I was running through the third dungeon as the Spellsword looking for hats (I'm still missing a lot of Faceless and Ashen Cult hats), and ended up at the boss with the Bloodboil Bands and a level 2 Drakeleather Spellbinder. Since there's no real reason to beat the boss anymore, I decided to see if I could beat him without using any items or my sword. It turns out I can, but it took quite a while and I came very close to dying. It's an interesting challenge, in any case.
Totally going to go do this right now. Thanks for your continuing additions to the wiki, btw (I'm assuming it's you at least). I think new enemies are goint be relatively difficult to find from now on, at least until the update. Special Events up next? Or characters, heh.
Special events sometimes have their own unique, slightly stronger versions of normal enemies, which don't always immediately appear to be minibosses. As an example, I added Deepwurms to the enemies page, but I think they may only appear in the Cragwurm Nest hat dungeon. I think these should probably appear on the Enemies page as well for completion, with some special designator like the rare enemies have, maybe (S). Does that make sense? Edit: I also split up the drudges and underdrudges, since they're different themes with no enemy overlap, as far as I can tell.
Yes. All of that, yes. That is the best idea i have read on here. You put alot of thought into the balancing of it as well. Good job.
No, warrior is the best class. If you get the upgrades to mirror a warrior, then adventurer is faster and better EDIT: Well that's my opinion
Been juggling games so I'll use that as an excuse, but is there anyone in this thread who's pathetic enough that they still haven't gotten past the first dungeon boss besides me?
If that's true about the deepwurms, then they seem to fit in the same category as enemies like the unformed and shadows. I just classified them as rare and mentioned that they only appear in special circumstances/events/rooms. Could do the same for deepwurms and the like. Sounds good on the drudges/underdrudges. Do you think ivyburst would mind if I altered that reddit guide to make it a bit more objective/'professional'? I don't have a reddit account, so I can't ask personally...
I'm going to use an (S) designation for enemies of this type at the moment, since I'm pretty sure they can't appear in normal rooms like the rare enemies can, and I think that's a fairly important distinction. It's possible that they could show up more regularly in the fourth dungeon, though. There are actually a lot more enemies of this type than I realized, most of which seem nearly identical to the normal enemies but have more health. Deepwurms, the Vengeful Wraith (from one of the undead hat dungeons), Gus Jasper (from a special event in the catacombs), Severus, the two rival orc leaders (from a hat dungeon in the mines I've only seen once), etc.
So exactly how many upgrades are planed? Will this game eventually be 20$(I hope so...there's just so much that can be added etc...) I need write down some of my ideas before I forget... 1. Abilty to steal health (Instead of energy) most likely for the Rogue as some kind of Forge upgrade. 2. Up the rate of chances to inflict poison, set enemies on fire, pretty much everything in general. 3. Make all sword(weapon)upgrades able to break enemy shields. 4. Frequency of getting certain items for certain classes needs to be upped slightly (Warrior seems to find health potions the least frequently despite his upgrade to health potion's effect, Rogue gets stun too often etc..) 5. Either have the Sword charge upgrades(SpellSwords regular Charge) not deplete the entire bar of energy or have it kick in a bit earlier(like the Rogue's standard charge kick) 6. Give all classes more types of Forge upgrades. Some ideas : Warrior - Sheild that deflects magic projectiles. Poison/Flame axes. Give him the hammer/axe that the Gold Guards wield or something like it. Mage - Robe or Tome abilty Confuses enemy(it attacks other enemies for a short period of time). Staff that shoots a solid beam at full charge(but only shoots a small shot with poor range regularly), or Staff that only shoots single bursts(no charge but more shots per energy) Rogue - Health stealing weapon (Maybe on backstab or when Critical hit). Abilty to have a chance to leave a mirror image of self after dash that last a few seconds fooling enemies. Adventurer - Enemies can drop amulet/lantern etc.. and coins simultaneously. Sword that that can kill stunned opponents on contact. Lantern that can auto refill energy.(or chance to) SpellSword - Can hold multible types of the same scrolls/items. Sword grants bonus damage when attacking during haste etc.. Using a Scroll/item refills energy. For anyone - Weapon/Sword deals more damge the more health you have. Chance for charge attack not consume any energy. Ok... That's about it, I mean there can be endless amounts of types of upgrades.. Also the option to continue on after beating a section should be added esp if there's more upgrades. As for the permanent upgrades, maybe there could be more added I dunno.. Alright I'm done...
Hi, new player here, have been playing for two weeks now and having a blast. One suggestion (sorry if this has been mentioned before) regarding those "bonuses" granted by clicking on the statue (haste and protection). When you manage to keep them up to the exit of a floor it would be great if you could carry them over to the next floor.
I also notice if I use a potion that says u can hit something five times and then Progress to next floor, it goes away. What a waste
Something I found about first dungeon: U can get a first floor that has no locking doors, keep restarting til u get this and run passed all the bad guys. There are other areas that don't have locked doors where u can do the same thing and skip killing. This conserves health but reduces plunder: perfectly fine if all u want is to beat the dungeon. If a door doesn't lock shut behind u, keep running.
Any Mage tips for the gold dungeon and specifically the guys who are invisible and jump out at you. They seem to nail you every so often just enough to get you over time
Better long term advice for getting better in the game (especially if someone's struggling with the bronze dungeon) would be to rather fight through the levels, taking the deaths that happen and learning from them. For example, knowing those cragwurms will fire in four directions after popping out of the ground means you'll be able to dodge it next time. Rather die a lot and get better at the game than trying to run past everything in a mad dash to the boss.
Simplest advice to give and practice would be to keep moving constantly. Don't relax until you hear that glorious "room clear" sound of the doors opening.