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Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
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crate wrote:Wz is awkward because it's not really much of a book start (and its level 3 spells also don't take advantage of Dg's higher spellpower, to boot), I would suggest a different background.
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crate wrote:DgTm is okay as far as Tm goes, and it's certainly better than most tms pre-god, but once you get a god it's not still better.
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crate wrote:Okawaru gives you more damage as a transmuter than Dg stats do (and as much EV), unless you've trained past 22 UC/fighting. DgTm is okay as far as Tm goes, and it's certainly better than most tms pre-god, but once you get a god it's not still better.
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Weapon wise, do you generally go with staves or maces or something else that you can get a good weapon with low skill investment? Or is it worth it just to go big by the end of the game with them?
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ThreeInvisibleDucks wrote:Demigods have high attributes but bad aptitudes. Bad apitudes are worse for a hybrid who needs to train more skills, so concentrating on a few key ones has the advantage. Gladiator is the start I find the easiest, but if you survive the even-rougher-than-usual start, later in the game a demigod transmuter becomes stronger than many other species because they benefit from all the attributes.
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nago wrote:ThreeInvisibleDucks wrote:Demigods have high attributes but bad aptitudes. Bad apitudes are worse for a hybrid who needs to train more skills, so concentrating on a few key ones has the advantage. Gladiator is the start I find the easiest, but if you survive the even-rougher-than-usual start, later in the game a demigod transmuter becomes stronger than many other species because they benefit from all the attributes.
I really think you should actually stop to promote this idea, especially in topics asking for advices, because is quite wrong. Have you ever played DgIE\DgFE\DgSu\DgNe or whatever, tried some different approaches, etc?
nago wrote:Dg' apts are only very slightly worse than the average - for most skills it is around - 0.5. If we consider also the experience available in the game, this means their penalties apt-wise is negligible during most parts of the game.
Actually, considering the extremely high starting stats they have, plus the double increase, they are actually one of the best race to cast spell and hybridize a character the earliest on, because the bonus provided by those stats is very significant when there isn't yet an excess of experience available to overtrain spellcasting skills in order to cast in heavier armors that robe\leather.
The real big drawback of Dg, which you haven't pointed out, is their experience apt, which is evidently terrible and can make their life a little hard early on. Surely it is more evident for a book background because it is a breakpoint for learning spells, and therefore is much more different to end D:1 still at xl 1 for a Dg with a book than a DgGl.
That said, I am not suggesting that DgGl is a bad combo, because both Dg and Gl are strong. However, as crate pointed out, starting with a melee background make you lose most of the biggest strength of Dg over other races, so it is quite silly, especially because it is not true they are bad doing that (they're better to play a book background than most races).
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crate wrote:The problem with recommending things like DgGl is that you could just recommend HuGl instead
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If you are playing Dg because you want a strong character instead of because you just don't want to worship a god this game
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ajon wrote:Clearly the right answer is DgVM.
As for stat gains, they get two stat points every 3 levels in the stat they pick.
Weapon wise, do you generally go with staves or maces or something else that you can get a good weapon with low skill investment? Or is it worth it just to go big by the end of the game with them?
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Tressol wrote:Demigods don't have "fairly high" INT. They have the highest INT of any species. They start tied with Deep Elves, and they can take 2 more every 3 levels, so 8 every 12 levels if you put all stat bumps to INT. Deep Elves get 1 every 3 and 1 every 4, so 7 every 12 if they pump nothing but INT. At 27, a DG with everything in INT has 3 more INT than a DE that does the same. Of course, aptitudes are a thing and DG takes longer to hit 27... But they also have nearly double a DE's hp (and a better Fighting apt, I believe) and superior physical stats - notably Str.
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