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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183197 times)

freeformschooler

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #300 on: July 17, 2011, 10:36:01 am »

That's good to know Simmura. I think I might just get that, because I have trouble with large amounts of level 2 monsters and their stupid high HP.

In other news, this is what we're getting next week:

Spoiler (click to show/hide)

Bolded the important parts. To me, of course. I'm not too worried about the keybinding because I enjoy the keybindings right now as-is.
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cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #301 on: July 17, 2011, 10:43:28 am »

Cerepa I could use some tips. I've got a character on dungeon level 1 that's got:

Level 2 sword skill
Level 2 Psionic skill
Level 1 Fire, Archeology, Magic Training, Dual Wield and Smithing skills.

I can probably squeeze out 2, MAYBE 3 character levels out of this dungeon level. So what should I be doing? Go the full Archeo route to get artifact rerolling first thing? Invest in fire trap for dungeon level 2? Or get the next smithing skill so I can upgrade my Rough Steel Sword to a Steel Sword?
Just keep calm and carry on, if you have stuff to reroll, go into Indiana Jones, if not, then dump a bit into fire. I dont have any idea what happens if you smith with an artifact, if it is an artifact, if it isnt, then
I wouldnt give a crap.

EDIT: And personally I go with blood magic, viking magic, dual wield, staffs, fire, Indiana Jones and burglary. So you might have to do stuff very differently.
EDIT2: I also never found the level 2 guys to have very high HP, 2 hits, maybe 3 if I am unlucky with procs on someone meatier.
« Last Edit: July 17, 2011, 10:49:41 am by cerapa »
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hachnslay

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #302 on: July 17, 2011, 10:51:04 am »


 - Fixed: merchandise not cleared when you go downstairs

... they are supposed to clear? so ... we reroll the merchants?
that means free 10 star equipment if i go teleport build again .... hehehehe
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Soulwynd

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #303 on: July 17, 2011, 11:08:28 am »

The one thing I've noticed is that magic doesn't scale well and finding items that boost magic power is harder than finding physical items.

I've been trying to play a pure mage (with the staffs skill for melee) and it gets to the point where your spells are too expensive and do little damage when compared with the crazy melee weapons you can find.. So at this point I feel like spells are more support than a real method of damage.
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freeformschooler

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #304 on: July 17, 2011, 11:13:05 am »

Yeah, you could probably bend your definition of "pure mage" to include staffs if you want, just because they can be as overpowered as anything else you may find.
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Soulwynd

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #305 on: July 17, 2011, 11:14:37 am »

I thought I did include that... But it's hard to find an item, even a staff, that boosts magic by a significant amount, so you have to whack things to do damage.
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mr. macduggan

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #306 on: July 17, 2011, 11:19:53 am »

Well I DID have a good golemancer character going, but the game crashed when I went to level 3, forever destroying the save file. Anyway, I found a new build that's pretty cool.
Get Crossbows, Golemancy, Blood Magic, Melee Skill of some sort, dodging, and some other skills you're interested in. The point of this character is ALWAYS to be away from the action, letting golems tank for you. I got a moustache golem right away, then I got the wall golem (chokepoint plus moustache golem equals imba) and then you can feel free to put whatever you want into crossbows or perhaps some other ranged skill. Knightly leap is a good one to get early though, because if you're in a tight spot you can leap, drink a mana potion, then put up a wall or two to protect yourself. I have to say, I'm enjoying these 75% pure mages.
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Soulwynd

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #307 on: July 17, 2011, 11:25:36 am »

Yes, my best character so far got far enough to summon the pet from the fire skill. But the fire damaging skills themselves weren't enough to actually do damage.
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mr. macduggan

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #308 on: July 17, 2011, 11:28:18 am »

The rune of exploding is far and away the best spell I ever took. It can clean out monster zoo rushes like nobody's business.
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freeformschooler

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #309 on: July 17, 2011, 11:29:48 am »

Gosh dangit all the cheese and steak and potions and stuff are making me hungry.

This is not a game to be played on an empty stomach.

Anyway thanks for the advice guys, I took rune of exploding and cleared out an entire quest-army of monsters nearly at once.

EDIT: These are the stats that YOUR stats could look like if you clear out Dungeon Level 1.
Spoiler (click to show/hide)
« Last Edit: July 17, 2011, 11:35:24 am by freeformschooler »
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Soulwynd

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #310 on: July 17, 2011, 11:34:25 am »

The rune of exploding is far and away the best spell I ever took. It can clean out monster zoo rushes like nobody's business.
I wonder how.... Mine barely even scratches them before it runs out.
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YouR_DooM

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #311 on: July 17, 2011, 11:35:46 am »

This game need a wiki.... badly....
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freeformschooler

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #312 on: July 17, 2011, 11:43:39 am »

The rune of exploding is far and away the best spell I ever took. It can clean out monster zoo rushes like nobody's business.
I wonder how.... Mine barely even scratches them before it runs out.

I'm guessing my luck with it is due to my ever-rising magic damage bonus.
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cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #313 on: July 17, 2011, 11:49:44 am »

EDIT: These are the stats that YOUR stats could look like if you clear out Dungeon Level 1.
Spoiler (click to show/hide)
Mine are totally better.

Cept for magic power, that falls so low I might have start worrying that my spells would start healing the enemies. Nice counter and dodge on ya.

EDIT:Bahaha rolled a 2 necro resist/1 blast ring on level 2, deths do nothing and gives me extra damage.
« Last Edit: July 17, 2011, 11:56:35 am by cerapa »
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mr. macduggan

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #314 on: July 17, 2011, 12:41:47 pm »

The rune of exploding is far and away the best spell I ever took. It can clean out monster zoo rushes like nobody's business.
I wonder how.... Mine barely even scratches them before it runs out.

I'm guessing my luck with it is due to my ever-rising magic damage bonus.
Yeah, I was running a pure mage, so I'm sure my magic power was very high. I got a couple of really good bonuses, too.
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Flooding the area with magma removes blood, dust, vomit, goo, mud, and dwarves.
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