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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183224 times)

Bluerobin

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #315 on: July 17, 2011, 01:04:09 pm »

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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

mendonca

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #316 on: July 17, 2011, 01:17:01 pm »

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joey4track

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #317 on: July 17, 2011, 02:10:22 pm »

Is there a known bugs list? Does anyone know what is exactly wrong with duel wielding and astrology?
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cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #318 on: July 17, 2011, 02:29:20 pm »

Dont know astrology, but I heard the stat bonuses from dual-wielding dont work and the last skill actually takes away 5 counter.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Wolf Tengu

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #319 on: July 17, 2011, 02:37:02 pm »

It's fun going back to prior levels. Lots up there to be sacrifdiced for the lutefisk god.

And if I get something bad from it, if you get physical items, i'll just transmute it to lutefisk.

LUTEFISK!
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Everybody!

Ultimuh

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #320 on: July 17, 2011, 03:20:31 pm »

Just because of this game, I changed my avatar again.
Expect it to happen again sometime.  :P
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Haschel

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #321 on: July 17, 2011, 03:49:29 pm »

First time I've actually tried to get somewhere in the game. Just finished mopping up the second floor, moving on to the third. Is it normal to be level 8 at this point? I feel kind of overpowered. Pretty happy with the skillset though, might try using it on Rogue difficulty.
Spoiler (click to show/hide)
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cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #322 on: July 17, 2011, 03:55:03 pm »

Whats the skillset? Thats a lot of spell power, mana and mana regen.
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YouR_DooM

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #323 on: July 17, 2011, 03:56:43 pm »

fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu

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cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #324 on: July 17, 2011, 04:02:19 pm »

I just got an idea. How about we do a hall of death where we post our best adventurers, their exploits and their deaths. Only 1 per person, but the adventurer can be changed when the person thinks he had
a better run. No victories allowed because losing is fun.
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Wolf Tengu

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #325 on: July 17, 2011, 04:05:13 pm »

What does it mean when 'HAYWIRE' is yelled?
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forsaken1111

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #326 on: July 17, 2011, 04:06:34 pm »

What does it mean when 'HAYWIRE' is yelled?
shit just got real
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cerapa

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #327 on: July 17, 2011, 04:08:23 pm »

What does it mean when 'HAYWIRE' is yelled?
shit just got real
For some reason this goes together really well with your avatar.
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Wolf Tengu

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #328 on: July 17, 2011, 04:21:44 pm »

Noo, I got mobbed!

73228 points. Killed by a swarmy.

I survived for ages on 5hp. My dodge skill was pretty awesome.
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Haschel

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #329 on: July 17, 2011, 06:23:18 pm »

Whats the skillset? Thats a lot of spell power, mana and mana regen.
Skillset is here
Spoiler (click to show/hide)
Golemancy, Promethean Magic, Magic training, Blood Magic, Ley Lines, Burglary, and Fungal Arts. Basically I tried to squeeze in as many mage classes while retaining the bare minimal utility requirement. I went with Golemancy over any other art because it packed the most utility into a single magic skillset as far as I could tell. The key point is the wall summon which solves three issues in one skill: Knockback, damage, and teleports. Obviously it doesn't teleport you, but it's more like teleporting walls between you and what you want to get away from.

 Burglary could easily be replaced by any other similar skill, I just like having lockpicks. Archeology, the perception thing or even tinkerer would be good for dealing with traps but my problem with those is you need to invest points into them to really get much use out of them, which in turn I believe will lower your potential spell power.

So far pretty happy with it. Got a bit lucky with a +mana regen orb early on, which is why I've got so much now. I'm actually getting at least one mana point per turn on top of blood magic, and I end up killing stuff in mobs more often than not so I've basically got unlimited mana. I'm also packing 20 Night caps which is +22 instant mana each. Fungal arts basically covers any potion you could want for a mage without any of the crafting hassle. I'm going to try using this build in Rogue difficulty at some point, I think.
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