Because it hasn't been talked about yet. Go figure?! I really like how killer vegan is working right now, especially with spears! that first skill from the polearm tree lets you take out most of the animals from DL1 without having to resort to getting debuffed to 8hp or whatnot. not to mention later on, you're really powerful +_+ Here's what I'm running with for my current go-through: Polearms Throwing Weapons Dual Wield Perception Smithing Killer Vegan Battle Geology What combinations are you guys currently enjoying? :3c
Anything rogue/knight hybrid really. Daggers have the best active buff for stealth ever, and I just discovered: Dual wield Daggers Assassination Berserker Rage Viking Magic (?) Clockwork Knight Ley walker Dual wield Needed for any build if you want to have any damage at all. Not finding a good dagger can be hard, but having a spare artifact weapon next to your dagger and maybe a polearm can come in handy. Daggers For the sneak buff of course. Assassination For random crits and skills. Berserker Rage Same. Viking Magic(?) The mana-consuming buff is a great way to keep your inventory clean from beer. *burp* Clockwork Knight For the completely overpowered second skill which launches rockets. Ley Walker To supply the Viking Magic buff with mana.
aw yeah. I wanted to write something about that too, because sneaking up on a monster unawares for a melee hit = instant critical. maybe run daggers WITH polearms? I wonder if you can use two stances if it's from cross-skills? (is gonna go test that now XD) edit: yeah you can XD time to try out Wallenstein's Inevitable Victory Stance + Silent Deadly Dagger Sneaky Stance.
I used Viking Magic stance together with the dagger sneak stance and the victory stance from polearms, so I think it should work. Also, you don't have to equip a polearm to use the stance, obviously..
Viking Magic doesn't have a stance, it's just buffs and spells from what I understand. Also, it is likely that the weapon stances only remove the stances from the same skill tree, so you could probably have both a dagger and polearm stance up, I think.
so as it turns out, animals in the wizardlands do not follow the "thou shalt not attack the vegans" creed. that makes killer vegan alot more interesting to work around, but in the end I think I shall try something different.
Communism Smithing Polearms Tinkering Perception Dual Wield Clockwork Knight Tons of early game power with Polearms and Smithing, you can then slowly build up your character with Clockwork Knight. Communism is awesome utility
My skills are almost the same, but I use viking magic and burglary instead of perception and clockwork knight.
Clockwork knight polearm smithing tinker paranormal investigator burglary archaeologist my very best runs ever were with this setup.
I'm Going with: Comunism Master of Arms Dual Wield Tinkering Smithing Clockwork Knight Rogue Scientist More for the Encrusts. Comunism is nice tho but I prefer Berzerk.
Tinker Smith Alchemy Perception Communism WereDiggle Paranormal Investigator Craft all. Encrust it. Turn into diggle. Destroy everything. Lather, rinse, repeat. Ninth floor and chugging along.
Vampirism Master of Arms Shield Bearer Berserker Rage Unarmed Combat Smithing (There is an encrust that gives a shield some massive offensive bonuses.) Big game Hunter/Assassination/fungal arts/Paranormal Investigator Still experimenting with the last skill. But oh my goodness this is great fun to play.Vampirism plus Master of arms and Shield bearer gives you all the health regen you will need for the rest of the game. And the build works great on NttG because it isn't too reliant on gear. You get to be pretty overpowered around floor 3 And don't start losing effectiveness until RotG floors. You ideally want to get to walk it off in master of arms, duck and cover in shield bearer and drinker of the dead in vampirism and then start putting points in berserker and unarmed. The best part is, You can easily start killing brax and taking all of the items around floor 6. And when you find a monster zoo. You can increase the game speed and just mash directionals. Later on in the game you can easily farm diggle hell for xp or you can teleport there in a pinch for emergency healing since everything is an animal. killing dredmor has always been a problem. If you don't get enough raw damage in you will have some trouble killing him. I managed to kill him, but i had to go to diggle hell numerous times to heal.
Unarmed Combat Shield Bearer Berserker Rage Burglary Assassination Archeology Clockwork Knight First you should level up some times in Unarmed Combat because you lack damage in Dwarven Moderation. If you can about 2-hit kill enemies you should invest in Clockwork Knight once to get the missile and to be able to longshot stronger enemies. Unarmed combat has a pushing move aswell, and together they are the skills you'll be using most. Whenever you see an Anvil of Krong, you should really upgrade your Fedora to make it the buffed helmet you'll be wearing all the time. The fedora is pretty much the best starting gear for a rogue/knight. Whenever your inventory is stacked with some artifacts consider getting an Archeology level. The artifacts are pretty much free xp. Also, because you have Burglary you get more items to sell to Brax. Invest money in Softballs to turn into Lutfisk. Lutfisk should also be made from bolts, since you have no use for them, and they give you armour (useful) or weapons (it belongs in a museum). Because 80% of the artifacts are weapons you'll get a steady xp rate increase and you should increase Shield Bearer or Berserker Rage for defense and counter. Pretty much the rest is investing in offensive skills and shield bearer. Also, since 'This translation is all wrong!' can get you better artifacts, you should use it on weaker artifacts because the skill has no good use to your fedora anyways.
I don't understand the choice of Burglary over Tinkering when you're already taking clockwork knight. Tinkering: 1) Boosts trap removal WAY better than Burglary 2) Boosts Clockwork Knight skills 3) Offers GREAT encrusts 4) Allows you to craft bolts at a disturbing pace 5) Offers good crossbows that work before floor 11 (past that CoE weapons should eat your crossbows, but) Burglary: 1) Offers lockpicks. If you need the XP, run around the floor killing stuff 2) Lets you yoink items from vending machines/brax - meh. 3) Offers escape skills (Oooh, teleports. Clockwork Knight doesn't have any) Tinkering just seems better if you're already taking CK. The only really unique thing burglary is offering there is an extra spawn for every shop, and ~15-20 random item drops doesn't seem worth it over the encrusts and greater skills tinkering offers. Hell, the fact you can reliably remove traps with just tinkering means you even start to equal lockpick XP later on.
I'm having great fun with this one: Unarmed Combat Archery Shields Burglary Tinkering Archaeology Paranormal Investigator Archaeology lets me get rid of weapon artifacts that I don't use (aka all of them), I'm getting plenty of damage from bolts once Tinkering is maxed out, and Unarmed plus two shields gives me tanking galore, with all the side benefits of Paranormal Investigator. 25 Magic Resist is huge, and while not the best it remains useable throughout the entire game.