FORUM ARCHIVED

Defeated Dredmor

Discussion in 'Dungeons of Dredmor General' started by Warlock, Jun 27, 2012.

  1. Warlock

    Warlock Member

    AWWW YEAH. This was done on Dwarvish Moderation with permadeath, with a build of Clockwork Knight, Perception, Battle Geology, Tinkering, Smithing, Warlockery, and Demonology.

    Next stop, GRPD. Wish me luck. I'll need it. :resist_conflagratory: :resist_righteous: :dmg_slashing:
     
  2. Ruigi

    Ruigi Will Mod for Digglebucks

    I still havent beaten dredmor on DM, I've only once beaten him on easy, and it was with an overpowered wizard.
     
  3. Marak

    Marak Member

    GRPD is rough. Good luck. You'll need both that and a solid build to succeed.
     
  4. Doing a "take two" GRPD myself at the moment. Beware the Chest of Evil monsters. Just because they were a joke on DM once you had your go-to skills, does not mean the same as GR.
     
  5. Going to steal your thunder since I defeated Dredmor in GRPD today. :p



    GL on your GRPD runs :)
     
    SkyMuffin likes this.
  6. Giygas

    Giygas Member

    I did it on GRPD, too. As a melee character.

    Good Lord, Dredmor must be made of 5000 demonic fluffy bunnies or something, he took a lot of holy hand grenades to kill.
     
    OmniNegro likes this.
  7. I'm in the middle of a GRPD game right now. Melee build, Dungeon Level 13 and it's going really well... I think I might finally beat it! ...Unless Dredmor just one-hit kills me like the first time I met him on DMPD. :I
     
  8. Cain Redfield

    Cain Redfield Member

    What builds are you guys using? I just beat DMPD with Swords/Dual Wielding/Psionics/Master of Arms/Beserker Rage/Archaeology/Assasination and I found it really easy actually. I'm thinking of switching Psionics out though because I didn't need it that much, and maybe switching out assassination because I didn't find that one incredibly useful either. My focus was a Caddishness build with very high counter chance. Without combat momentum buff I had around 65 counter.

    Think this build can hold up in GRPD?
     
  9. Giygas

    Giygas Member

    My build for GRPD was:

    Maces
    Dual Wielding
    Smithing
    Archaeology
    Berserker Rage
    Alchemy
    Burglary

    I say swap Psionics for Alchemy (alchemy is really good for healing), Master of Arms for something else (I like Smithing but a lot of people don't seem to like crafting skills), and Assassination for Burglary. Burglary is nice for all the free EXP from lockpicks, free stuff, invisibility, and mana-free teleport. A lot of people like Lockup, too, but I find it to be one of the least useful abilities from Burglary for me. It never works when I need it to work...

    I could be biased, though. I don't like Assassination because Et Tu scales with :magic_power:, or at least the last time I checked. The second skill and Venomous Infusion also seem lame to me, although Blackjack is amazing.
     
  10. Cain Redfield

    Cain Redfield Member

    Yeah I'm not really the biggest fan of Smithing because in the end the weapons you find from chests are the ones you'll be using. I really like Alchemy though so I think I might swap Psionics for that and Master of Arms for Burglary
     
  11. Shwqa

    Shwqa Member

    Nice thing about Smithing is how easily it can make artifacts to sacrifice. 2 tin ignots make tin ring will can be turn into about ~550 xp.
     
  12. I did not know that. I'd been 'fisking all my tin, thinking it useless despite having smithing and arch. I'd read that the Random Stats bonus is scaled to your DL.

    Is the 550xp for DL 1, or like DL 10? Or does it not matter, in your experience?
     
  13. Kazeto

    Kazeto Member

    The bonus from sending an item to the museum is based on item level and its "artefact value", which is number of random bonuses it gets. One is multiplied by the other, and then it's all multiplied by 60 or so.

    Thus, if you can make anything that has random bonuses from ingots you no longer need, you can use it up like that.
     
  14. I'd read that as well.(So much reading for this game!)

    I was under the impression that the "Random Stats" property (exposed via the Dredmorpedia) was an additional wrinkle in the basic IBiaM equation. That the Random Stats property is an input into artefact value, and the size of the Random Stats input goes up the higher the Dungeon Level.

    I haven't seen a Dev post confirming it, however. Thus my question to Shwqa about the value of the tin rings he'd museum'd.