damage counting elemental damage).
Life Leech only triggers on the following creature types: 'demon,' 'animal,' and 'other.' Undead and plants cannot be leeched from, as they obviously have no blood to leech.
Life Leech also scales off of spellpower, so if you're wearing heavy armor don't expect to leech more than a few hitpoints per hit. You'll leech even less if you have no piercing damage because the ability does piercing damage and IIRC if it's resisted you won't get that damaage in life. You should still get at least 1 life off of every hit on applicable creature types.that's the thing, I've been paying really close attention to why my health keeps dropping and I have to go back levels so I can consume dead bodies.
I see the 'vampirism attack' come up when I'm hitting mobs but my health doesn't budge at all (not even 1 point), doesn't matter what I'm attacking. So all I get is 3-5 from consuming dead bodies.edit: if it scales with magic, could it be the result of me having such low magic power? I mean like 3 points, it's a melee character not much use for that. Is it possible that since my magic is so low I don't even get the 1 point?
Edit: if it scales with magic, could it be the result of me having such low magic power? I mean like 3 points, it's a melee character not much use for that. Is it possible that since my magic is so low I don't even get the 1 point?With 3 spellpower, you'll only be doing base Vampirism damage on everything. Base is, according to the Wiki, 2 Piercing Damage on Animals and 1 Piercing Damage on demons and 'other.' The Wiki says it's supposed to heal for the damage done by the skill + 1, but I suspect that only applies if the piercing damage isn't resisted. And 2 piercing damage at most probably isn't gonna cut it. Is it possible that since my magic is so low I don't even get the 1 point?Seems unlikely.
And the life leech doesn't even scale AWESOME SAUCE with magic, either. (numerous dual staff runs have ended in disaster for me).I haven't tried a vamp build in the expansions (besides a level 1 death march to try out a variety of new skills), but I have noticed that I'm reflecting a lot of positive effects that I wouldn't want to reflect, so you might check your gear for a lot of stuff with the odd reflect symbol (purple, looks like an arrow bouncing): maybe somehow you're reflecting back your vampirism bonus.
Dunno, just a thought. Won an expansion game (level 27 pure mage + stealing):.even with small maps, it got really boring towards the end.levels 8-10 are harder in a lot of ways than 10-15.disappointed no new boss; would like dredmor on 10 and then some diggle god on 15.dredmor felt weak (3 tentacle blasts, 3 flame pillars); I seemed to resist his magic attacks almost completely. I've never fought him before where he felt that pathetic (outside of using nuke arrows) and was in absolutely no danger while up close.almost died once due to too many necro effects on level 10 I think, was literally down to 1hp. Never had a close call like that. Phylactery is kinda awesome. (blood mage debuff that gives you a potion that gives you full health + a decent chunk of mana).don't touch diggle shrines unless you're a warrior, fucks your site radius.my high score was 2.5x larger than my best regular game.
Same personal leaderboard; would be nice if they had separate ones.
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February 2023
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