I played 26 hours and still didn't win, whats the best build to win? I found two builds I did were good. Got to lvl 16 and floor 7, died in a Monster Zoo Swords Dual Wielding Berserker Rage Master of Arms Golemancy Promithien Magic Magic training Got to lvl 7 and floor , died by trying to disarm a trap Thrown Weapons Unarmed Combat Beserker Rage Artfull Dodger Burglary Assassination Piracy What are the best buils?
The best build is the one you know how to play with. The first time when I managed not to get distracted (and thus restart the game before I finished it) and killed Dredmor, I used a character with the following skills: Burglary Perception Artful Dodger Swords Crossbows Master of Arms Assassination And I'm pretty sure many people can tell you that it's not the most potent build in the game, but it is simply something I felt comfortable with, and I managed to win. The key to winning is, actually, not to let your classes limit you. Many people had died foolishly because they had a melee character and didn't just fire a bolt or use a wand, and probably just as many died because they had a mage too reliant on spells and found themselves out of both mana and right usable items.
I've found that my characters require 2 things to survive: 1) A teleport spell/ability and 2) A dedicated method of Healing So basically you want 5 Skills that compliment your build (weapon skills, spell trees, misc. things like Blood Magic or Berserker Rage, crafting skills) and then save your last 2 points for Burglary (free early XP and a mana-free Teleport that will save your life at some point) and ...something that heals. Options include Fleshsmithing (for Knit Flesh), Fungal Arts (for Greedy Blungecaps and Fairywodgers), Psionics for heal-y crystal-ness, etc. So basically, you can have have a Fighter... Weapon Skill Armor or Shield Skill Assassination Berserker Rage *your choice of crafting or misc. skill here* Burglary Fungal Arts or Fleshsmithing ...a Rogue... Weapon Skill Dual-wield Assassination or Berserker Rage Armor or Shield Skill, possibly Crossbows *your choice of crafting or misc. skill here* Burglary Fungal Arts of Fleshsmithing ...or a Mage... Spell Tree Spell Tree Blood Magic Ley Lines or a 3rd Spell Tree *your choice of crafting or misc. skill here* Burglary Psionics or Fleshsmithing Those are the builds that are typically Dredmor-killers for me. You mileage will vary as I'm sure you don't play the game the same way I do... but in general, if you have a build that affords you a teleport of some kind and provides you with a heal that doesn't rely on random loot drops (read: non-crafted food and potions), you're off to a very good start.
Marak's fairly correct, except I feel the best "healing" skill for melee fighters is Alchemy, particularly if you're a smith to boot. The two skills have many powerful synergies, not the least of which is the ability to smelt hematite into two iron ingots, grind the ingots into four piles of rust and craft the rust with aqua vitae (plentiful, 'cause what else are you doing with that booze?) and wind up with eight health potions. With a strong emphasis on counters and blocking it's also possible to tank through on the health regen of emerald set/encrusted gold rings plus BGH for ground meat. Dual weilding is nice for the massive increase in damage from a second weapon. For casters, you really want Magic Training. It gives you huge boosts, often bottoming out spell costs all on its own while sending your into the stratosphere, plus Trancendental Meditation >>> Thaumaturgic Tap. I'd take Training over Ley Lines any day of the week. As a healing skill, I find Emomancy to be far superior to Psionics.
Your thoughts about Emomancy mirror mine almost perfectly. I was just blabbing about how great the skill is here: http://community.gaslampgames.com/threads/skills-you-cant-seem-to-do-without.2928/#post-29846 I did not even mention The Cure, however. But it is good too. Far better than the relatively lame Psionics heal. That works too, but not in a zoo or anything, and it cannot fix status ailments. I am trying to free inventory space with my current build. My solution is to attempt zero crafting whatsoever. I will not even pick up ingots and reagents and anything not usable as it is. (I want my 'Effing Portable Hole/Bag of Holding.)
This is what makes this game so great; there's no "right answer" to any build quesion. You like The Cure (instant effect, can cure debuffs); I prefer healy Crystals (no debuff, lower cost). You like Alchemy; I hate the cramp it puts on inventory space and prefer the healing-over-time of Knit Flesh (for melee builds). You like Magic Training, but I dislike the point investment you need for it to kick in (2nd point gives you a silence spell only? Bleah!), and prefer the "more mana RIGHT NOW" you generally get from Ley Lines. All that said, neither of us is right, and neither of us is wrong. It all boils down to personal preferences and playstyles, and that (to me) is a lot of what makes it so much fun to roll new characters over and over, even if they keep dying or you get tired of them eventually and never beat Dredmor.
I generally like to have: 1) At least two of the following in any build: health regen, high HP, a healing spell, crafting that makes healing items 2) A crowd control skill to knockback enemies, or to escape out of a mob 3) A damage strategy that is consistent and sustainable-- melee in conjunction with crowd control, spells, etc The rest is really up for grabs. I don't see Throwing or Crossbow as especially necessary, since you can still use the weapons without the skilltrees. The bonuses are nice but not that important compared to some of the other things you can get. Throwing also stays strong if you have melee skills that add .
A dedicated heal, a dedicated monster zoo killer (like thermites for instance), a teleport of any kind, AOE damage, strong single target damage and a way to regain mana. This can be effectively done using Promethean Magic, Flesh Smiting, Mathemagics and Bloodmagic. The rest is more or less unimportant for me if I am going for a build to win in Going Rogue.
That's why I said there was no right or wrong answer. Is he really susceptible to silence? That's silly; I swear they fixed him once before because you could stun-lock him or somesuch.
Dual Wielding Burgulary Fungal Arts Promethean Magic Blood Magic Killer Vegan Tinkering Pretty much completely broken.
Silence spells are absolutely godly in so many RPGs, this is no exception. Why take DW without a weapon skill?
Because that gives you a bonus for weaponry without making you reliant on one type of weapons. Sub-optimal in some cases (and you can't really use books or you won't get the bonus), but it's not like winning with it is impossible.
True, but all the delicious bonuses for a wizardly-sort are on the Staves tree. Without that tree you don't get those passives, only what the staves' stats themselves confer. I'd sacrifice the DW and go single-staff + orb/book/shield, personally, but... whatever works.
Combat Momentum works even when you aren't dual wielding. Along with every last bonus you get from the Dual Wielding skill line.
Also many staves just flat out give , some of them more than you can easily get from orbs. You can double the bonuses by using two staves, so why not do so? With no skill points invested even?