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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 182965 times)

Myroc

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1320 on: December 30, 2012, 06:31:19 pm »

It is possible to blast the artifact to mainland either through wands or one of your skill trees, though I'll leave the solutions in spoilers in case you want to challenge yourself a bit. Figuring out things on your own is part of what makes a roguelike fun, you know!

Spoiler: Wands (click to show/hide)

Spoiler: Skills (click to show/hide)
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Darkmere

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1321 on: December 30, 2012, 07:33:48 pm »

Good call on the skills spoiler.

There's a simple solution I take in every game though, should you want a general catch-all.

With a tinker's toolkit and goggles, you can turn black powder into the crude bombs, and 2 crude bombs combine to make a concussion bomb, which can be thrown at the floor and will cause knockback.

Also, the barometric pulse gun from Rogue Scientist can be used the same way.

There's also quite a lot that can be knocked around. Or down. Or blasted through. !!SCIENCE!!
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Fikes

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1322 on: January 06, 2013, 04:29:40 pm »

My google fu has failed me. Is there any simple way to keep your pet from getting in your way?

I wonder if it is possible to make a mod that causes the pet to always step where you were when not in combat mode.

Edit: Oh piss, I am stupid. You just have to use w,a,s,d to walk into them and they will move. Same way you force walk over traps.
« Last Edit: January 06, 2013, 04:41:40 pm by Fikes »
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Nadaka

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1323 on: January 06, 2013, 09:25:54 pm »

Spoiler (click to show/hide)
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Darkmere

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1324 on: January 07, 2013, 02:03:43 am »

So... I just basically lost a character to bullshit. Here's a Public Service Announcement so no one else does the same.

One of the instability effects (adding multiple encrusts to an item) can turn up something like "Lich's wasting disease" or some such. It gives you a chance on hit to apply the Haematic Drain debuff, from blood magic, to you.

The debuff gives you a permanent penalty to health, mana, health regen, and mana regen. The only way to remove it, is to consume the phylactery from blood magic... but making a phylactery adds 1 stack of the drain debuff. Since consuming ALSO only removes one stack... you can never remove these extra stacks, AFAIK. If you get that instability, just leave the weapon on the floor and walk away.

Off to reroll, I guess.

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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Devling

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1325 on: January 07, 2013, 02:38:33 am »

Wait... What? To create an item to heal yourself of a debuff, you have to give yourself a debuff?
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Lightning4

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1326 on: January 07, 2013, 02:41:27 am »

So... I just basically lost a character to bullshit. Here's a Public Service Announcement so no one else does the same.

One of the instability effects (adding multiple encrusts to an item) can turn up something like "Lich's wasting disease" or some such. It gives you a chance on hit to apply the Haematic Drain debuff, from blood magic, to you.

The debuff gives you a permanent penalty to health, mana, health regen, and mana regen. The only way to remove it, is to consume the phylactery from blood magic... but making a phylactery adds 1 stack of the drain debuff. Since consuming ALSO only removes one stack... you can never remove these extra stacks, AFAIK. If you get that instability, just leave the weapon on the floor and walk away.

Off to reroll, I guess.

If you're lucky, you can find phylacteries randomly in the dungeon. They're quite rare though.
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Darkmere

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1327 on: January 07, 2013, 03:16:01 am »

Wait... What? To create an item to heal yourself of a debuff, you have to give yourself a debuff?

I didn't explain it very well. One of the later ranks in blood magic lets you conjure a phylactery that, when consumed, gives you something like 70 HP and mana. The tradeoff is, when you summon one, you take a minor debuff (-5 hp, -5 mana, -2 hp regen, -2 mana regen) that gets cleared when you use summoned item. Basically, it's so you can't stockpile free super health potions. The instability effect gives you the debuff without the healing item. After about 3 rooms I was at 7 stacks, so down 35 HP, 0 mana, VERY negative regen. Does that make more sense?

If you're lucky, you can find phylacteries randomly in the dungeon. They're quite rare though.

You can also use Xenochemistry from Paranormal Investigator to (rarely) get a phylactery. The doomed character didn't have it, and I usually do whole dungeons without finding a single phylactery, let alone 7. I just rerolled.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Devling

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1328 on: January 09, 2013, 10:10:23 pm »

Wait... What? To create an item to heal yourself of a debuff, you have to give yourself a debuff?

I didn't explain it very well. One of the later ranks in blood magic lets you conjure a phylactery that, when consumed, gives you something like 70 HP and mana. The tradeoff is, when you summon one, you take a minor debuff (-5 hp, -5 mana, -2 hp regen, -2 mana regen) that gets cleared when you use summoned item. Basically, it's so you can't stockpile free super health potions. The instability effect gives you the debuff without the healing item. After about 3 rooms I was at 7 stacks, so down 35 HP, 0 mana, VERY negative regen. Does that make more sense?

If you're lucky, you can find phylacteries randomly in the dungeon. They're quite rare though.

You can also use Xenochemistry from Paranormal Investigator to (rarely) get a phylactery. The doomed character didn't have it, and I usually do whole dungeons without finding a single phylactery, let alone 7. I just rerolled.

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Bitoru

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1329 on: January 09, 2013, 11:29:17 pm »

So what are good-really-good-like-you-really-need-to-try-this mods?
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freeformschooler

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1330 on: January 10, 2013, 12:15:51 pm »

So what are good-really-good-like-you-really-need-to-try-this mods?

The only one I can think of is Interior Dredmorating. It just adds more variety to rooms so you're less likely to see the same one with the same things twice.

Craft n' Smelt, Meltdown and other mods that let you turn items into their base materials are right behind that one, but opinions vary on how "cheaty" this is and how annoying it is to have all those recipes clogging up the crafting screen.
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Sappho

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1331 on: January 16, 2013, 07:10:27 am »

So I've been spending some time in the Wizard Dimensions and I have to say I'm a bit disappointed. They all seem to be nearly-identical and sparsely populated. The amount of time it takes to make your way through them hardly seems worth the minor rewards you get. Am I just having bad luck? I've gone through about 30 or 40 of them so far. The only use I found for them up til now was when a character had gotten down to the ice level without managing to find any protection against cold anywhere in the dungeon, so I went through some of my saved-up wizard dimensions until I found an orb with good cold protection on it.

I know I could hardly expect each level to be absolutely unique, but the amount of repetition (most of it functionless) is quite a disappointment. And the items are never anything different than what I find scattered around the dungeon anyway (but with less mazelike distance to get to them). I'd much rather spend my time clearing out monster zoos - any chance of finding them in these extra levels?

Darkmere

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1332 on: January 16, 2013, 12:11:39 pm »

Most of the wizardlands I visit are sparse and junky (no zoos, either, as far as I know), and since you can only go to each one once, even if there is something good, you can't go back and get another. However, they do have their uses...

If you're surrounded and teleport is on cooldown in the "real world" you can dive into a wizardland to heal (This forfeits the reward for monster zoos, be warned). If you have perception, veganism, big game hunter, clockwork knight, or something else that gives you extra loot as drops, you can use wizardlands to farm up new stuff without having to circle the floor you've already cleared waiting for respawns. They tend to be worth more than proportional XP on No Time To Grind mode, as well.

Unrelated:
I finished my best run ever last night. Smithing/Alchemy/Shield bearer/Ley lines/Egyptian magic/Archaeology/Vegan. If you're looking for a powerhouse build, this certainly is one. Here's a screenshot of my final stats, pre-consumables, before killing Dredmor.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Lectorog

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1333 on: August 04, 2013, 12:48:02 am »

Bumping because I've been playing this recently.

I decided to go with a random build (because that's a great idea on Going Rogue with Permadeath). I got
Spoiler (click to show/hide)
which turned out to be a fantastic setup.
Start off using Power of Magic Steel and Plutonic Fist to actually do damage (no starting weapons).
Use one early level to get Suit Up, which allows you to swap out your encumbering armor while still being protected.
After finding some decent weapons, deactivate Plutonic Fist to make use of the crits and counters from Dual Wielding.
Use alchemy mostly to make health potions and throwing items, but it also has some really good weapons if you find the right recipes.
When dealing with serious enemies, pour your mana into the Viking Wizardry buffs.

However, after clearing out floors 1-3, I'm starting to notice 2 problems:
1) Damage is entirely dependent on random drops. Chests of Evil are usually a great thing to take on with this build, providing good equipment. But any enchanted weapons from the floor I'm on are inadequate, mostly due to the lack of weapon skills to improve them. What you see is what you get. This may be improved once I have access to the Ancient Krongian Ritual, but that'll only give a couple extra enchantments per floor, not guaranteed to be positive. The main problem here is that I have no stable weapon choice; if the RNG decides to fuck me over on one floor, it'll be tough to make it to the next.
2) I have nothing to heal with. Food is random, and with enemies doing more damage I'm starting to run out. I have zero abilities that restore health. Health potions (healing, lively regeneration) use ingredients that don't drop too frequently.

Something I really want to know is this: What's the best mana to health skill? It looks like Fleshsmithing is the way to go, for its Knit Tissue. The only other healing spell I know of is the Psionics' Crystal Healing, which doesn't do anywhere near as much.

I figure mana to health is the way to go because mana regenerates anyway, but is it maybe not? The other options I can see are:
- Master of Arms for Walk it Off, which I'll be trying next. I don't expect a big or reliable enough regen buff for it to be a standalone option.
- Wandcrafting for the Coral Wand. They're cheap and perform more than the potion of lively regeneration. Citrine is easy enough to get with Alchemy's Gem Transmutation, and salt is plentiful on the first floor. However, salt isn't so common later on. And wandcrafting isn't too useful overall due to its materially expensive recipes.
- Werediggle for laying my own eggs and eating them. This is getting too weird though.

Overall though I'm just looking for some general discussion. This is my most successful build so far. Perhaps, though, I've just learned to play like a sane person (for example, actually using healing supplies when my health is low).
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Darkmere

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Re: Dungeons of Dredmor - Patch 1.1.2 is available
« Reply #1334 on: August 04, 2013, 01:26:22 am »

Weapon skills except daggers and polearms are overrated, unless you're specifically going for something end-game you can craft, like chain axes or something. Relying on a weapon skill's weapon drops is just as random as the other way around.

I had to go look up battle geology and master at arms to refresh my memory, but you have a really solid heavy-armor setup available. MaA gives you 15% block on its own, Geology is another 8, rank 2 of dual-wield is another 4, for 27% block before you even put on armor, in addition to the counter from DW and all that. Use Suit Up after every fight so your health regen is up while you aren't in combat, for more healing. Rank 3 of MaA gives you a proc buff when hit for more health regen, and the capstone skill will give you free procs of suit up when you're hit as well. Charges of buffs only get removed if you actually take damage, so if you can get your armor absorb and block high enough those buffs should be more or less permanent, unless you're fighting casters, and you have seismic slam or earthquake for silences. I'd say go for the defensive options and keep stuff stunned or dazed while your many solid buffs help you soak punishment and heal up. Also, alchemy has some really nice resistance encrusts to cover some of the annoying damage types the heavy armor misses.

As for healing... fleshsmithing, psionics, Necronomiconomics has a life-steal-on-melee, egyptian magic, communism has the best one for warriors (that costs no mana), alchemy can make potions but is better if you have 1 rank of smithing or tinkering from something (more rust), fungalmancy gives you lots of fairywodgers, emomancy has a minor heal, blood magic can make the phylactery super-potions, paranormal investigator lets you transmute the random alchemy acids into health potions, and tourism lets you eat any item in the dungeon for some minor healing. Plain old food, alchemy, fungalmancy, and communism are probably the best for in-combat stuff, I'd think. I hate wandcrafting, so I can't really comment on that one.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.
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