For Viking magic and Promethean I suggest you go up something like this (supposing you are going for a BattleMage or Full Mage) BattleMage -Promethean -Viking Wizardry -LeyWalking -Dual Wielding -Wand Lore or Staff -Polearms, Axes or Sword (Go for Axes that my opnion, if you are lucky you can find a pretty awesome Axe Like "Axe of Solar Discs [30 15 10]" on mysterious portals) This can be a hardsh Build to start, but can be very powerful at middle-game floors or if you are a lucky player you can get awesome itens on mysterious portals and quests. Or you can do something that can be a little rash, when you find those "Bosses Chests" you can save up the game and open it, if you didn't get a good weapon or equipament or can die e reload your game, you can do the same for the Krong's Anvil... Not a "nice player" act but it works sometime if you can spare like 5~10 minutes for random weapons and stats xD FullMage (With Axe) -LeyWalking (must have) -Viking Wizardry -Promethean -Alchemy -Magic Training -Perception or Piracy -Axes You can take out the Magic Training But I really rather not, choose between the Perception or Piracy for Couter Attacks and Buff up with viking Wizardry mosts of time. At long rage go for Promethean. I really can't say if that gonna work as well as it sounds. I will try myself this build, seen to be a good one so far (I never uses alchemy but... We can try out for mana and healing potions, even if food and driking can help up,,, Well there it is =D)
Counter/Leech Sword Dagger Dual Wield Smithing Vampirism Shield Bearer Master of Arms Get Suit Up and Drinker of Dead, then go Tortoise Maneuver for some good life leech. You shouldn't have problem with the earlier stages with this amount of leech. Follow by Smithing 2 to get a pair of bronze rings, and hope you will get the ring of iron thorn recipe eventually. Max sword, get Dagger to 5, max dual wield, and you should hit 100% counter with some items.
Yeah,I know Viking Magic has to go next time I die - I have used Assasination before, just plain forgot about it when making this guy. I've had semi-good weapon luck, but I haven't picked up anything truly high-end from Brax, and atm I think I'm actually using found artifact weapons instead. On one of my previous burglar runs I stole two 50 damage weapons on floor 1 - but I didn't run with Dual Wielding then
Reporting in. This build came to an untimely end and got started again with warlockery instead of geology, because geology scales off burliness which is pointless, and because with like-like chain + applebuck + hopefully sonic rainboom eventually +multiple pets I'm seriously relying on shenanigans like that due to being horribly squishy. the character has issues. Of course it does; it's a silly build. She is on level 3 and somewhat comfortable there but she often rides the ragged edge of disaster. I was reluctant to take warlockery because I consider it a wonderskill that almost every character benefits greatly from. However, it's not doing very well for me. Puissant Touch does great damage, but I don't have any cool funneling tricks and so am taking a risk in melee. additionally, only Sailor Senshi gives me anything decent for melee and even that's not super impressive. I also only have applebuck and Sailor Venus attack for knockbacks-- no hugely OP p ychokinetic shove or wind magic blast for me. so I have puissant touch but no good way to melee. the fact that my weapon is a huge pile of horrible and fil probably has to do with it too. I haven't taken Mana Maille, because... well... obnoxiously enough, leywalking actually ISN'T ENOUGH MANA. I'm almost pure mage and I have the crazily good leywalking 2nd skill and yet I run out so fast due to having no other good options. At least I can make rotgut and zap apple cider. Am very worried about my squishiness. I spam Fluttershy's heal like crazy. poor Pony-chan is probably destined for an untimely end.
Fairy Princess Radiant Wizardry Ley Walker Magic Training Druid Magic Wind Magic Barrier Maiden 'Nuff said. Uber squishy, yet pretty potent. Replace RW with Dual wield or Shield Bearer if you want to be only a tenth as squishy. (Shield Bearer is actually better for this build in most cases, since melee is a death-trap for you. If your play style runs out of mana too often, replace Barrier Maiden with Alchemy. Your overall potency will decline slightly, but you can abuse alchemy for as much mana as you desire and great potency for a brief period while using your potions. You will initially be killing everything with Light bolt. But once you have a level you can start using Acid Rain from Druid Magic. It costs a bit more, but is an AoE and lasts five turns. It can kill anything not heavily resistant to , and even the things that are will be debuffed and weaker for other attacks. Do remember that the controlled teleport in Wind Magic is an attack spell and does damage to anything you pass over while teleporting. This includes Brax. You have been warned.
That's almost what I have been using as my only non-permadeath character (cause I just wanna mess around and have lulz sometimes) except that I have Wild Magic instead of Barrier Maiden and Dungeon Delver instead of Magic Training. Obviously, Wild Magic can lead to very silly stuff, sometimes angering Brax and leading you to a very quick death, but that's why I didn't pick perma for this character. DD is to deal with traps cause I'm the kind of person who just hold the WASD keys and step over every traps otherwise.
I might get that Make Portals Even Worse And Full Of Horrible Nasty mod. The delver skill sounds cool (if a bit OP by virtue of seriously having everything you need, ever) and I'd love to see the guy's devious creativity in making our lives hell. I consider Barrier Maiden hugely OP. If you can somehow sustain the mana for it (taking both leywalking and blood magic does it on DM and so should come close-ish on GR) it gives you a crazy amount of armor, some resists, a really cool debuff for gishes, and the massively MASSIVELY overpowered ultimate ability. How overpowered? It's almost as good as the Radiant final ability. It's much MUCH deadlier than the Warlock final ability. And I haven't even mentioned the carnage that comes out when you detonate your wards. it is however a lot of fun so go you for using it. I'm not sure how I feel about wild magic as far as its OP status. It gives you toys so you ALWAYS have a bagful of goodies even if those goodies are often not actually very good (seriously., stop with the voltaic wands) but occasionally id does amazing things. It can give you the Hand of Belimrawr for fuck's sake. Its main attraction is the death-tastic explosion of DoTs all over the place that it occasionally gives. The sudden outpouring of thaumites and whatever is much more powerful than almost anything you'd see on an ordinary spell. Not a whole lot of reason to level it past 2 though. Fairy and Radiant is the silliest idea but Barrier Maiden won't save you when you suddenly get slapped with all those debuffs. Radiants should have... yes, Wind Magic, like you have there. Spammable knockback at level 1 and teleport later are you serial brony? Reporting in with Pony-chan: I just realized that if I get my Pony skill up to snuff, I'll have another killtastic nuke to go with the glitterbomb: the Wub Cannon, It does that thing where it auto-paths to a point and hits everything in between. The GLitterbomb is already pretty awesome, though. I'm not sure if I want the fairy queen skill. If it's a transformation, then it clashes with my MOON HENSHIN or whatever. But it unlocks new flowers... and I just have to know what they do... I love everything about the fairy princess mod. somehow the goofy ms paint illustrations even add to it.
I'll be launching a Clockwork Knight with Smithing and Tinkering for his encrusts/armor, Perception to fuel his material needs and provide dodge reduction, Dual Wield and Swords for counter-attacking, and Battle Geology for magekilling and survivability. It's my first attempt at a real melee guy, so we'll see how this goes. Updates to follow!
I'm going for a counter build... swords dual wielded give 20 counterattack, DW gives another 15-28 depending on which buffs are up, a pair of shrike rings gives 22... I'm hoping to hit 100% counter, then use encrusts to stack resists. I've since dumped battle geology for alchemy just for the various resist encrusts. We'll see how it goes - I may switch it up and dump perception and pick battle geology back up or something. I really wish I *didn't* have to use swords, but giving up 20 counterattack and 36 enemy dodge reduction for dual wielding swords would be pretty hard to compensate for. Of course, I could be totally mistaken about the usefulness of counter, whether or not 100% is achievable, and what role swords plays in that. But it's at least what I'm trying for. The plan is to just leap into the fray with clockwork, bash around me while 100% counter does damage for their audacity in attacking me, and trust to massive encrusted resists to keep me safe from the magic that gets through. It ... might be optimistic. We'll see.
I'm running a full polimorphing character. The only skill about polimorphing I didn't chose is Vampirism, since I couldn't get past floor 1 with it, and fighting Dredmor with it is sure a pain in the ass. Also, the batty form isn't all that wonder to my eyes - I already have flying forms. Instead, those are my skills: Werediggle (tanky one, good health regen, debuffs) Horrid Thing (dd one, flying, crowd controll, buffs werediggle form, (in)direct healing, watch out from dragons) Agar Aguardian (semi-tanky one, perfect health and mana regen, good spells, very exotic damage) Molluscology (spells, wizard class so +mind stats, dunno really about this one, first time using it) Lunar Heritage (crowd controll, trap sight, first time with it) Dragon Knight (FIRE, proc abilities, flying, damage) Polearms (this one is the only one without a proper transformation, only the stances) Anyway, this weapon skill blends perfectly with every transformation, since it gives you only stats, not bonus damage, and the fabulouses stances, used also in the alternate forms. The only thing you lose is just the cooldown abilities, which can be used before every transformation.
I'm gonna give Pony Fairy Princess another try eventually. I might take Warlockery off of it, but most wizard skills are redundant once I've got glitterbombs and the Sonic Rainboom. Perhaps Wind because it's a one point wonder. New Build: ADVENTURER the Adventurer This build is mostly for flavor. I wanted to see how "hardcore rogues" play. It's a very strange idea; how am I supposed to kill monsters when I've got no Puissant Touch, no Berserk, and low melee power? Even throwing stuff is weakened by my low power. I also wanted to try out the Vaults of Maslech. I ended up cheating a little bit and giving myself some melee deadliness. I'm kind of scared to play a sniper; really, how would I survive? Archaeologist Delver (Maslech skill) Paranormal Investigator These three skills are both flavorful and amusing. Investigator I don't really understand, but it gives some useful tools and I wanted to take as many skills as possible that represent "being an explorer who survives on skill and wit." Dagger Dual Wield Assassination Burglary Like I said: Some melee deadliness, which feels like cheating. I didn't want to take Dual Wield, because it shifts me away from "sneaky weakling," but after three tries of running into really terrible luck with opening doors, I decided I needed a crutch. Dual Wield is my only warrior skill though and I'm not likely to ever level it up, so at least it won't inflate my Burliness and in the end I'll still have to be a rogue, whatever that means. Right off the bat I see that this build has issues. My only way of killing monsters at first is by kiting and using the Switcheroo. I didn't even have a level 2 wonderskill to keep me alive. At level 4 though I got smart and took the poison skill from Assassination. Thank god I did that; the extra 3 magic damage made a huge difference. I got lucky with items giving me lots of damage, so now I'm working on the Delver skill because it's half the reason for this build. So far the level 1 skill has only been useful in rooms that were added by the Maslech mod itself, and the level 2 skill is completely stupid. It seems to drop a single item from the entire loot table of ingredients, and as we all know ingredients are just fucking weight. EDIT: Holy crap a Handy Wand. Maybe this skill isn't so bad. I don't think it drops gems though which is nice because to my knowledge the only gem that is useless at low crafting skill level is diamonds. I might abandon this tree for Burglary. Playing Pony-chan the pony sparkle princess spoiled the hell out of me in an important way: I had TWO huge heals, Fluttershy and Fairies. I spammed them like crazy. Now I miss them like crazy. I am burning food really fast and I don't know what will happen when I run out. I don't think making rust potions is going to be a good substitute. This will probably get this character killed. I haven't even jumped into a mysterious portal yet. There's no way this build can handle the scary shit in mysterious portals. If anything fires a ranged attack at me I'm dead. I have no idea when or if I'm going to have the courage to go portal diving.
Trying out a throwing based character.. Once I hit a zoo, I just get destroyed.. Any tweaks that anyone could suggest? Ninjitsu (CES mod) Throwing Fungal Archeology Tinkering Vegan Magical Law
You probably want to try and stack as much melee power as possible. Dual Wield polearms is pretty sweet for that, as is Tinkering/Smithing/possibly Clockwork Knight for full clockwork gear. Alternately Unarmed is always nice for ranged-focused builds because its damage bonuses apply to ranged attacks as well. Uh. Vegan is pretty sweet for extra Burl and Radiant damage, but you've already got that... What's Magical Law doing for you in this build? (Also archaeology, but that's just a flat-out broken skill, so.) And throwing isn't really that impressive - if you're worried about recovery rate, just take smithing and craft a bajillion darts. One way or another you definitely want a good way of hitting foes in melee - ranged damage softens foes up, but you flat-out deal more damage with melee than ranged, so that should always be the killing blow... again, unless you're running unarmed. Wow this got long, sorry.
Magic Law is for Gag Order and taking stuff that is out of reach (I am playing with Vaults of Maslech, a lot of stuff are behind jail bars). I know that throwing is usually just used to soften things up, but I'm really trying to make a build that only relies on throwing (which is why I got Ninjitsu, with it's ability to create throwing items and Fungal Arts for the puffballs). That's also why I got Throwing since I can throw an enemy away, giving me more leg room to use my throwing weapons. Archaeology is obviously for the Museum's extra exp, tinkering for saw blades later on.
I'm depressed about losing my strongest character, KOMRADE, for a stupid reason (tangling with righteous drakes while wearing a helm that gave me -10 righteous resistance GOD DAMN IT I COULDN'T FIGURE OUT WHERE ALL THAT DAMAGE WAS COMING FROM UNTIL AFTER THE FACT) so I'm going to do an incredibly silly build. I think I'll call it ASCENDANT. The concept here is "how hardcore of a mage can I make?" Radiant is the point of this build. Radiant is the quintessential "completely hardcore mage" skill. Righteous Aspirant for flavor and because I'm pretty sure Dragon Aspirant's breath attacks scale with magic power. KOMRADE showed me how valuable it is that they have a huge AoE that can be "directed." Wind Magic because its push comes at level 1 and the rest of its skills are pretty cool too. Maybe Blood Magic because all the AoE death from righteous breath will fill me up nicely Magical Law for its fun utility tricks like polymorphing and Gag Order and Rune of Objection and stuff. Alchemy to make gut rot and rust potions and whatever. Tourist because without See the Sights I know for a fact I'm going to kill this character with traps. Alternately, Archaeologist because Archaeologist is just all-around amazing if not straight up OP, but then I have a skill that's off from the flavor and it'll feel like cheating. Advice on this build would be lovely. I feel like it has potential, but... KOMRADE, by the way, was completely hilarious. Uttercold Aspirant. Communism. Kanadian Goalie. Polearms. Shield Mastery. I was on level 11 with 85 block chance WITHOUT SWISS STANCE OR SHIELD STANCES. If something hit me, I would block it, get the Goalie proc, and possibly General Winter. With Swiss Stance I could keep things off me by hitting them with knockback, not that I necessarily had to because I had a lot of warrior levels. Cold-breath murderized everything long before it could get to me especially if I had a choke point. Holy crap I was invincible. The Righteous Drakes that owned my face off due to +10 armor ignoring damage were seriously THE ONLY THINGS that were capable of hurting me.
Reporting back on my clockwork counter melee build... it worked. I started slow and ran a lot of wizardlands to make sure to get my tradeskills up early, then built a set of clockwork gear and started focusing on counterattack and defense skills. Once the resources allowed, I encrusted the hell out of the gear I made, and a few decent pieces of jewelry I'd found along the way. I made sure to run every wizardlands code I found, and a few extras besides, so I was around level 30 by the time I hit lev. 13. At that point I tried Diggle Hell for kicks, ran into Vlad Diggula, and kicked his pointy teeth in, melee style. Side note - corruption sucks for melees. When I finally reached floor 15, I beaned Brax upside the head (always wanted to do that) then realized the never-ending flow of dread collectors wasn't going to stop until I either killed Dredmor or found all the Braxes on the level. I found Dredmor first, trailing about three billion Dread Collectors (I stopped killing them after about 100). He died very, very easily. By the end of the game I was running about 75 counter, procs bringing me up over 90%, as well as 90% block, solid resists, huge absorb, and single-digit dodge. Less dodge turned out good for more counter damage, so full heavy armor worked out, even if it did slightly lower my counter. I could probably have reached 100 counter with buffs up, but it wasn't remotely necessary. I think in the lev. 15 zoo with dread collectors and 3-4 minibosses and when fighting Vlad I hit about 50% health, and that was as low as I ever got on floors 5+. Also, doing a steam brigade charge right into the middle of a lev. 15 90+ mob zoo then just laying about me and watching counters proc like mad is insanely fun. Just sayin'. Insanely fun. The build was: Clockwork Knight Smithing Tinkering Alchemy Dual Wield Swords Battle Geology
33 points of Haywire not worth an extra level? That's so huge in the lower levels where MRes is high that it's almost OP. Trigger a surge on-demand (by drinking booze) not worth an extra level past that? I can see skipping out on the final level...it's kind of overkill...except that for 10 mana, Prestidigitation grants you an average of 1.33-ish Wild Surges guaranteed.