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Found a bug: If warrior has leadership, but the assister is stunned, and if the target of the assist is poisoned, the "stunned" appears on the target and the target gets an extra round of poison damage.
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I managed to make such a strange and horrifying team that I only need to use three out of four characters. I can kill or stun almost all enemies before they get a chance to react.
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Items that are transformed through the shrine become items of the current dungeon strength. Legendary creatures are random, so you can likly get them on every level. Only exceptions I believe are level one, and every 9th level after you beat the dreadfather. Legendary creatures are Hydra, Minotaur, and Medusa. Poison range fighter and a wall type warrior are effective against all three
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I've yet to see the "mundane becomes extraordinary" shrine. Question: Does the transformed item retain its level (e.g. a level 5 white sword become a level 5 purple sword) or is it reset to the current dungeon level?
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Just beat the Corruptor on extreme/hardcore! Party was cleric (str/con/int), ranger (all dex), conjurer (all int), mage (all int). The cleric should probably have gone 2:1 int:con instead; I unlocked Fervor but hardly ever got to use it. Mage in front row using incinerate is... exciting. Trick with conjurer is to get your speed juuust over 60, that lets you summon a (blood|mana)sprite and actually have it do its thing before some monster can kill it.
Oh yeah, I ran into a legendary monster (minotaur) on dungeon level 2 or 3; just how likely is that?
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Dionsama Levelbug7 Feb. 18, 2009
Altar that says: "TEMPORARY BECOMES PERMANENT" will create a potion in your Inventory that will permanently raise Endurance and Strength by 5. Altar that says "MUNDANE BECOMES EXTRAORDINARY" will take one of the white (normal) items into your inventory and turn it into a purple (epic) item of the same type. Altar that says "A GIFT OF MAGIC" will create a powerful orb that you can use to enchant one of your items. Note that while the first and the third function in any event, the second needs you to have at least one white item in your inventory to work, so it's a good idea to keep one along just in case.
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n e 1 that sends a comment on the war profiteer being hard is a 100% noob y do u think it only gives u 5 meesley points
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I use two rangers with poisonous bows and crossbows, a warrior, and a front row cleric. Half and half attack and endurance. Right now it takes me two hits with bows or weapons to kill any regular monsters.
I've only lost 11 lives after 30 levels, and 3 of those are because I'd never chopped the head off of a hydra before.
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btw, you should get more chances to buy and sell items. the Profiteer badge is *way* too hard. A bigger iventory would help as well. other than tha, great game. 4/5
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Has anyone figured out if the 25% stun side effect for Freeze is added to any stun % your mage may already be carrying due to weapons/gloves/etc.? Or is it just a straight 25% chance to stun with Freeze?
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@kitty_tc_69:
Playing this game sometimes makes the @ss you referred to penetrate my skull, but nevertheless; I'm aware of that. Maybe I just couldn't be bothered to try and string together some decent tactics... Oh, and the boss battles are usually the main bitches. And they are, accoring to my record at least, the way to get good equips.
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There's nothing wrong with playing with the game settings at the start. Fair warning, though: playing Tactical mode (no power regen) makes for a very different game than any other style of play. It's very important to remember you recharge mana for every new section of map you encounter...use this to your advantage by attacking enemies as you find them (within reason of course).
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yea i was kind of surpised myself that i actually like this game but i guess its how its mainly about skill that gets you through the battles
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Kosedragon:
What mode are you playing in? Survival mode is indeed a royal b!tch and a half, but the quest modes aren't so bad on regular difficulty. The important thing to remember is be careful and pick your battles on the low levels until you get some skill points and decent equipment to work with, and then tackle the harder battles. You can level up simply by exiting a level no matter how little you've fought, and you can spend a little while just hitting the treasure rooms and weaker battles until you're strong enough to handle bosses.
With the right gear, the right skills, and the right strategy you can handle whatever the game throws at you, but you can't expect to just hit the "attack" button and expect to win. You have to plan your battles carefully and prepare for the enemy, or you'll continue to get your @ss handed to you.
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Clerics can be Paladins or Priests, if they're a paladin ( protector/healer ) then they need endurance, and int, and they can use every type of shield. If they're priests, they need to always be far enough away from people so they can't get attackeded and they need int, with censers. If you give a cleric strength, that's going under the assumption that they're going to be front line attackers, which is a complete waste of their abilities, which ALL rely on int.
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I hate this game! Then why do I keep returning to play it..? Because I'm a moron obviously...
Or maybe because it does some things right, while other things not so well... It's an RPG allright, and I expected something epic, which I... Kind of got... If epic is a slap in the face every time I get to a certain point, it's pretty damn epic... But no, it's punishingly, toe-curlingly and frustratingly hard .__. Unless you play easy-peasy. Then it's just downright boringly... Uh, boring. Yeah. Too easy, no fun. Too hard; also no fun.
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Clerics need endurance and strength more than intelligence. Rely on the censers to help increase their healing. I only give them enough intelligence to allow them to one hit wraiths with smite.
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In later levels the "TEMPORARY BECOMES PERMANENT" altar may also give you potions that raise dex and int instead of strength and endurance.
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Dude! You just completed the Super Spelunking achievement in Monsters' Den: Book of Dread and won the Super Spelunking badge and 30 points!
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Altar that says: "TEMPORARY BECOMES PERMANENT" will create a potion in your Inventory that will permanently raise Endurance and Strength by 5. Altar that says "MUNDANE BECOMES EXTRAORDINARY" will take one of the white (normal) items into your inventory and turn it into a purple (epic) item of the same type. Altar that says "A GIFT OF MAGIC" will create a powerful orb that you can use to enchant one of your items. Note that while the first and the third function in any event, the second needs you to have at least one white item in your inventory to work, so it's a good idea to keep one along just in case.