So a month and a half later and dual wield still busted This is why indie games get a bad rap
the passive don't work, however 'activated buffs' work, aka offensive, equipping two weapons gets the skill passives for each tree or double if...
Because its not casting or tied to casting. Its indirectly related yes, but its not casting. As it is Mage has the most tree's, if you want to...
They just need to implement base stat gains vs per stat only. No reason they can't tie levelup HP based on your % warrior/rogue/wizard. As it is...
Play without any of the following Dodging, Burglary, Archaeology, Promethean magic, Alchemy or Fungal arts on going rogue+permadeath, I think that...
for four points you get a hat that you won't replace until lvl 15+ (if you're melee), you can krong stuff twice (very powerfull) you can re-roll...
Imo, trap sight should be worked differently, it shouldn't be 'x tiles of sight' it should be chance to actually spot said trap, if your trap...
and your damage escalates faster than monsters HP rises, once you pick up a couple good weapons and you start oneshotting stuff or two shotting it...
Hard being =/= possible to die without any chance of surviving. The game was fairly challenging at times, but there are quite a few escape...
actually, i found melee got easier as I advanced. Its only hard for the first lvl or two
I just LOS'd him, knight leaped next to him and pressed his direction four times and he was dead. He did knock off around 50 hp though. My dmg...
since 1.03 and certain types of weapons Translation re-rolling seems to progressively stack higher and higher
SPOILERS They need to fix monsters stepping on traps period, the ranged game is just silly easy. And dreadmor hardly lives up to his...
i had oodles of food, fleshsmithing made food nearly unneeded, especially after I picked up vanish around lvl 19. Once I hit 8 mana regen around...
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