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I always love using the scroll of domination on a summoner. But I don't love that the very follower doesn't return after logging off...
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Just to show how much I do love the game, bought it on steam. A game that can both frustrate me yet have me keep playing is worth giving 5$ for.
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@Monstrofocozo Ranger is super easy, with a long bow it is just brokenly OP. I suggest 2 points in range, then fortitude until ~80HP, it is more reliable. For more info the wiki has a good guide on ranger.
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@getrektkid69 @silverdrop - can confirm that races are in the steam version (which is now out btw - just because it wasn't announced here yet)
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@ryan_marr Ranger is harder than it needs to be because of this. Getting a Longbow or Sling is frankly unlikely. You will run into a lot of other ranged weapons. Put everything into ranged damage, save those for things you need to one hit kill, and ranger is winnable. But much easier with good drops (like everyone but Necromancer)
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still not seeing very many ways of progressing weapon wise for a bow user, no option for obtaining a bow in the wells or scrolls and it seems merchants rarely carry them. any thoughts?
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Fun and frustrating game. Melee is playing in hard mode, the only benefit is it's easier to gear melee chars than ranged. RNGesus is not friendly to focused builds, well, RNGesus is not friendly in general! You can beat the game without op items anyway, all my deaths were caused by some stupid mistake/lapse in attention but all entirely my own fault, they all could have been avoided. Some things are a little odd, like having runs with locked doors but not a single key to be found (doesn't make any sense). And as another commenter mentioned, it would make sense for the various mages to resist their elements like their mob counterparts (not that they need to be any more op). Only thing is I don't quite have crits figured out, I know unstable terrain makes for guaranteed crits but do bloodied surfaces have 50% crit rate?
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so i was doing the near stairs tactics ( killing then using the up stairs to rest ) and once that troll brute was next to me and i climbed the stairs guess what ? he was next to me again and i was like " come on ! i won't be friends with a troll"
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I understand critical hits due to being unaware or terrain effects, but what determines the chance of just random crits for no apparent reason?
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Unless I'm missing something, the wishing well isn't very friendly to the Ranger. I can't summon a cool bow or ranged weapon. It's either projectiles or "weapons" which seem to always be melee weapons.
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Why isn't the Highest Win Streak score with any class? I've won my last 15 or so games. I don't know why it matters that it's the same class (I have 5 on that...)
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Seriously, the barbarian wouldn't be that bad if the absolutely useless drops were eliminated. A character who can't use focus shouldn't get focus items or skill points and same goes for spell books, mana potions, mana pools, etc. If not eliminating the drops, then anything to make them not absolutely useless.
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Game is optimized for excellent replayability, but not for balance or ease of learning. If you get through the string of losses at the start you'll have a lot of fun trying each class out and with the run-to-run differences based on gear and map generation.
To do that, play one of the stronger classes (enchanter or necromancer) to start, do ranger after winning with one of those two, and after winning as the ranger move on to the more difficult melee classes and/or elemental mages.
Finally, figuring out which monsters move on diagonals and which don't and using the knowledge for kiting and getting the AI to walk over environmental hazards is a key skill and the game gets drastically easier (still a challenge) when you get good at this.
Great advice, pretty much spot on. I've had trouble balancing a lot of things simply in that, once the strategies you've mentioned (and many others) are understood and mastered, the game becomes much easier. So I've always tried to balance so that the game is challenging with the assumption that all of the little tricks are being exploited to their fullest. Of course, unfortunately, this makes the game seem impossible hard for new players if they haven't figured out some of these things. I think the necromancer and enchanter are seemingly so much easier simply in that they don't have to take advantage of so many of these tricks, as in their kit alone tends to be enough.
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I can now confirm that all classes can beat the game in under 45 minutes by clearing every floor in combat. (Exploration Complete 15/16, defeating all enemies before Goblet) It isn't easy, but it's doable. Enchanter and Barbarian are most reliant on good drops to win this way, in my opinion. Or in other words they are the worst.
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@vuelle Rage increase by 1 point per enemy killed, and decreases when you don't kill an enemy for 10 turns. For each enemy killed all your cooldowns are reduced by the amount of rage you have. Each rage point gives 1 point to melee.
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I put a spear in the right mouse key quick slot, and then I found another spear and now I have two spears rather than one enhanced spear :(
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i love this game! I've always dreamed of a adventure/dungeon game just like this! even though i am da worst player of all time i still enjoy it. please keep the game this way and don't add pets or some weird stuff like every other game. best game ever.
Rage does 2 things. #1 it increases your melee damage for each point of rage. #2 the barbarian does not naturally tick cool downs. Rather, when you kill an enemy, your rage value is subtracted from ability cool downs. So a barbarian in a big fight can quickly recover his cool downs by playing aggressively.
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After my umpteenth necromancer has got creamed, and usually because of my stupidity, or lack of food, I must tell you, this game totally rocks! It is exactly what I wanted when I was a youngster, playing DnD, or Dungeon (TSR's ancient boardgame). Back then, we didn't have computers fast enough(if at all...can you say Vic20? lol) for much, other than text adventures, but I swear, I dreamed of the day a game such as this would come out, and by golly, here it is. Thank you developers for taking the time, love, and care that goes into such a nice presentation. You have made one old timer very happy, indeed. Now, if I could just stay alive long enough to beat it (I mean both in and outside of the game) ! LOL P.S. And thank you also, for not being so money hungry and giving players with a big wad all the advantages. I understand that we all need to eat, but your Karma for keeping it cool will come back to you a thousandfold, if I have a say, anyway. Good luck in all your future endeavors!
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@plateplatinum Confuse becomes an AoE spell after the first level, and you can target the ground with those. @sheralian Charms charge by using "turns" so if it needs 250, you need to move, attack, rest, or whatever for 250 turns.
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@Stepikus I did the same thing today, too. All classes under 45 minutes. My last one was Enchanter, I really struggled with winning quickly with that.
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It's a fun game... up until you spawn into an unbeatable situation for the 100th time. My feedback is to balance loot and enemy types & numbers. Doing a run with a mage that only receives warrior or rouge gear is just as annoying as spawning into a room with no chance to defeat the large number of enemies who one-shot you instantly (either from teleport, pit, or even taking the stairs). Many of these issues existed in Rouge Fable II, but ended up being balanced better. I don't mind having bad luck every now and then, but when 30 out of 30 games end in failing because nothing in the game could be used to aid yourself, that should be addressed. If the creator likes it this way, i recommend difficulty settings that adjusts drop rates & types, otherwise you are chasing away potential players who won't give it as much of a chance as I am.
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So I had a 4 win streak going for the 5th one and I was doing quite fine. Had some hp when suddenly as I was clicking tiles to walk I stepped in a teleportation trap but couldn't realize it fast enough so I clicked once more exactly next to me... where a firepot was. I died before I could even fathom it. 10/10 would die like that again!
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You people can downvote my comments all you want, it's not going to change the facts. You'll also notice I wasn't actually saying anything bad about the game, I was telling the dev about the things they need to fix. I'm sorry you people can't understand that this is CONSTRUCTIVE criticism. But this entire world has gotten into this idiotic mindset of "Shun the nonbeliever!" This isn't a religion, it is a potentially career defining moment for the dev. I'm trying to help this person succeed, I WANT them to do well. The more people we have making original games the better off we, as gamers, are.
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@Lagbane You can check the wiki for precise details, but a few tips: projectiles don't work, and certain items can't go below +1 (like active charms).
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One of my level 15 rogues died at full health by taking 93 damage from starting a fire. Can you set a max on fire damage as a percentage of health?
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Hoe does enchantment transfer work? It doesn't seem to work no matter what kind of items I put in, or their type of enchantment.
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Recommend Win Rate % with some sort of weight to balance out games played. This is the most impressive and transparent number, in my opinion. Mine is 34% 14/Win 27/Death, but I lost 9 wins and who knows how many deaths when the saves got weird from the first couple of days. I'd like to know how this compares to the average and tops.
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Tips for enchanter (5/5): The staff of Magic Missiles isn't bad to start with. Its special effect is that it crits on enemies that are on unstable ground/in water, just like a non-magical weapon, so that's pretty useful, even if not necessarily as good as poisoning/slowing/conductivity. Take advantage of that whenever you can! It's also nice to have a weapon that doesn't have a specific energy type that enemies can be resistant to. And, the things that increase its damage--Spell Power, Magic Mastery--also increase the damage of any other staffs you pick up, so investing in it that way will help you even if you don't stick with that staff. If you do want a different staff, with any luck you'll be able to either 1)buy one, or 2)get one from a Well of Wishing or Scroll of Acquirement. In the second case, I advise waiting a little to use it, because things you get from a Well/Scroll are scaled to your level (I THINK the bonus on them is your level/4, but I'm not 100% sure).
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Tips for enchanter (4/5): Mana points. As an enchanter, you get Focus. This is... somewhat valuable! It's an alright thing to spend a talent point on if you don't have a better ability available, especially for its first level. Having a larger pool of mana points is obviously better, as it lets you use abilities more times in a row. It helps make up for using Swiftness. You can also get more mana points by drinking a mana potion when your mana is full (I always use mana potions for that, instead of for refilling my mana), by increasing your Intelligence, or of course with various items. Mana-increasing items are usually just a trade-off against items with Protection, unless you find something rarer, but I think it's usually worth it as Protection only protects against physical attacks and not magical, and having a ranged attack + Swiftness makes it pretty easy to stay away from melee opponents most of the time--so it ends up mostly just protecting you against archers.
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Tips for enchanter(3/5): An enchanter also has Magic Mastery available right from the start, which I reckon to be a better investment of talent points than the various elemental mastery skills, since it applies to ALL your spells and ANY staff you pick up, as opposed to just a subset. I'd spend my first talent point there, unless you luck into finding something awesome early on. I think you get more out of the first level than the second two, but still.
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Tips for enchanter(2/5): Charm is, by my lights, probably the second most valuable ability, although you do have to be careful with it (see other people's comments about the bad things that happen if you charm a fire elemental, or the spider queen) and there are a few enemies that are immune (I think turrets?). You can charm an enemy you'd have a hard time killing, and let them get themselves killed attacking others. You can charm an enemy that's closer to other enemies than you are, and the other enemies will usually focus their attention on it instead of you (charming an enemy in the middle of a cluster--like in the ambush rooms or the rooms with warnings on the doors--is especially good). You can even charm an enemy just to make it stay close without attacking you, and have it stand in lava/poison gas/freezing cloud until it dies! A charmed priest may heal you. A charmed melee enemy may end up chasing another away from you. Charm is a hammer and nearly everything is a nail.
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Tips for enchanter(1/5): Get Charm and Swiftness ASAP. Once you get Swiftness, you should probably just have it on all the time, because it lets you move and attack *in the same turn*, thereby making you the king of the action economy. Of course being able to move twice per turn is also useful in running away, or in not letting fast enemies catch up and mob you. Combined with strafe attack it's especially valuable, because then you can run away and attack at the same time. And, I'm not sure, but I THINK that Swiftness makes your food last longer (not directly; just because it makes moving basically only take half a turn instead of an entire turn). It's true that you may be able to find an item that (essentially) gives you Swiftness, but those also take 30% of your hp, so you have to decide for yourself whether the tradeoff is worth it. If you're having a hard time, though, you probably need all the hitpoints you can get, to reduce the lethality of mistakes.