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Dungeons of dredmor mods folder
Dungeons of dredmor mods folder






dungeons of dredmor mods folder dungeons of dredmor mods folder

The mob aggro they draw is a game changer. Hands down though, the most OP ability in this build is the raise zombie one, as just killing a few diggles is enough to get you companions. At that point in the game you should be strong enough to 3-4 shot stronger enemies and outheal any real danger. Max out berserker and dual wielding, and put a point into Communism for the heal. Your Psoinic sleep ability is great for disengaging fights as well. Fortunately, when you get in trouble, the stealth from Guerilla Warfare is enough to make some mobs make room for you to get away. This build can really kick ass, but alas, it is not invincible. The less turns an enemy is standing is less turns I'm getting hit by him. Being able to instantly disarm more of them helps a lot, especially earlier on, because the experience you get from disarming is enough to level you up a couple of times.Īs far as leveling goes, I strive to make sure my character puts out enough damage. In this case, I find Archeology to be a great trait pick up, as about 90% of the rooms you enter in this game WILL have traps. The armor perk: I simply take this trait as it gives me a higher block and counter chance, which in a permadeath rogue- difficulty game, makes a HUGE difference.Īrcheology: I always take at least 1 non-combat or fighting oriented skill. Putting a mob to sleep in a 1-tile wide hallways means that you prevent all mobs behind him from getting to you, giving you time to do all sorts of shit. This spell can get you out of ALOT of fatal trouble. You have a cheap ranged spell that puts the target to sleep. Psionics: Another tree that has a great starter skill. Melee damage guaranteeing you won't get hit? YES. Also the Guerilla Warfare is an amazing skill to have. I usually max this tree first as killing things is more beneficial than outliving them.ĭual Wielding: Another good offensive melee trait that needs little explanation.Ĭommunism: This actually synergises really well with Dual Wielding, as picking this up lets you start out with a sickle AND hammer, so right off the bat you have good numbers for starting damage output, and these weapons are better than most weapons you find on the first couple of floors. This one spell can turn monster zoo fights around drasticallyīerserker: Increases the damage you put out. Zombies work as excellent meatshields and will always draw aggro from mobs. I have been running this one on permadeath, going rogue, and it really has ended up getting me through some, "wow, im totally fucked" situationsįleshsmithing: I honestly believe that this trait is one of the most valuable ones to take, primarily because you only need the 1 skill it initially provides: create zombies.








Dungeons of dredmor mods folder