Ok so I'm plowing through the game pretty easy on medium (currently at floor 9) using Mace Dual Wield Fungal Arts Bezerker Archeology Smithing Archery and I already beat the game once before with Promethean + Blood Magic (I found the other skills don't matter if you pick those two together) Since this games almost over I wanted to try a new build with either Werediggle or Necronominomics both look really interesting but tricky and I was wondering if anyone had ideas on how to get the most out of these two skills. Ill play with one or the other i think they would be terrible together. For Werediggle i know it doesnt play well with alot of skills so i have no idea what to pick with it for Necronominomics I was thinking Necronominomics Astrology (reduced necro pain) Alchemy Staves Archeology (re-roll for necro resistance) I dont know what else thinking Burglury or Mathemagic for teleporting or maybe Emomancy for more necro resistance I don't know if Necronominomics is good for a main damaging skill or if i need something else like golemancy or promethean (too good) to do consistent damage or if Necro is damaging enough on its own if you can get enough necro resistance. Any suggestions appreciated.
For Necro, Emo is practically a must, it gets rid of all your current necro curses and gives only the curse of emo (which can't be removed and gives -1 and -1). And addtionally, take blood magic. You'll really want it, and it will allow you to spam rifts like there's no tomorrow (with proper necro resist). On a werediggle, I'd take assassination, beserker, smithing (careful not to smelt in diggle form), dual wielding and no weapon skills (at all, ever, no!). vampirism is a possibility but you have to be really careful (and should almost definitely take alchemy for healing in diggle form). You could also take vegan or bgh, as both benefit your diggle to some degree. Demonology is a possibility because you can go into the celestial circle (and if you want to deal with demon form, cleanse your artifacts, of course you'd be rather strong in demon form). Piracy is good on any character and you can swashbuckle for a short time in diggle form, but not getting your skills removes the possibility to do much with it, so I probably wouldn't take it as you can be in diggle form 60% of the time. Wands is also a possibility even, as they can be used within diggle form to full degree, allowing healing, uncursing, and a ton of offensive abilities.
Thanks. So are you saying The Cure in Emomancy gets rid of the negative buffs from Necronominomics? And are you saying dual wield works with Werediggle but not the weapon skills? A couple of rapid fire questions that probably don't need a new topic. What happens when you get all your skills do you still level up or should you pretty much just rush to the last floor once you got them all? Im on floor 11 now with the build i mentioned and I only have two skills left to get. How long does the buff/curse you get from praying to the diggle god of death last for or is there a way to get rid of it? There is no timer and it makes it so you cant heal naturally. It looks like it would be awesome if i had vampirisim because of the massive resistance boosts but as it stands I'm having to very heavily rely on fungal arts to heal now which is kind of tedious. Its not too big of an issue because it definitely has some pro's but i miss my ridiculous heal rate that i got through morphing my items with archeology. What's the point of the blue portals. They take you to floor zero and their doesn't seem to be much down there. I haven't found any good items down there or fought any bosses and most of the enemies are very low lvl and give bad experience. Are they just a waste of time? UPDATE: Ok so I played some more and answered two of my own questions. If anyone is curious every time you pray to a diggle god you get that gods buff permanently until you pray to a different diggle god. (I highly recommend the diggle god of war to melee builds) Also if you level up more times than you have skills then you will just start accumulating skill points that you can't spend which is kind of lame. (I think it would be better if you could just dump points in a generic warrior/wizard/rogue thing that give you just the bonuses you get automatically when putting points into their respective skills anyway) I still dont get what the benefit of blue portals are. UPDATE2: Since leveling up didn't do anything for me anymore I just ran downstairs to level 15 and killed Lord Dredmor. If anyone is wondering if there is a solid non-magic build then I think mine is just fine since I was pretty much a fungus fueled tank at the end. Past floor three I was never in danger of dieing either. The only changes I would make are maybe to smithing and archery. Smithing kind of pays off really early but gets pointless later. I did have decent gear pretty early but by floor 6+ I was pretty much exclusively using stuff i found in evil chests and finding ingredients/recipes is so random that by the time i got the recipes for high end gear I had already found stuff that was even better. Archery as far as I can tell is mostly useless as most of the damage comes from the bow itself and the skills don't seem to add much. You pretty much have a crap load of arrows anyway since you can make them with the tinkering tools with no points in tinkering. The only time you need the long range stuff is when your fighting corruption creatures or at the end of zoos when only ranged guys are left. If you save your bolts for only those circumstances you should be fine since you can handle everything else in melee. I think the game would be even easier if i changed it to Mace Dual Weild Bezerker Archeology Fungal Arts Archery changed to tinkering for better bows and arrows Smithing changed to assassination or dodging or burglary for either more killing power or mobility.
Ok I think I found a Necro build that has a ton of synergy once it gets going. But it is not permadeath friendly in anyway shape or form, or new player friendly or friendly at all. If you try this have fun dieing a lot for the first few floors. Once it gets going it might be the most powerful build in the game its kind of silly. My Vegan Necro Warrior Build: Necronominomics Vegan Warrior Unarmed Mathamagic Archeology Emomancy Blood Mage Its all about using Necro as your main skill and making it work since it has some massive drawbacks. The cure gets rid of nasty side effects if you start to get overwhelmed and hemorrhage hit points from spamming necro spells. And that chemical cloud move in emomancy can really hold you over for a while while you build up your necro skills. Once you take the first three ranks in Emomancy and one rank in Unarmed (to carry you over for the first few floors) just make a bee line for max Necro you get massive resistances and the two silliest powers in the whole game The Pact and Tenebrous Rift and +4 necro defense if you have Mark of Chthon up (should be up permanently). Then get Mark of the Black Eyeliner from Emomancy for another +2 necro defense. If you've been unlucky with finding necro resist items you should then get This translation is All Wrong from Archeology to get as much necro defense as you need. From here on out its kind of ridiculous if you ever see more than three enemies on the screen just hit them with Tenerous Rift and watch every thing on the screen die and your mana immediately refil. Two castings can clear out an entire zoo the spell is pure insanity and probably the most powerful in the game. For everything else just use The Pact and Throwing Buffalo Technique to get hit points back in melee faster than enemies can take them away. Vegan Warrior works especially nice in this build because it just like Emomancy gets rid of the biggest con of Necro Vegan gets rid of the biggest con for taking Blood Mage. It makes animals friendly which includes those fish paladins which do righteous ranged damage. The fact that your limited to crappy food is negated by The Pact and the massive melee buff you get from Vegan Warrior makes The Pact alot more effective. Also nothing is stopping you from killing animals with spells and you get bonus experience from vegetable monsters. Mathamagic has some great utility spells but Frodas Jump Discontinuity will screw you often which makes this build a nightmare for permadeath. You need it since your weak as kitten until you get going so if you get surrounded you have to use it but some times it screws you over and leaves you where you were or puts you in a different crowd of monsters so avoiding death is almost impossible. Its true you could take stronger skills like Pyromancy or Golemancy but both of those are really so powerful that necro is pointless and I wanted a build that makes necro shine.
Since you were asking about Werediggleism I thought I'd share. I've got a Werediggle down on DL9 and I've done OK. The build is actually Archery-centric, with Archery, Archaeology, Wand Lore, Blacksmithing, Tinkering, Perception and, of course, Werediggle Curse. So far I've done pretty good. I kill most enemies at range but if they get too close I can Diggle out and kill them in melee. I've found tomes to be very useful on this run, as they buff both my arrows and my Diggle form. But, since Diggleform does benefit from your equipment, if you want to be a Werediggle who specializes in melee then Dual Wielding is nice, since you can double up your damage bonuses. Either way, Werediggle Curse becomes kind of a crazy awesome weapon skill that gives its bonuses only part of the time. And lets you lay diggle eggs. That said, Wand Lore and Perception haven't really paid out for me on this run and Blacksmithing is kind of meh if you're not planning on using weapons much as I've wound up doing. (I have a tome that causes stunning, and in a lot of ways that's more useful than a weapon for my diggle, as he's kind of fragile.) I don't know if you can fly into a Berzerk Rage when you're a diggle or not. Anyway, hope that's helpful. Enjoy digging your way to Dredmore.
I tried wand lore in my current necro build to help hold me over for the first couple of floors but I dropped it and am now convinced its the most worthless skill in the game. I was thinking of pairing up werediggle with tinkering and throwing weapons so I had something to clear out zoos with that didnt take mana. Did not know that dual wield two weapons worked in diggle form. Do you still get the combat momentum bonuses too?
I didn't notice it when I had a dual wielding werediggle, mainly because by the time I got those skills up that far I had stopped using the werediggle form. I also had Swords and had maxed out that skill tree, and the bonuses from that don't work in diggle form, while when I built the character I had thought only spell-like abilities that had to be activated were unusable. Once I figured it out, I stopped using the diggle form. I did have a fair amount of the Berserk tree before I made my revelation, and I don't remember flying into a rage while I was a diggle (odd, consider some diggles do that.) All that said, if you have the buffs already they don't cancel once you are a diggle.
This is gospel: only procs (buff when hit, buff upon hitting, buff on dodging, and buff on spellcast) -- ONLY PROCS -- carry over to Polymorphed forms.