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I agree with this. It would be nice if multiple damage types on the same turn were set apart from each other a little so they could be read.
The flexibility in weapon choice was something I really enjoyed in my playtests. Mindslayers can make good use of the majority of weapon types. My next project is a sling/shield mindslayer with a gem in the telekinetic focus slot and a maxed out Focus tree. It should be a killer ranged character.
As for the flooded combat log, it's definitely a problem. Similarly, the floating combat text is unreadable with all the damage types done in a single turn. Hopefully soon we can get some display options to fix these issues.
Thanks for the tips! Oddly enough, blight was my highest resist at the time (58%) and it still didn't help whatsoever. :P
Managing energy is a challenge, and an intentional one. I recommend keeping auras off by default and using them only when you know you have enough energy to produce a spike. They drain energy very quickly, as I'm sure you've noticed. The various leech talents, in addition to hindering and harming those around you, can return a decent amount of energy. Use them when near multiple enemies for best results. Perhaps the most important advice I can give is that mindslayers do not play like other classes. You don't have enough energy, particularly at the start, to just go around firing off your abilities whenever they're cooled down. Do your damage with Beyond the Flesh and save energy for when you need it. You don't need to be using energy-costing abilities in order to do competitive damage. The telekinetically wielded weapon does that just fine.
Honestly I was more psyched about this class before I realized energy was going to be a stingy starvation thing. I don't see how this class works at all. Death seems to be the only thing it is good for and that's from the pov of a few different variations on it. Perhaps it is just to strange for me but nothing I have tried with it seems viable so far.
Another hint: Collect items that increase your resistance against blight (Vitalizing amulet, ring of blight, Girdle of the Calm Water,...)
ah angband, brings back memories. Maybe as a paradox mage unlock you get sent to angband (deep down) and have to kill morgoth.
Congrats on getting that far, and I sympathize. The crypt quest is one of the hardest in the game. In fact it is really a death trap unless you have a solid strategy for dealing with casters and even then you need to have the right Wild (cures hex/curse/disease) and a decent sized regen or heal AND an exit strategy (Rune of teleport or controlled phase door). Fighter is particularly hard because the class does not deal with any of these problems innately. Rush is the only real way to deal with Casters, along with Shield pummel and Assault.
My advice is: If you get this quest before you have solved these issues skip it. The reward is trivial and the end result does not make a difference to your character whatsoever.
Moar!
I killed him with a level 2 or 3 mage without issue. He did pop regen. I just kept on him with Flame and it out dpsed his healing.
I have managed to kill him but now I don't face him until level 6+
Thanks DG for your effort.
TOME is fantastic!!!
Giancasa
Thanks for your hard work, really appreciate it!
For stats, I recommend pumping CON, last Archmage I made raised mainly MAG and CON, with just a tiny bit of WIL for a long while.
Having enough offense is also good. I liked the approach of having lightning bolt,flame and manathrust spells at decent levels quick, and just keep cycling between those. Get manathrust and flame up to beam-level and they should make short work of enemies. Phase door I used very little, mainly as a escape, not as a tactical spell. Because mana will be an issue with low WIL, so mana should be used to fry thine enemies.
Get weapons training at the weapons shop in Last Hope. After Trollmire you might consider doing the journey, if you have 50 GP. The key is opening up the 'health' talents which give +40 HP each. You need quite a bit of CON to select them, so hang on to any +con equipment (wear it, get 'health' talent, then wear your regular stuff. Not that wearing +con is a bad idea, though). I also like to get the 'heavy armor' talent too at some point, because of good helmets, gauntlets and metal boots that just might drop.
Lastly, keep your resistances up. When you find yourself in line of sight of enemy spellcasters, pop your wild infusion. Its a free turn, and will give 15-25% resist to everything. Also the talent 'premonition' is great, even though it takes a bit of mana to run it. It's pretty much 20% resist all. (So just wild + premonition gives close to 50%). Make a +6 resist all ring (your can probably buy the ingredients) and wear that instead of +3 all stats...and you should be pretty safe.
I understand the love, it's pretty much ...great.
Thanks; good to know.
On a sour note, my rogue just died to a skeleton archer. Ah well. I think I'll play on adventure mode instead of roguelike until I get a better handle on the game. Or maybe.. I'll keep playing on roguelike so I learn to be more cautious. Heh. I want to remake him, because this class is just so much fun. I had a lot of fun with Nightshade while I had it.
As a general rule it's not possible, especially with a release as big as this one.
Thanks! I figured as much, though resistance gear seems to be quite lacking in the early game.
For the new update, I started a rogue, and just killed Bill. I am loving this class! I have fallen in love with traps. I hope they scale well into the later game.. I've noticed monsters are starting to resist the pinning effect of the bear trap more often, and I'm worried that the damage of the fire trap won't scale with stats.
I'm planning on investing heavily in traps and the stealth-ish skills. So far it's served me well. I basically never get into melee range at the moment, and if I do, I just stun and run, maybe hitting the enemy a few times if the coast is clear.
I'm finding it difficult to pass up Dex and Cunning in favor of Con. :P Too many juicy abilities..
By the way, does anyone know if it's possible to use my characters from beta 18 in the new version?
con is a must for any class, also any items that boost your resists will improve your survivability a lot.
I just discovered this game 3 days ago and have been playing nonstop, and look, an update already! Awesome! :)
This sounds incredibly cool!
Like in the subject. No sleep today...
Thank you DG!
I believe the way critical hits work is that the spell decided if it is critical on cast not on hit. This means a critical beam (such as flame or lightning) hit everyone with criticals.
Oh! Thank you for letting me know.
Note : I swear i've seen the text appear even when the spell didn't actually hit anything - for example, i tend to scout corridors in the old forest with Flame bolts.
Golems aren't reliable in the end game. Golems suffer from one the inability to stay near the alchemist, they wander into masses of enemies and died. Then they suffer from a lack of resist, end game you need 40%+ resist on at least fire, cold, blight, and dark or die.
Shadowblade works pretty well