If you're having trouble with range (early domination doesn't last very long), move your char onto maps that you've cleared with your follower, and then send them out from there to explore new tiles. You can get your first few levels this way, without your char ever leaving Joppa. ![]() When their health gets low, end domination and they teleport back to your location. You recruit a follower and send them into the marshes to fight crocs and snapjaws. ![]() ![]() For example, one of my favorite low toughness builds is to start with proselytize/beguile and domination. There are a few ways to increase the survivability of a pure esper char without pumping toughness, but it requires a lot of strategy and being very careful. You can find them in Bey Lah, Grit Gate IIRC, high level Dromads, and Ezra (an early Ezra recoiler is a great find for this reason). That's more than the max hp of most PCs before level 30. Sure, the humble Salve injector grants a decent amount of HP per turn and weigh nothing, but an Urberry heals 100 HP, instantly. Lastly - and this took me a long time to learn - Urberries. You also get Pickaxes, burrowing claws (via Skulk), phase on demand (via Shade), and teleport on demand (yondercane/voidergland).ĭon't forget to use "J" and "+" to add a note warning you to avoid that area, so you don't stumble into it later. There are a few dangerous dungeons that are cramped and hard to flee in, but you can use a Spiral Borer on an adjacent map tile to dig your way around that dungeon and head straight to the final floor. This makes it extremely difficult to run away.Ĭompare to Qud, where you can escape N/S/E/W/Up/Down/Phase. Most roguelikes (Nethack, Infra Arcana, ADOM) trap the players in tiny, tight dungeons, and throw on a timer that forces the player to constantly move forward towards danger. Originally posted by Fenix-Venix:Running away is core roguelike strategy/tactics. If you're picking Apostle for your calling, Proselytize gives you a single meat shield to take aggro for you to make sure you get away when you can't help out. It takes practice and luck, but good luck can be utilized. A lot of the time, you can get good equipment without a fight. Running away to assure you live to fight again is what it may take in the early stages. If you're optimizing Willpower and Ego, leaving your other attributes behind, you lack STR to penetrate AV, you lack AGI to shoot accurately, you lack TGH to take hits with, and if you're also ignoring INT, you're going to learn skills more slowly. With the mental mutations changes, you'll have to consider other strategies early, which sadly includes running away. You have to get a safe distance for recoilers to work, or even to exit to the world map. Qud punishes people who don't consider alternative strategy. But regardless, a "pure" build is a tall order for just about any particular playstyle. They've nerfed mental mutations with a lot of raised cool-downs. You can tame a pet early on, but still, your damage output it's so inconsistent. Just run on the opposite direction as your spells charge up? I mean, that's kinda lame. Originally posted by CHOO CHOO:Run away from any opposition you can't reliably zap.
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