Temple Termagant
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Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Temple Termagant
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5.) Once you get your first wand, STOP! Turn Evocations off
Temple Termagant
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Volteccer_Jack wrote:"Worship Trog, train nothing but Maces/Fighting/Armour" is a simple, easy plan that will take you very far.
Every single other thing in this guide is either awful advice (doing Elf) or blatantly factually wrong (fire resistance has no effect whatsoever on hellfire).
Unarmed Combat Skill does literally nothing for a character wielding a one-handed weapon and a shield. You would have to be insane to think training it is a good idea.
This parody of a guide just goes to show how completely you can screw up every aspect of the game and still make progress just by worshipping Trog.
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Temple Termagant
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moop wrote:The debate for shields rages on and on, but for maces going with a great mace for just a few more damage and a heavier class of weapon vs ~60 shielding ... I'm sure shielding pays off there somewhere.
Sandman25 wrote:GrBe is broken, it has too much AC/EV/MR/rPois/Flight. 3 out of 4 lair branches are joke with permanent flight and rPois. Trog's Hand has great synergy with high AC and low HP. I got bored so I didn't even try extended and didn't have a chance to see how useful partial torment immunity and rot immunity is.
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Amnesiac wrote:don't you know that unarmed doesn't help your aux attacks? Or did you mix it up with fighting or something?
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moop wrote:Also is there a prevailing thought on how the attacks of an enemy engaged in direct melee differ from not (I swear it does less nasty stuff)?
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sanka wrote:Ranged attackers however tend to be way dangerous from afar. And not just centaurs and yactaurs, I always have the feeling that even Stone Giants' large rocks are more dangerous than their melee.
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drywall wrote:Sandman25 wrote:GrBe is broken, it has too much AC/EV/MR/rPois/Flight. 3 out of 4 lair branches are joke with permanent flight and rPois. Trog's Hand has great synergy with high AC and low HP. I got bored so I didn't even try extended and didn't have a chance to see how useful partial torment immunity and rot immunity is.
GrBe isn't really as durable as it seems at first glance because a couple of bad rolls can put you in a bad place with your low HP - and this happens fairly often early on with -2 dodging and mediocre dex. I found Mi and HO to still be more sturdy overall, although Gr still has other advantages.
From the Gr I took into extended, partial torment immunity was useful but hellfire damage added up pretty quickly because of the same HP problem.
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minmay wrote:Well that's because they do.
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sanka wrote:Ranged attackers however tend to be way dangerous from afar. And not just centaurs and yactaurs, I always have the feeling that even Stone Giants' large rocks are more dangerous than their melee.
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Sandman25 wrote: Hellfire is always a problem no matter how much HP you have unless you are undead/lich. Early game was not hard because of Trog.
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Mankeli wrote:Sandman25 wrote: Hellfire is always a problem no matter how much HP you have unless you are undead/lich. Early game was not hard because of Trog.
How is hellfire not a problem for undeads? How does having more health against an unresistable attack that, unlike torment, can directly kill you is irrelevant? Also have you tried MiBe? Also, other people have won gargoyles as well.
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Sandman25 wrote:Mankeli wrote:Sandman25 wrote: Hellfire is always a problem no matter how much HP you have unless you are undead/lich. Early game was not hard because of Trog.
How is hellfire not a problem for undeads? How does having more health against an unresistable attack that, unlike torment, can directly kill you is irrelevant? Also have you tried MiBe? Also, other people have won gargoyles as well.
Hellfire is not a problem for undead because a single hellfire cannot kill you. Compare with non-undead where 300HP is decreased to 37HP after 3 torments. Gr has about 200HP, Mi has about 300HP. I would choose Gr for extended.
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Sandman25 wrote:Mankeli wrote:Sandman25 wrote: Hellfire is always a problem no matter how much HP you have unless you are undead/lich. Early game was not hard because of Trog.
How is hellfire not a problem for undeads? How does having more health against an unresistable attack that, unlike torment, can directly kill you is irrelevant? Also have you tried MiBe? Also, other people have won gargoyles as well.
Hellfire is not a problem for undead because a single hellfire cannot kill you.
Temple Termagant
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rebthor wrote:Welcome to hellion island. Please enjoy your eternal stay.
What's so wrong about your post is that you can get hit by 100 torments and not die, but the same can't be said for hellfire (except for Dj).
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moop wrote:@ Mankeli - point taken, and thanks (I think?)... but since my first post was already too long (apparently), calling it the "way I've done things a bunch of times that has worked and it could work for you too" seemed a little too cumbersome. Not sure I've found the guide that totally prevents you from dying either, or a more appropriate description. And I think it's always helpful to see what order people actually do things in the game.
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rF+++ or rF++ is applied before AC reduction.
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crate wrote:rF+++ or rF++ is applied before AC reduction.
this is wrong
it's reasonably easy to see that it's wrong; you can actually still take damage from orbs of fire even if you have rF+++ and good AC.
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Sandman25 wrote:rF+++ or rF++ is applied before AC reduction. So if you get 100 damage and have 50 AC (not too high for Gr), you are expected to receive 8 damage with rF++ (100/3-50/2) and 0 damage with rF+++ (100/5-50/2). For initial 75 damage you get 0 damage with both rF++ (75/3-50/2=0) and rF+++. How often do you get 75+ fire damage?
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