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Author Topic: Dungeons of Dredmor - Patch 1.1.2 is available  (Read 183312 times)

Lord Snow

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #405 on: July 18, 2011, 08:19:59 pm »

Darvi, you are now the third person to say that. It's common knowledge by now. ::)

Also, is anybody else having issues with finding 1 wide hallways to fight in?
i found myself having the idea of creating walls leaving 1width fighting space... but never seem to do it when i could.
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Contrite 17

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #406 on: July 18, 2011, 08:37:47 pm »

Every single character that has made it past level one has been killed by my own magic. . . Maybe I should try a non magic run
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Haschel

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #407 on: July 18, 2011, 08:46:12 pm »

Also, is anybody else having issues with finding 1 wide hallways to fight in?
I've already said it once, but the level 3 golemancy skill is the ultimate utility skill bar none. It pushes enemies and items (maybe traps haven't actually tried), does damage to enemies while pushing them back, creates bottle necks on demand or if you so choose completely blocks movement while still leaving enemies open to ranged attacks. Honestly it's pretty much game breaking, specially when you have high spell power and it only costs 3 mana per wall.

But that's just for mages really, if you're not getting magic it can be tough yeah.
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Darvi

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #408 on: July 19, 2011, 03:14:27 am »

Darvi, you are now the third person to say that. It's common knowledge by now. ::)
So what, it's not like I'm under any obligation to read the entire thread :V
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Criptfeind

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #409 on: July 19, 2011, 04:03:53 am »

-Haggler

Hum. I have a hard time seeing how this could apply to the game much. At least enough to be a full skill.
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Lord Snow

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #410 on: July 19, 2011, 04:49:14 am »

-Haggler

Hum. I have a hard time seeing how this could apply to the game much. At least enough to be a full skill.
maybe you get to haggle with mobs too.
Also, passive stat boosts.
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Wravburn

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #411 on: July 19, 2011, 05:02:40 am »

-Haggler

Hum. I have a hard time seeing how this could apply to the game much. At least enough to be a full skill.

Lockup: Locks an enemy to their current position. Requires lock pick. Somewhere along the line you also learned something about traps.    +1 Nimbleness, +1 Trap Affinity


If they can do that with lockpicking/burglary, you can bet they have enough crazy in the head to fill up Haggler.
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Wolf Tengu

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #412 on: July 19, 2011, 08:24:25 am »

Doors are my new best friend. Seriously, you can kill things and stuff.

Oh by the by, does anyone else find it funny when eel monsters are spawned in earlier floors where they can't move?
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amjh

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #413 on: July 19, 2011, 08:30:48 am »

First eel I saw was like that... He was also named, 'The Father Of Canadians'... Hope the canadians won't get upset I killed him.
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stoney834

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #414 on: July 19, 2011, 08:35:57 am »

Something new I've discovered increasing your spellpower boosts spells you've already cast. In other words if I'm standing safely in my own fireball spell with enough fire resistance not to take damage, then level up my magic training, It'll start to hurt me. 
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Wolf Tengu

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #415 on: July 19, 2011, 08:39:44 am »

Seriously?

My first eel enemy was canadian too!
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Lord Snow

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #416 on: July 19, 2011, 12:53:19 pm »

just hit 1/mp reg per turn.
Can you reg more than 1 per step or is this the limit?


edit: yay, blew myself up before i could find out.
« Last Edit: July 19, 2011, 01:27:36 pm by Lord Snow »
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Nadaka

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #417 on: July 19, 2011, 12:54:39 pm »

just hit 1/mp reg per turn.
Can you reg more than 1 per step or is this the limit?

How much regen does that take? 5? 6?
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breadbocks

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #418 on: July 19, 2011, 12:55:31 pm »

7, IIRC.
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freeformschooler

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Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« Reply #419 on: July 19, 2011, 01:04:51 pm »

I would imagine that theoretically, ~14 regen gives you ~2 MP per step. Which is incredible, but sounds kind of silly to try to achieve.
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