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It looks like Skeleton summoning also takes away from your max mana, and you get it back when the Skeleton dies. Probably done to prevent someone from using a purple well and making a swarm of 10 Skeletons.
That said, Skeletons ARE one of the most useful skills in the game as they make it far easier to handle large amounts of foes.
That's exactly how it works and exactly WHY it works that way lol. We had some absurd screen shots during alpha testing of people with screen fulls of skeletons from doing exactly what you suggested with the wells. And yeah, summons in a rogue-like, even weak summons are always super strong since they both do damage, and take hits from you. They are essentially a fantastic offense and defense all in one.
Maintaining a summoned skeleton reduces your max mana, you get it back when it dies. I did summons and buffs like this since I always disliked the micromanagement involved in maintaining summons and buffs with limited duration where you have to stop and recast them over and over again.
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Necromancer is possibly my favorite class, due to not only the Cannibalise+Life Spike combo from last time but also the Skeleton army. Storm Mages are the best at altering the terrain. STILL haven't won, but got close with Necro.
Yeah the necro is definitely just an all around beast with no really glaring weaknesses. He's largely based off the necromancers in EverQuest (a very old MMORPG), that were also similarly OP.
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Strafe Attack is easily the best talent in the game, which makes the Tome of Athletics easily the best book since it has that and Evasiveness.
Just wanted to second this and point out that evasion is also incredibly powerful atm. Since enemy accuracy currently never improves, its one of the few defensive stats you can get that actually maintains its power across the game. A 20% chance to dodge remains a 20% chance to dodge on dungeon level 16, wheres the damage mitigation from say 5 protection, quickly loses its 'power' as enemy attack damage increases.
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love the game! i'm super addicted. i notice that the barbarian's power strike's cool down is 10. it's not cooling down at that rate, in my experience. again, i LOOOVE the game - and apologies if this has already been addressed.
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@mcbrandt
In so far as I'm aware, there's no way to attack yourself. You CAN damage yourself through misaimed area of effect (Fire Pots, Thunder attacks in the water, etc.) but you can't aim at yourself. Clicking on yourself lets you skip a turn, useful if you need to wait for something to enter vines and don't have a ranged weapon, or enter your line of sight.
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I have only one complaint...you should NOT be able to target and attack yourself! A slight mouse miscue can kill you. Pretty self-defeating. Makes ZERO sense.
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One issue yo look at is NETS. If you throw a net on an enemy they are immobilised but can still shoot at you or attack with a melee weapon. Nice skill if they are trying to disentangle themselves,
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I like your games alot, keep it up... i am so suspicious on how loot is randomized but this one is alot harder than 2 imo but maybe im not meta enough :(
Thanks :) Lol everyone is so suspicious of the loot, with wild conspiracies of how it specifically stacks it against your class. Its literally just the same weighted tables every run and how in tune you are with the great RNGod.
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perfect run with the warrior going great hit a pit trap which dropped me into a room filled with archers and healers with no stairs back up in that room get thru have the archers after spending most my potions to survive only for a floating eye to come in and alert everyone else on the floor who then swarmed me sigh i didnt even have a chance in hell
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I just completed my first victory (Mage Robe wearin', bomb slingin', charm spell using, short bow+3 and greater fire staff+3 wieldin', charm of flames +4 usin' (it was… the best response to the icy depths + crystal golems I could come up with. bombs probably woulda worked too for the crystal golems huh…) super pyro ranger, with massive fire and ranged damage available;
my only complaint is that the end felt too easy, after I'd struggled so desperately to get through both side routes alive and received plentiful boons, I was expecting a fun Final Boss and instead it was just an army of free enemies. Also, are chakram really supposed to be that much better than all other ranged weaponry? Not that I remembered to use them, savin' up for a super boss as I was…
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Only ankle to knee deep, but this looks to be a great game. Skills are now more condensed, so multiple mage skills compete less with each other. Mages should definitely have a small amount of innate resistance to the appropriate element. A Fire Mage's skin burns just as easy as a Ranger's does, which doesn't make much sense here. Keep it up!
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Here i will tell you how i won. Pick necroman only try to skil your focus (mana) to as high as possible. summon 10 or more soldiers for you and kill everyone. u get hp when you drain it from your soldiers, and so you can convert it to mana. hf gl.
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Flaming Hands is disastrously terrible. It's worded in a way that makes it sound like the ability adds aditional fire damage to attacks but it instead overwrites all other attacks. There is no point in any game with any gear set up where this ability makes any sence to use as it is. Please remove it or rework it to actually act as it's worded (add additional fire damage to all other attacks for it's duration) or at the very very least reword it to "You will throw flaming projectiles INSTEAD of all other attacks for the duration of the effect"
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So, you're playing on kongregate but nothing is saved on your account/server. Everything is local. If you clear your data, you lose all the history. Great!
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Tip 3: Misc tips. Blood makes small creatures unstable, so rats and other small critters will take critical damage while on blood or oil. Lightning always crits in water (but don't be standing in water when you use it). Webs ignite, so don't use fire abilities while webbed. Slow monsters (goblin brutes and ogres, etc) have a predictable path and can get kited through traps and fire mushrooms. You can always go back to an enhancement or transfer table. If you don't have the gear you want to upgrade yet, just note the floor and come back when you do. It takes very little hunger to go up a few floors. Speaking of hunger, if you're having food issues, the "Food" option on the scroll/well of acquirement gives THREE food, so keep that in mind if you are nearing the end of the journey, have a decent weapon, but are starving. Lastly, experiment with your talents. Have a talent on a character that you're 99% sure is dog shit? Try it out. Strafe attack works on melee!
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Tip 2: Warrior! One of my personal favorites. The key with him is to not go for the beefiest weapon you can find, but instead try to snag a second tier 1H sword. His shield block ability is VERY strong, and combining it with shield wall talent in close corridors lets you take 1 damage from even the end-game golems as long as you've gotten a few pieces of gear. Focus on getting charge and power strike before you put your second point into weapon mastery. This game focuses more on utility rather than raw brute strength. The Warrior also relies more heavily on potions and scrolls than most of the other classes. Don't die if you have a hellfire or fear scroll in your bag. Confuse charms are also a godsend for clearing out the hidden rooms or stone doors. Playing warrior will make you better with basically every other class.
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Tip 1: One of the surefire ways to win is to play the necromancer. Don't put any talents or skills into your spell power. Instead, put talents into Summon Skeleton and Focus and max out your focus skill. By the time you win, you have an army (like 20+) skeletons at your disposal. You can only summon one when a square around you is empty, so if it says you can't summon one, move a few feet and try again. Mana potions are your best friend, and any armor with +focus is your top priority. Do NOT use Infectious Disease, and stay away from the arcane tower levels. Have fun!
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Then on the other end of the scale....Fighter and Barbaria...I honestly don't see myself beating the game as either of those. YOu don't get a decent weapo early on, you are pretty much screwed. And even a great weapon won't get you too far without some good armour or other stuff. With a great seed I can see warrior becoming super strong, thing is without a great seed you're pretty much dead meat...you pretty much need to go in to deal damage, meaning you tend to get swarmed super fast. Uless you find a lot of wands your ranged damage won't shine, and even with great armour mages still tear you apart. Deflect can't be used constantly and isn't all that reliable either...And Barbarian seems even worse :S
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Much to my surprise i find roque to be extremely strong possibly the "easiest" class. Great dodge, ridiculous sigle target damage and also very versatile..due to high dex he also can be really good with ranged combat...throw in sprint abilit and/or a confusion charm and you pretty much win. Doesn't even need a great weapon, he crits so hard, it doesn't matter.
Def agree, he just demands a bit more finesse as far as managing hoards of monsters. I think once you've grasped the basics of "don't just walk up to a hoard of monsters and click your way to death", he's probably one of the most straight forward, dependable characters to win with. As you said, he doesn't even need a great weapon to get his damage into crazy territory.
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wow got it for the first time with ranger finally after so many tries, only reflective golems caused problems, grat game and hard
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Great game! I fully realize that this is a REAL rogue-like, which means every attempt is like your first (no perm bonuses). There's nothing wrong with that, it fosters play skill, patience, and learning. However, I have to admit I would really enjoy the game more if I got some carry over between runs, making it easier. I guess I'm spoiled by easy games. This is not one of them!
Thanks! Appreciate the kind words despite the complaints :) Personally I just don't understand meta-progression if it simply makes the player stronger. To me, your getting better at the game with each run, so your win % should be improving all the time, I'm not sure why the game should also become arbitrarily easier. The only place I could see meta-progression working would be either A) just unlockable classes and such, but then I'd prefer them just to be available from the beginning and B) if the unlocks actually made the game harder and more complex over time to compensate for increasing player skill. Making the game easier... just doesn't make sense to me.
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To the person who said their game wouldn't work after going down a level, it's a glitched seed. start a new run instead of using that one. Developer can't do anything about it. (Rare occurrence, don't worry too much about the glitch)
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If you're lucky enough, get nimble fingers as warrior and grab bear traps from the swamp place. upgrade nimble to 3 and watch.
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Lastly, it bears repeating, and I didn't know this until someone posted it: If you drink a Manna Potion at full bar, you gain +1 manna. If you drink a Health Potion at full bar, you gain +4 health. Those are REALLY nice to gain early in a delve. Really nice.
Def worth repeating. I believe the current advice from players much better than me is to drink all your potions but one of each, since the added bonus is so powerful in the long run.
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Abilities I never get include Infectious Disease and Flaming Hands. I don't even understand how the latter works. Seems to take the place of whatever better attacks you might be using. Infectious Disease will just kill your character. Shock is remarkably good. Poison Cloud and Freezing Cloud are very nice crowd control and along with Shock can clear out vaults. But once you get into an open level with lots of magic-users, driders, and/or bow users, you need something else.
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Finally got 45 minutes on each class. Basically need Summon Skeleton, Charm, or Confusion to manage the massive attack crowds you get at later levels, whether innate abilities, charms, or wands. I don't see how it's possible otherwise. Build character until you can spam those spells a few times, clear the major obstructions on the last level, run to the trophy. Barbarian and Warrior are toughest until you gain the abilities of another class. A straight Barbarian in the late orc fortress is basically a pincushion. No chance. Enchanter is actually fairly hard until you get some attack power. Always use keys when you can. Locked door generation is so wonky, you'll rarely get more.
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After dozens of play-throughs, I've finally beaten this game twice (ranger, then rogue), so I think it's safe to say I'm not exactly a natural talent. But I love this game's combination of difficulty and simplicity: there's nothing like hitting your stride mid-game with a character that's actually found the right weapon / spell strategy to ramp up and start asserting themselves on the asses of a bunch of the dungeon's denizens.
So far my only complaint is that, for most characters, it seems like going into the Arcane side-path is basically suicide. It's *so* much deadlier than the other options.
Other than that, I'd love to see it grow: it's got such a tremendously fun base that now I just want more characters and areas. Thanks so much for making this!
Thank you and your welcome! The branches are def going to need a lot of reworking. The Arcane tower as you mentioned is not only absurdly hard due to its terrain and ranged enemies, but it has attacks of every element. What will likely eventually happen is the core and ice caves will be moved up to the first branch along with a lightning themed one and the arcane tower will be set as the second branch along with a few more extremely difficult, multi resistance branches.
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It's unfortunate that without a Scroll of Blink (2 actually) you can't reach treasure that you have worked hard to get at. Would be nice if I could sacrifice hit points to walk across lava.
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Confusion clearly the most powerful talent: confuse your enemies, get back, watch everyone kill each other and just finish off crippled escapees and survivors.
Fantastic game btw
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i made this it's own comment.
-rough should be completely stealth based. made to not get hit... that much. VERY LOW HEALTH [only 5] HIGH STEALTH [7] evade chance be 30% by default. way more xp from kills. none from items. the most fast class. no talents from the start. enemy's have a sight thing. some things make sound that enemy's hear. sometimes you find alarms. basically. high risk, high reward. you need to be careful with rough. even fire mushrooms can make enemys rush there to see what is going on. set up traps to help in kills. bonus xp if you get a trap kill. a upgrade or helm can make trapping easier by letting you know where enemys are. you can use noise to get them to come over. but traps are really flashy. so. get the kill over with as fast as possible. that can even be used to have them be in a single place to then leave. blood... hide it. if you can't. meh.
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put this on kart.
-make chests a tiny bit more common.
-make chests a bit more common.
-remove wealth god. just make a wealth shrine. i would use that sense it does not use my god slot.
-mages have 16 health, 10 mp, high power.
-warrior should be the easiest so... 35 health? or keep the same. more damage. no mp.
-barbarian should gain health on kill. [just 2] have 40 health, no regen [and can't rest] perm slowness effect, heavy hitter [does alot of damage]
-ranger... bows.... low health i guess [20].... fast, ok damage. that is it.
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after many playthrough and after i won with every class, here my 2 cents: rogue is kind of meh, i mean he is very good if you try to play him sneaky and just skip the fight to go down the dungeons, but if you try to play him normally you have to build him like a mage or like a warrior. But sometimes you just don't have the gear or the money, so here my suggestion: being a rogue, he should gain +1 gold every time he gets gold and he should have the "bonus" to have a merchant every 2-3 dungeons. In this way, players who wants to play sneaky will be unaffected, but give players who wants clear the dungeon the resources to do so
He's eventually gonna get split into an assassin and rogue character for just that reason. He's sort of doing both roles badly atm where its not obvious if he should be sneaking past everything or building up into a crit machine. Back during the Alpha we actually had him only gaining exp from loot (he got double exp iirc), so he was originally designed to fight only when needed.
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@bigfatrasta Had the same problem, took me a few deaths to start respecting infectious disease properly. Use skeletons as a vanguard to the infected at arms length, make sure none of the things you're infecting are fast/teleport, and run like heck.
I also managed to survive getting infected by lifespiking everything in sight and munching multiple foods (Disease does disappear after a number of turns)
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Ouh! First victory with necromancer. He rules !
Really great game! Doable once you know about the cristal golem weak point (these god damned sons ova..XD)
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OK here's my comment-- Overall, I really like this game, and find it well balanced. My one complaint (well actually I have several, but this is what I'm thinking of now) is that sometimes you go down stairs into literally dozens of enemies, and you are pretty much instantly dead. I know that some classes are better than others at fighting multiple enemies, but when you are instantly set upon by 15-20 enemies as soon as you enter a level, it kind of sucks because you don't have any chance. Other than that, I really like this one. Lots of replay value, definite upgrade over RFII.