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Glidergun
Mar 4, 2007
Solipsist and Oozemancer are both pretty tough to unlock, though.

Probably the easiest classes to both get and play are Alchemist and Summoner. Alchemist is a starter class, and you pretty much can't go wrong if you 5/5 the first three bomb skills; Summoner can drop animals and then run away, and you unlock it by seeing an enemy summon which typically happens pretty early.

That said, don't expect to win the game on your first character. Hell, don't expect to win the game on your dozenth character.

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Glidergun
Mar 4, 2007
The first boss you kill drops the Rod. This is usually a boss in a Tier 1 area, but if you can manage to off Urkis or the Master or the Ancient Elven Lich or something before any other bosses, they'll drop it.

Glidergun
Mar 4, 2007

Smarmy Coworker posted:

My most successful run was a Summoner and then I died at level 12 in the Maze :( why game so hard?

Does the Steam version have a workshop? mods are cool and I want to see what dumb poo poo people add in as classes.

Because the complete lack of consumables means that for anything to be a threat, it has to be able to either burn past all of your assorted healing/emergency buttons or it has to disable them. This means situations can shift from "humdedum, nothing particularly worth noticing" to "gently caress, I'm dead if I don't come up with something right the hell now" in the space of a turn or two.

Steam does have a workshop, though the official forums (https://forums.te4.org) also have an addon subforum and most of the Steam mods are on it.

Glidergun
Mar 4, 2007
Most enemies have a minimum level. If high-end enemy gets rolled to generate, it's going to be set at that level even if you are a level 1 guy tooling around in the Old Forest or wherever.

Also, level is generally a lot less important to making enemies deadly than what kind of enemy it is. An orc warrior thrice your level can be kind of beefy, but in the end it's still just a dumb melee guy and anyone who can stun him or kite him can kill him without too much trouble.

Now, if it had generated an orc pyromancer, you would be in trouble.

Glidergun
Mar 4, 2007

Fibby Boy posted:

Yeah I can agree with that. I guess I was just disappointed since the opening lore bit and the different(ish) choice paths made me think I was gonna unlock a new cursed tree or something.

Opened up a golden chest in dreadfell tower and out popped a level 20 rare bee swarm. "Oh this'll be easy." Proceeded to push my poo poo in and I noticed that it had shield wall, wild speed, insidious poison, recovery, daunting presence, and 100 in physical save. Goddamn did that thing hurt.

Bees (and at least other swarms, and probably most of the flying insects) have 200% global speed. Normally this is not a big deal because, y'know, bees, but if they spawn as a rare or, God forbid, a randboss, yes, your poo poo is getting pushed in.

Blade Horrors have a similar thing where they get 400% combat speed. Normally not a big deal, since their attacks are all so weak and are further mitigated by armor, but if they end up rolling as something like a Berserker I hope you like eating four of the two-hand skills in a single turn.

Glidergun
Mar 4, 2007
If you kill the boss in the ambush, and then die to an archer or something, you die for real. Ukruk's the one that keeps you alive.

Glidergun
Mar 4, 2007
Any melee range physical. Maybe ranged physicals (Shoot etc.) too. Yes, Counterstrike-Assault is just as dumb as it sounds.

Glidergun
Mar 4, 2007

Ciaphas posted:

Jesus dang. Now I sorta wish I'd tried a Bulwark instead of a Stone Warden. Oh well.

(edit) What about skills like Eldritch Fury, that do three attacks at X% or whatever, does just the first strike get doubled or all three?

Typically, only the first one. However, Riposte, one of the skills in the Shield Offense tree, bumps it up to two and eventually three strikes. Bulwarks and Sun Paladins have a reputation as tanky low-damage types, but they have some pretty ballin' single-target spikes. They just don't have good ways of dealing with hordes. At least until Pallies pick up Irresistible Sun.

Glidergun
Mar 4, 2007

Ciaphas posted:

There seems to be little to no guidance out there for what to stick points into on a Bulwark; Dwarf, in my case. I figure Shield Wall immediately, and max everything but Riposte in Shield Offense, which'll do to start with, but I'm not sure where to go from there.

Actually, general best practice with Shield Offense is to get Shield Bash up to its max stun duration (usually 4 points), run up to put 1 point in Assault, and then raise Riposte to 4 for the three-hit counter. After that Assault is a decent place to dump excess points into if you ever find yourself with too many, but the damage increase is not that great compared to just having the ability to press the "Two Critical Hits" button. Also, the third skill (Overpower, I think?) is not especially great. It's decent but not exceptional damage, I think, but the stamina cost is just too high and the knockback is often worse than useless.

You also really want to take Battle Tactics early and stick 5 points in Step Up. That's your bread-and-butter mobility, as there is often a bit of trash nearby to kill for about 4-8 squares of free movement.

Glidergun
Mar 4, 2007

Transient People posted:

So HIT YOU WITH TEMPORAL STICKS is actually decent? That...does not surprise me, actually. It would certainly mitigate the super stupid MADness of TWs.

I don't think he's really hitting with sticks a lot, he's probably playing like a watered down Paradox Mage.

Glidergun
Mar 4, 2007

theshim posted:

So if I use assault, does that use two shots from the pouch? :v:

Seriously I might give this a shot. An Archer who doesn't explode in melee is a silly yet interesting idea...

Nah, it's two glove punches. Also, if you're trying this, wear gloves instead of gauntlets so you can avoid the speed penalty from the gauntlets. (It's currently bugged to apply to everybody even if they have a weapon, but unarmed attacks for non-brawlers while wearing gauntlets are supposed to take around 120% of a turn while unarmed glove attacks have 100% attack speed.)

Actually Slingwark is probably the reason unarmed attacks got changed to be slower for non-brawlers. It used to be that everyone got the fast unarmed attacks, but now they're as slow as normal and Brawlers just get a 40% combat speed boost with them.

Glidergun
Mar 4, 2007

theshim posted:

Ah, so Slingwark is an unholy hybrid of Archer, Brawler, and Bulwark?

Color me intrigued :getin:

But the speed penalty should only apply when using shield offense talents, right? So I'd need to be a bit more careful about using Assault or Shield Pummel, I guess. Interesting.

Well, the original Slingwark was back when weapon mastery and dagger mastery boosted your p.power regardless of what you were wielding, so it'll be a lot less effective now that you can't dump a bunch of generics into them and reap the benefits on your slings and punches.

(That was changed because someone played a Cornac Archer with the goal of getting the highest p. power possible and maxed out all four of their mastery talents. Apparently they were doing some pretty stupid damage. Also the mastery talents got changed to be 5 points like all the others instead of weirdo 10-point exceptions.)

Glidergun
Mar 4, 2007

Pvt.Scott posted:

Is there a way to get a Shalore access to Zig? I assume you have to turn off the auto-assign points thing (which I have done anyway)to make sure you don't have any spells and then delete your runes, maybe? Or can you not get there anymore? I remember some mention of anti-magic Shalore in some guide I read, but I think it was for an older version.

Shalore can go to Zigur regardless, they just have to not start as a class with an arcane resource (Mana, Vim, Paradox, Pos/Neg). The thing you're thinking of is escort betrayal and not getting attacked by wandering Zig packs. To do those you have to take out your point in your racial (right-click it on the levelup screen at the very beginning of the game) and replace your Runes with Inscriptions. Just go buy three cheap ones once you've earned a bit of cash.

After you get whatever it is you wanted, you are perfectly free to put points back into whatever.

Glidergun
Mar 4, 2007
On the topic of Paradox Mages, I'm going to have to go against the grain a bit and say that, while the rest of the Gravity tree is pretty meh, Gravity Well is amazing. Redux-Gravity Well is how you tell everything in a room to sit down and shut up until they die while you go wandering off to find something else to fight. The really interesting part is that it has 10 range and then hits a radius of 5 around the targeted tile - if you can get better-than-default sightranges (by stacking a bunch of light radius or being a Higher) you can ruin someone's day 4 tiles before they can see you.

Perhaps changes to the game have made it less effective than I remember - my PM winner was a few versions ago, back when infravision and Heightened Senses stacked, and you could also use asymmetrical LoS to keep yourself out of the damage area, so it's harder to use now - but it wrecked poo poo pretty hard.

Glidergun
Mar 4, 2007

goldjas posted:

How is a Marauder hilariously unfair? AB is obvious, that's probably the easiest win I've ever gotten, but I don't see how Marauder is so strong, or Cursed/Brawler/Bulwark, I've attempted all 3 of those recently and they were way way way harder then, say, my Doomed win for example, which I don't even think is considered to be a top tier class(It was one of the few classes I could win with, which puts it up there with Solipsist, AB, Oozemancer, etc.).

Marauder gets Bloodthirst, Battle Tactics, and Dual-Weapon Combat. Attacking someone 6 times, with each attack having an 80% chance to trigger another attack, and also having an 80% chance to crit and a boosted crit multiplier, gets Pretty Dumb, especially when each of those crits gives you a big pile of HP and stamina regen. On top of that, you get a temporary invincibility talent, a confuse to go along with your stuns, and if you really want to burn your stamina you can turn on Momentum to do all this twice as fast as normal. Flexible Combat puts all of that on overdrive and makes it possible to explode into a ball of knives and punches that can probably kill the final bosses in one action each. They have a rough start but, if anything, even more crazy synergy than the AB does.

Glidergun
Mar 4, 2007

quote:

You are legally required to pull your character name from this: http://en.wikipedia.org/wiki/List_of_Punch-Out!!_characters

This is false. The optimal Brawler name is Segata Sanshiro. Especially if you have the Grappling tree; you can grab a dude and then turn them into an explosion.

EDIT: yup, that was The Wrong Copy-Paste.

Glidergun fucked around with this message at 22:41 on Jun 5, 2014

Glidergun
Mar 4, 2007

Tin Tim posted:

Doubleposting, but I just had a kinda tricky thought.

So, when you take a rune on a char that isn't magically inclined from the start, the zigs will hate you. But could you overwrite that rune with an infusion later to make them like you again? Just asking cause that'd be a good way to grind out the 100 spells you need for the magic shield prodigy.

Yep. The zigur hunting parties come after you if you *currently* know a spell.

I take advantage of that with nonmagic Shalore characters; if you unlearn your racial and the start and can round up three early infusions, you can betray escorts. Chronomancer for, effectively, controlled phasedoor is pretty much the best escort reward in the game for characters that aren't going to boost magic much.

Glidergun
Mar 4, 2007

Ijuuin Enzan posted:

Ghouls are festering humanoids that feast on human flesh. They're not actually dead. They're generally classified as undead only because no one else will have them.

In some, perhaps most, uses of the word ghoul, that is probably true. This game's ghouls are literally zombies, though. The ghoul start is you waking up from being resurrected by an idiot necromancer. DarkGod just didn't use the word "zombie" because of reasons.

Glidergun
Mar 4, 2007
I unlocked Oozemancer with an alchemist. You really don't give a poo poo how many oozes spawn when you can just blow up the entire screen every four turns.

Glidergun
Mar 4, 2007

Tin Tim posted:

Wait wait wait...are you saying the counterstrike debuff counts for every melee attack and not only for a basic hit?

Yes. That's why 4 points in Riposte is so powerful, it lets you get the double damage bonus on the last hit of Assault, which is already a greater-than-100% damage guaranteed crit.

Counterstrike also counts for ranged attacks (Sling and Bow stuff that uses the accuracy vs. defense calculations) because slingers can wear a shield in the offhand and it's nice to make Block not bad on them.

Glidergun
Mar 4, 2007
No, it's that all the attacks in Assault are considered "weapon strikes" and thus get the Counterstrike bonus. It's just that Counterstrike only lasts until you hit them once, and Riposte increases that duration to 2 attacks and then 3, so it lasts through the entirety of Assault. You get the same damage bonus to Overwhelm, Dirty Fighting, the Deep Wounds skill from battle tactics, and anything else which does weapon damage after an accuracy vs. defense check.

Glidergun fucked around with this message at 22:33 on Sep 2, 2014

Glidergun
Mar 4, 2007
Hexes (Empathy, burning hex, etc.) are mental effects, so a mental wild/frozen spear rune/the wintertide phial, just like confusion.

Curses, on the other hand (defenselessness, weakness, etc.), are magical, so magic wild/acid wave rune and so on.

Glidergun
Mar 4, 2007

Fibby Boy posted:

Man doom bringers are the one class in this game that flat out nuke my laptop into rendering one turn ever 10 seconds. I mean I know my laptop is a piece of poo poo but come on that seems kinda odd.

Also loving demonologist quest still hasn't proc'd for me.


I think you need to get the upgraded rod of recall in the Sher'Tul Fortress and then use it. At least, that's how I managed to get my demonologist unlock quest.

Glidergun
Mar 4, 2007

theshim posted:

Tirakai's Maul changes to the tier of the gem imbued into it, so with lategame gems you can have it be t5 and pretty snazzy.

Does it still have problems with Mastery, or was that fixed with the most recent patch?

Glidergun
Mar 4, 2007

andrew smash posted:

i'd heard that shadowblades are touch and go until you get ambuscade, after which point you should basically never take damage again. Is that true?

Ambuscade used to let you clear the entire level with zero risk if you had enough patience to teleport everywhere. They changed it so it has something like "needs to be in sight of your real body to work" but it's still a pretty decent way to poo poo out a nova without worrying about your massive resource pool problems.

Glidergun
Mar 4, 2007

Bobo the Red posted:

So I got the cultists to spawn in Daikara, so I might try for the Doom elf unlock. That demon is strongest if you only kill one cultist, so I should kill all of them, right? Also is it normal for them to stop standing around their stones and follow me around?

Underwater demon can be forced by accepting the dragon's quest, killing the naga man, and then killing the dragon when I get back, correct?

All of the cultists but one. There has to be an elf remaining to summon what's-her-name. That's perfectly normal - one of them picked you up as a target, the others see their buddy has a target and choose that to be their own target, and now all the elves are following you.

I believe that is how it works, yes.

Glidergun
Mar 4, 2007

Dodge Charms posted:

It might be. It's weird, though.

For example, in the new code you can set your Paradox level to anything. You can set it lower than the sum of your current sustains, and it will go that low. That's because instead of raising your minimum Paradox, now your sustains have a secret invisible effect which means you can pick any number you want, you just have no clue what that number actually means. Also you have no clue what your sustains actually cost. It reminds me of a weird political sleight-of-hand whereby you promise lower taxes and then when elected you send paramilitary operatives around to shake people upside-down until their money falls out. Yeah, technically it's not taxes, but in every real sense it's something worse: less transparency and less predictability than the current Paradox, and that's a drat low bar.

On the upside, the talents are hilariously overpowered. You get Chain Lightning (aka Rethread) at level 1, but with better damage, and a better damage type, and then you get a talent which infects everyone you hit with a "shared damage" status that magnifies your AoE damage ridiculously. At low levels it clears rooms by itself, at high levels it sets up rooms to be cleared.

Their defensive tricks are also hilariously awesome.

So, kind of a mixed bag from the player's perspective. Some changes for the worse (wtf does this weird grey bar mean), some changes for the better (I am a tiny god made of pixels).

Paradox, and the way sustains modify it, made perfect sense to me. You have your actual paradox level, which is used for spellpower calculation. Willpower, sustains, and some equipment give you a paradox anomaly modifier, which is added to your actual paradox level and then used to check for anomalies. So if you have your actual paradox level at 330, an anomaly modifier of +30 from sustains, and an anomaly modifier of -40 from willpower, then you get anomalies as though you had a current paradox of 320.

Glidergun
Mar 4, 2007

LupusAter posted:

So basically your abilities are powered up by timefuckery that you can (barely) control to (try to) make sure it doesn't start rewriting reality in an unwanted way. Also, you can use less timefuckery than what you're currently generating to power your spells, but it doesn't lower the chance that everything becomes cheese by accident. Why the hell aren't we playing this right now?

Pretty much. You have "ambient levels" of timefuckedness; the more hosed things are, the more powerful all your spells get but the harder it gets to avoid a big time clusterfuck accident, like how bending a metal object makes the crease easier to bend in the future, but with the fabric of timespace. If you learn how to do it right, or wear certain items, it gets easier to keep from making a clusterfuck. There are some magical effects you can keep going around yourself (like "I get a better chance of controlling what kinds of clusterfuck happen" or "I now have time dogs made of raw This poo poo Is Not Supposed To Happen helping me out") which don't make your spells more powerful but also make it harder to keep clusterfucks from happening.

Kubla Khan posted:

Welp, left Sun Paladin alone for now to play more Berserker (Dwarf, again).

Reached 30 now but I'm not sure what prodigies are worth taking. Superpower's description (+30 to mindpower, right? but what does applying "willpower" mod to weapon mean?) is tempting me since since I went for the antimagic tree. Am I missing a better option, though?



When you use a weapon, one of the numbers used in the damage calculation is based on your stats. For example, daggers use 45% str, 45% dex to determine damage, so that number is 0.45*str+0.45*dex for the dagger. Most two-handed weapons use 120% str, gloves use 40% str 40% dex 40% cun, and so on. Superpower adds something like 40% wil to the weapon. It's pretty decent if you're investing a lot in wil.

Steamroller, I've been told, is pretty good. Flexible Combat is a worthwhile choice on almost any melee character, especially if you can get good gloves.

Glidergun
Mar 4, 2007

IAmTheRad posted:

The vines did absolutely nothing. Like the skill was active but it didn't activate on the Telugoths.

I haven't played a stonewarden in...a long time...but I think Stone Vines might do its thing by putting a status effect on enemies, in which case it will do literally nothing to telugoroths because they are 100% immune to status effects. A lot of DOT spells have similar problems with them. I don't think there's much else which has complete status immunity - possibly losgoroths, but nothing else comes to mind. Vines might count as a pin, in which case there could be a couple of other immune enemies, but for the most part they're going to work on everything else.

Glidergun
Mar 4, 2007

FirstAidKite posted:

lmao Seriously, doom elves?

They're Shalore who were kidnapped by demons and tortured into becoming bizarro versions of themselves. The unlock is pretty stupid (clear the rear end in a top hat worldmap event crypt and kill the demon instead of saving Melinda, bug the monument cultists into summoning Sissycash if they exist in your game and then kill her, kill both Slasul and Ulmkfuckthisguy'sname and then Walrog when he shows up, all on the same character) and the race isn't that great.

Doombringers are metal explosion berserkers and extremely powerful as well as fun to play. Demonologists play demon Pokemon and can get very good defenses but have a slow start and need some luck getting the right kind of demons.

Glidergun
Mar 4, 2007

Blackray Jack posted:

Anyone know or have any good paradox mage builds? Or good races? The guides in the wiki don't get too much into detail unfortunately, plus they're dated. My latest character bit it to pure simple bullshit in alt maze boss so now I want to give these guys a whirl.

EDIT: Actually, a rundown of what the hell paradox is and everything would be peachy keen. I've been playing nothing but melee classes with one go of Alchemist. So this is essentially my first mage. I'm trying the nuker build in the guide.

I don't know about builds, but apparently PMs have a bunch of defensive talents you can stack together that each shave a bit of damage of every time you take a hit. Seems like a reasonable thing to do.

Paradox does two things. First, the higher your paradox is the more powerful your spells are. Second, the higher your paradox is, the more likely it is that when you try to cast a spell you gently caress up and generate a random effect (an "anomaly") instead. Casting a spell makes your paradox go up, and there's no hard limit to how high you can push it but once you get past 600 paradox you start getting major bad poo poo happen when you gently caress up.

Since you don't actually have a resource cap, sustains and willpower and poo poo function by pushing your chance of getting anomalies around as though you had higher or lower paradox. So, for example, if your have a 50 Paradox sustain on and 275 Paradox, your spells are as powerful as they normally are when you have 275 Paradox but you get anomalies as though you had 325 paradox.

EDIT: Shalore is pretty excellent for PMs. Shalore is good for everything, of course, but PMs have a bunch of powerful buffs they can extend, and Haste and Grace of the Eternals stack to make you extra fast.

Glidergun fucked around with this message at 11:45 on Mar 25, 2015

Glidergun
Mar 4, 2007

Magres posted:

Someone give me a good line about the Time classes to change the OP to. Also could use fancy, attractive descriptions for the Demon-based classes.


Doombringer - Demon-powered explosion barbarian off the cover of a heavy metal album.
Demonologist - Tanky hybrid. Plays Demon Pokemon, except you use the HMs on yourself and they are useful in combat.

And since you don't seem to have updated the class list since they were released:

Skirmisher - Precision slinger who plays keep-away with enemies

Glidergun
Mar 4, 2007

100YrsofAttitude posted:

Well Urkis killed me. I ran across her a bit unexpectedly and escaped into a deadend. The lesson learned was better map awareness. I think I still hate the Sandworm Den the most as far as dungeons go. Everything else wasn't too bad and I really enjoyed playing summoner.

I don't know what to make next. I thought maybe stone-warden but it seems a bit complicated. I've also thought about trying a brawler or an archer.
I really want to unlock the ogre class though so I figure my best bet would to be to make a Shaloren whatever. However, I also want to unlock the Fungus tree which requires anti magic. Should I roll an AM Shaloren summoner as crippling as that may be? What would be a better way to get both in one go or is it just not going to happen?

Wyrmics start with the fungus tree.

Indecisive posted:

a) shalore can't be antimagic, they start with a rune equipped, although i'm sure someone will feel the need to point out the edge case where you can

This is completely wrong and isn't even edge case. They have to take the starting point out of Grace of the Eternals and fill all their inscription slots with infusions if they want to betray escorts to Zigur, but any random (non arcane class) Shalore can stroll in and go "Hey dudes, I think you're doing awesome work here, mind if I join in?" The rune stays in your talent bar but greys out and becomes unusable as if you were Silenced.

Glidergun fucked around with this message at 13:42 on Apr 2, 2015

Glidergun
Mar 4, 2007

Blackray Jack posted:

Ok I nailed him again, got the staff, got out, and panicked like hell at that orc ambush. Thank god you can't die, although I did manage to take some of them down with me at least.


Next time you get into that fight, focus fire the lead orc to death for a surprise.

Glidergun
Mar 4, 2007

100YrsofAttitude posted:

I got lucky with some of the armors and had pretty good immunity to most effects thankfully, on the other hand I don't know how effective it is use such detriments against the enemy. In most RPG's I never waste a turn confusing, poisoning, or putting to sleep an enemy if I can just attack it. Is there more benefit to those attacks in this game?

Also phase door or teleport? I've used phased door but I'm starting to find it doesn't put me far away enough from the danger.

Most status effects in this game come as a rider on a damaging attack, and talents are powerful enough that 2-3 turns of getting hit by them can take you from "good condition" to "nearly dead," so being able to disable enemies is still really good even if you can kill things quickly. Stun is a big one to keep an eye out for, since it's hugely debilitating, but confuse and blind are pretty powerful, silence and disarm can effectively shut down spellcasting or weapon-based enemies pretty hard (respectively) though they're both rare, anything which inflicts %damage down or %chance of talent failure is worth using on tougher enemies, and there's probably a half-dozen other ones I'm not thinking of at the moment. You can check what the status effects do by inflicting them on an enemy, right-clicking on the enemy, inspecting it, and hovering your mouse over the status effect you want to examine.

Phase door is useful only if you can get a controlled version. CPD runes show up later in the game, or if you're using the talent version you can pump it to 5 points to get it controlled.

Glidergun
Mar 4, 2007

ToxicFrog posted:

How does that reconcile with Dreamscape being basically automatic inescapable death if an enemy uses it on you?

It's a risk-reward, percentage damage, and AI routine thing. Dreamscape spawns a bunch of copies of the target, and each one that dies takes off a percentage of the target's HP when it wakes up. When the player is the target, the AI doesn't really take advantage of a lot of the tactics you've probably incorporated into your character, whether for survivability or offense, and each clone that dies shaves a big chunk out of your precious, precious HP. On the other hand, when the player is the initiator, the target probably has a much simpler set of abilities which it can spam without worrying that the player has a talent at 1/5 because they think it sucks, each clone probably takes more damage to kill than it does to the target when it wakes up, and a 95% chance of going "you are dead now" sucks because you face hundreds of tough enemies a game and that 5% chance of getting swarmed to death by nukers is eventually going to come up.

Glidergun
Mar 4, 2007
That is the Bandit Fortress vault, which always has a few high-level trolls sitting outside of the front door. I'm pretty sure patchwork trolls are just a high-level-minimum entry on the Troll monster list. If you go in, prepare to fight a million billion rogues and some dragons.

Glidergun
Mar 4, 2007

theshim posted:

Hahaha, that second one. USES STATS: EVERYTHING.

That's not a matter of the gloves themselves, I don't think. Rather, there are prodigies which can give your weapons extra stat scaling - one for each of strength, magic, and willpower, if I recall correctly.

Glidergun
Mar 4, 2007

Babe Magnet posted:

That's it? Even if it's just one tile?

If the actual tiles the explosion deals damage to is smaller than the explosion's full AoE, the explosion damage will be ramped up proportionately. You will get the most damage out of bombing someone standing in a 2-tile room with you.

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Glidergun
Mar 4, 2007

Tuxedo Catfish posted:

ahahaha "adjusted item tiers" is Dark God speak for "we removed all possibility of tier 3 gear appearing in Angolwen and Last Hope shops"

THAT is some bullshit.

Especially when it comes to rogue types. Daggers are rare enough that Last Hope and Zigur are usually your only good options for equipping yourself for a long time.

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