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Thread: Dungeons of Dredmor
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2012-11-03, 01:07 AM (ISO 8601)
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Re: Dungeons of Dredmor
Hah. Was on floor one. "Ooh, a Mysterious Portal, this looks interesting."
Step inside, end up in a weird place. Look around a little.
>Megadeath
Back away quickly. Look for a way out. Fail to find one. Kick one monster to death successfully, then get two-shotted by a Preserved Witch.Avatar by araveugnitsuga.
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2012-11-03, 01:28 AM (ISO 8601)
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- Nov 2007
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Re: Dungeons of Dredmor
Oh, yeah, those are a huge risk to go in at low levels. You need a really safe/OP build and a few levels to get through them early.. on the plus side, they're considered 'Level 0', so the monsters don't have the depth-based extra HP they would have if you met them on their native floors. On the downside, you still run into Floor 8 or deeper monsters :( On the *way* up side, tho, Mysterious Portals almost always have a 10+star value item or two in there. If you actually make it through to the other side, picking up that loot can get you pretty well set for the next five dungeon levels.
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2012-11-03, 01:29 AM (ISO 8601)
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- Apr 2008
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Re: Dungeons of Dredmor
Good to know! This time I'm tempted to try goofing off with an omni-crafter. It sounds utterly unviable, but we'll see. Took Golemancy and Artful Dodger for my "maybe these will let me survive a while" skills.
Last edited by Eurus; 2012-11-03 at 01:29 AM.
Avatar by araveugnitsuga.
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2012-11-03, 01:41 AM (ISO 8601)
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Re: Dungeons of Dredmor
It works, actually, it just needs a stupidly painful number of levels to get all the skill levels. And you're kind of at the mercy of the bookcases to give you some useful recipes.. I'd probably do something like Alchemy/Tinker/Smith (Wandcraft not worth it, unless you want to be a Mage and use its ridiculously good Encrusts)/Perception/Clockwork Knight/Rogue Alchemist/Weaponskillofchoice (one of the defensive ones; Maces or perhaps Unarmed for the on-demand shove. Alternately, Psionics, because Psionics.) Once you get one of the craft trees completed (would recommend Smithing for first max), you can actually get in a pretty good place; there are pretty powerful craft recipes now, and Encrusting makes a reasonable substitute for good artifact rolls.
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2012-11-03, 02:43 AM (ISO 8601)
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- Jan 2010
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Re: Dungeons of Dredmor
Multicrafting is actually really viable, with every possible crafting skill, Clockwork Knight, Rogue Scientist, Perception. Perception made up like every one of my first five levels (EYE BEAAAAMS) and I'm pretty much untouchable due to armor. I haven't even poked half the others. Alchemy's good for getting salt for Coral Wands though.
Incidentally, I was wondering about a potential "totally invincible" build. I was thinking like Mirror Shield, that one buff from Magical Lawyerything, and then maxing block from armor and stuff to get 100 Magic Reflect and Block (Or dodge or counter...), and become basically untouchable.Last edited by Todasmile; 2012-11-03 at 02:47 AM.
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2012-11-03, 03:45 AM (ISO 8601)
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- Jan 2007
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- Denmark
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Re: Dungeons of Dredmor
Theme: "Barbarian Hero"
NTTG: Yes
10/15 levels: 15
Difficulty: Dwarven Moderation
Voting for: "Ew, ew, keep it away" and "They called me mad!"
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2012-11-03, 10:00 AM (ISO 8601)
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- Nov 2012
Re: Dungeons of Dredmor
Ok, I'm changing my vote to Dwarven Difficulty after busting out Dredmor again... if we want some good stories, we'll really need to get past Floor 1 reliably. (maybe I should just play better, but running into traps will be the death of me). Either that, or on Rogue difficulty, a death doesn't count unless you're at least level 3.
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2012-11-03, 10:07 AM (ISO 8601)
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- Aug 2009
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2012-11-03, 11:16 AM (ISO 8601)
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- Nov 2010
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Re: Dungeons of Dredmor
Hey guys! Decided to make a post here because I managed to beat Lord Dredmor for the first time yesterday. Better yet, my final hit was done with the Killing Blow skill, because wha's the point of winning, if don't do it in style?
I'm currently screwing around with the idea of making a new skill using my zero modding experience. Metalmancy! Should be fun, as long as I don't destroy the game while building it...Awesome avatar was by kpenguin. Until Photobucket decided to kill it. Whoops. New avatar isn't by kippy.
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2012-11-03, 11:44 AM (ISO 8601)
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- Jun 2011
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Re: Dungeons of Dredmor
I may be playing this game wrong, I just stack passive boosts until I become something resembling invulnerable.
Speaking of passives and invulnerability:
Vegan > Vampire
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2012-11-03, 04:13 PM (ISO 8601)
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2012-11-03, 06:33 PM (ISO 8601)
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- Dec 2010
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- Ireland
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Re: Dungeons of Dredmor
Hmm, thinking of trying out a ranged character(leaning more towards crossbows), and I'm just wondering; do the "X% chance to proc on hit" effect crossbows?
Take the Assassination skill for example: Do any of it's skills, Blackjack/Venomous Infusion/Sneaky Shiv/Et tu?, effect crossbows? If not, which ones do and which don't, and why?
It would seem strange if ranged attacks didn't proc on hits, because crossbows don't get bonus damage from Melee Power(whereas throwing does).
Edit: Also noticed this on the Berseker Rage page:
Buffs you with Melee Power +5 Critical Chance +100, which goes away after your next melee or thrown weapon attack. The Critical Chance bonus also applies to all crossbow attacks while the effect is active, making every shot a critical hit.Last edited by Miscast_Mage; 2012-11-03 at 06:40 PM.
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2012-11-03, 06:59 PM (ISO 8601)
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- Apr 2008
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2012-11-03, 07:30 PM (ISO 8601)
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- Nov 2010
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Re: Dungeons of Dredmor
That entire Wiki is extremely outdated, I'm afraid. It was a glitch, and it has since been fixed. Shame, really. I planned on exploiting that to no end against Lord Dredmor.
After a bit of testing, I can confirm that none of the Assassination skill special attack things work on Crossbows or thrown weapons. The passive bonuses, such as the extra critical change, still apply, of course, but overall, Crossbows and Assassination doesn't mix very well.
Curiously, the Venomous Infusion skill still applies the extra damage, but doesn't give the debuff to the target. The number of attacks where the buff still applies, however, does still decrease.
Also, the wiki page is outdated, yet again. The Venomous Infusion skill now lasts 6 attacks, and has a cooldown of 36 turns.Last edited by MBI; 2012-11-03 at 07:53 PM.
Awesome avatar was by kpenguin. Until Photobucket decided to kill it. Whoops. New avatar isn't by kippy.
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2012-11-03, 07:39 PM (ISO 8601)
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- Dec 2010
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- Ireland
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Re: Dungeons of Dredmor
Ah, to be honest, I'm kinda glad; saves me from the temptation of choosing something out of character for an obviously-not-intended advantage. I think I heard that the "Unarmed skill increases ranged weapon damage" bug was fixed a while ago, too. And gods help you if you try and use that wiki for crafting recipes.
If that wiki and the other one(the wikia one) are both out of date, is there any other source of information on DoD that's more up to date?
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2012-11-03, 07:58 PM (ISO 8601)
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- Nov 2010
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Re: Dungeons of Dredmor
Last edited by MBI; 2012-11-03 at 07:59 PM.
Awesome avatar was by kpenguin. Until Photobucket decided to kill it. Whoops. New avatar isn't by kippy.
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2012-11-03, 10:06 PM (ISO 8601)
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- Apr 2008
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Re: Dungeons of Dredmor
Hahaha, eye lasers are so fun. Zapping things forever.
Avatar by araveugnitsuga.
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2012-11-03, 10:42 PM (ISO 8601)
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- Nov 2010
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Re: Dungeons of Dredmor
Awesome avatar was by kpenguin. Until Photobucket decided to kill it. Whoops. New avatar isn't by kippy.
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2012-11-03, 11:11 PM (ISO 8601)
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- Apr 2008
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Re: Dungeons of Dredmor
So, what's the best mace? So far it looks like the Mace of Windu, but there might be some clockwork monstrosity I haven't seen yet. The Flail of Pleiades is less epic than it sounded, although I can almost make it.
Avatar by araveugnitsuga.
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2012-11-03, 11:30 PM (ISO 8601)
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- Sep 2007
Re: Dungeons of Dredmor
Flail of Pleiades was the strongest in vanilla, bar Mace of the Misunderstood Warlord. Mace of Windu is one of the best (ever since RotDG, I think, though it might be since You Have To Name The Expansion Pack), but it's been outclassed by a few since.
Sharur, 40 crushing damage, 100% chance on hit of Crushed Bones. Dwarven Atom-Smasher, 40 crushing/5 transmutative and a big cloud of radiation on hit. Asgaardian Stormhammer, crafted, 16 crushing/8 piercing/8 voltaic, 3 hyperborean and 3 voltaic resist. The Kronghammer, meanwhile, has 24 crushing/5 blasting/5 righteous/5 conflagratory, and an exploding bolt of fire on hit.
Yeah, there's better.
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2012-11-03, 11:46 PM (ISO 8601)
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2012-11-03, 11:58 PM (ISO 8601)
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- Sep 2007
Re: Dungeons of Dredmor
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2012-11-04, 01:10 AM (ISO 8601)
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Re: Dungeons of Dredmor
I'm kind of disappointed with the damage capabilities of Promethean Magic. Sure, a few Fireballs do wonders at clearing out a section of zoo, but at ~16 MP (out of my 80ish at the moment) they're too expensive as a daily driver, and Dragon Breath deals less damage than just whacking things with my sword. At this point, it feels like letting the Wyrmling take care of everything is far and away the best strategy...
I had maxed out Promethean on my dead build, now I've only got it at Fireball. Tactical Pyre was all right when I had it, and Infernal Torus just made me almost kill myself trying to escape its area every time I used it. My other skills are Archaeology 2, Magical Law 1, Ley Walker 5 (why is the capstone so MP-costly?), Artful Dodger 1, Blood Magic 1, Magic Training 2. I've just cleared the Monster Zoo on floor 3, as well as five Wizardlands for floors 1 and 2. Not too sure where to go from here.
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2012-11-04, 05:05 AM (ISO 8601)
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- Dec 2010
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- Ireland
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Re: Dungeons of Dredmor
Funny thing about Ley Walker 5; last time I played using it(before the last two DLCs, so quite a while ago), it actually took no mana, so the only limit was the cooldown of 3 or 4. Nigh-infinite escape mechanism? Yes please!
Also funny, this was on my "Kill EVERYTHING with FIRE!" build; Unless they've nerfed/changed things, between Blood Mage, Magic Training and Ley Walker, mana was essentially infinite. When I got some mana-regen equipment I could essentially spam Obvious Fireball to my hearts content without running out of mana.
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2012-11-04, 11:24 AM (ISO 8601)
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Re: Dungeons of Dredmor
Hmm... Gonna need some practice before I can make the skillset I have in mind...
Someone give me some ideas for some abilities I can make to practice!Awesome avatar was by kpenguin. Until Photobucket decided to kill it. Whoops. New avatar isn't by kippy.
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2012-11-04, 11:56 AM (ISO 8601)
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Re: Dungeons of Dredmor
Well, I would either get Magic Training or Magical Law from here. MT for just flat-out buffing your fire spells and reducing their cost, ML for a grabbag of useful powers. You might particularly appreciate the option of transforming fire resistant enemies, to compensate for the main weakness of your build (only 1 real damage type). Artful Dodger can also be an option - especially if you feel that 100% dodge could be possible with your gear - but with teleportation you should be able to get out most melee situations if things go bad, so physical defences aren't extremely important for you.
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2012-11-04, 12:11 PM (ISO 8601)
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- Aug 2009
Re: Dungeons of Dredmor
So I tallied the votes.
NTTG
Yes - 10
No - 0
Difficulty
Dwarven - 7
Rogue - 3
Levels:
15 - 10
10 - 0
Themes:
"Keep It Away" 4
"Physics Crying" 4
"They Called Me Mad" 3
"I Am Iron Man" 2
"Darkness" 1
"Bacon" 1
"Pets and Other Minions" 1
"Self Inflicted" 1
"This is Halloween" 1
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2012-11-04, 12:20 PM (ISO 8601)
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- Nov 2007
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- Indianapolis
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Re: Dungeons of Dredmor
Hammer's craftable, it's a low-level Smithing requiring a stick and an iron ingot. Might be a hidden recipe, but I know I've got it in my craft book. The more annoying part is that the weapons you mentioned are all Smith level 7 requirements, IIRC, which means you either need to pick 2 skills to craft them (Smith+ Clockwork Knights/other mod-skill with craft modifiers) or get really lucky in the deep dungeon and find the Diggle God statue that gives extra crafting skill.. and if you're relying on that, you have better odds of finding the weapon in a Brax shop/Uber-chest/as an artifact reward from something than getting that statue.
I'm kind of disappointed with the damage capabilities of Promethean Magic. Sure, a few Fireballs do wonders at clearing out a section of zoo, but at ~16 MP (out of my 80ish at the moment) they're too expensive as a daily driver, and Dragon Breath deals less damage than just whacking things with my sword. At this point, it feels like letting the Wyrmling take care of everything is far and away the best strategy...
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2012-11-04, 01:49 PM (ISO 8601)
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Re: Dungeons of Dredmor
Whoa! The game sure does like springing Evil Clones way out of their depth. They were what killed me both times I went into a mysterious portal, and now a level in a Wizardland spawned two of them. I high-tailed it out of there after one of them OHKO'd my wyrmling...fortunately, they didn't follow me. What floor do they appear on as routine enemies?
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2012-11-04, 03:36 PM (ISO 8601)
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Re: Dungeons of Dredmor
I don't actually remember seeing them outside the Wizardlands. Basic strategy against them is to not summon them in the first place. Just remember the shape of the room with the lever and you'll do fine. They're really not worth sighting at low levels, since they only give 180-ish exp each.
Awesome avatar was by kpenguin. Until Photobucket decided to kill it. Whoops. New avatar isn't by kippy.