Posted September 03, 2015
Sarisio
Cute User
Registered: Jul 2012
From Russian Federation
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted September 03, 2015
Floor 12 is boring; the only enemy type I have seen so far is Minotaur.
For my Cleric/Mage run, I think I will put my Strength and Dexterity at only 12. Low Strength means my physical attacks are weaker, encouraging the use of magic. Low Dexterity means worse AC, perhaps making spells like Armor and Magical Vestment actually useful.
One other houserule for the Cleric/Mage run: Any armor that prevents mage spellcasting may not be worn. (Unfortunately, there is a chance this may happen with the set armor.)
Should I enable undead on the Cleric/Mage run?
I wish there were an option to make magic using enemies more common.
Edit: One more thing: Treasure will be set to its lowest setting; I want a playthrough where I am forced to rely on magic, not powerful items.
For my Cleric/Mage run, I think I will put my Strength and Dexterity at only 12. Low Strength means my physical attacks are weaker, encouraging the use of magic. Low Dexterity means worse AC, perhaps making spells like Armor and Magical Vestment actually useful.
One other houserule for the Cleric/Mage run: Any armor that prevents mage spellcasting may not be worn. (Unfortunately, there is a chance this may happen with the set armor.)
Should I enable undead on the Cleric/Mage run?
I wish there were an option to make magic using enemies more common.
Edit: One more thing: Treasure will be set to its lowest setting; I want a playthrough where I am forced to rely on magic, not powerful items.
Post edited September 03, 2015 by dtgreene
Sarisio
Cute User
Registered: Jul 2012
From Russian Federation
Posted September 03, 2015
Undeads are very easy to deal with in this engine. They could be enabled for more variety.
Mages are least gear dependant, no doubt they can make full dungeon run being completely naked. This is issue not only in Dungeon Hack but in many similar games. Hence I prefer playing melee, as then stats matter much more as well as gear and getting new items actually becomes interesting.
Mages are least gear dependant, no doubt they can make full dungeon run being completely naked. This is issue not only in Dungeon Hack but in many similar games. Hence I prefer playing melee, as then stats matter much more as well as gear and getting new items actually becomes interesting.
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted September 03, 2015
I actually think Clerics are less gear dependent. Spiritual Hammer, Magical Vestment, Create Food/Water, and plenty of other healing and protection spells make equipment and found items a non-issue. Mages (normally) still need to find spell scrolls and food to be effective, and Armor is weak (and useless at 18 Dexterity, I believe).
In Dungeon Master, the lack of a cooldown for casting spells makes spellcasting more viable, as you can cast 4th tier fireballs as fast as you can click the mouse (until you run out of mana, of course). Also, fireballs are really powerful in that game.
On the other hand, in TES: Arena, I find that I use magic mainly for stat boosts, ultra Shields, and free (level 11+ for most, level 6+ for Healer) healing. I tend to still rely on weapons for actual damage. (I happen to like bows when playing a Sorcerer.) In Daggerfall, on the other hand, a decent Continuous Damage spell is useful when doing Mage's Guild quests that require defending the guild.
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted September 04, 2015
Floor 13 has Greater Medusas. Haven't been petrified yet, but I can reach AC -9 here.
I should test to see if I can get petrified with all my spells up.
Bug: Save and reload while wearing a Ring of Invisibility and the invisibility doesn't go away when you get attacked.
I should test to see if I can get petrified with all my spells up.
Bug: Save and reload while wearing a Ring of Invisibility and the invisibility doesn't go away when you get attacked.
stryx
New User
Registered: Jul 2011
From United States
Sarisio
Cute User
Registered: Jul 2012
From Russian Federation
stryx
New User
Registered: Jul 2011
From United States
Posted September 04, 2015
Maybe they used improved invisibility, that does not go away. Or it's an ability of theirs and not a spell.
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted September 05, 2015
Final boss was an Elemental Lord, far stronger than anything else in the dungeon. My character was a level 18/17 Ranger/Cleric (not quite at the level cap, but close enough) with 114 HP (I believe 20 less than the max for this class/level combination). The final boss took little damage from my attacks and could deal over 50 (!) damage on a lucky hit, killing me before I could kill it.
It turns out that Elemental Lords are not immune to Slay Living, and I was able to get it to fail its saving throw.
It turns out that Elemental Lords are not immune to Slay Living, and I was able to get it to fail its saving throw.
Sarisio
Cute User
Registered: Jul 2012
From Russian Federation
Posted September 05, 2015
It turns out that Elemental Lords are not immune to Slay Living, and I was able to get it to fail its saving throw.
Speaking about Elemental Lord, I am preparing to fight Elemental Dog in Agarest Zero. Wake-Up Call Boss like cockatrice in 1st Agarest. Just to describe fight's madness: Dog has 2 helpers - Fairies, who keep flying outside of range of your attacks, heal any monster from 1 HP to 100% in 1 cast and randomly 1-shot your people when they aren't busy healing. Dog 1-shotted my toughest character and another one by 1.5+ times their health by normal attacks, while I managed to take one Fairy down. Other Fairy had bad luck and didn't manage to 1-shot one of my other characters (removed only like 80% of HP)... Screenshot of my failure attached.
Fighting 3 Elemental Lords at once still will be much easier than this fight. Agarest's Fairies are so much rage inducing, they are bosses in disguise on their own...
Sorry for off-topic :) I needed to vent a bit :)
Post edited September 05, 2015 by Sarisio
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted September 05, 2015
I don't see the problem; it's just that too many games make bosses immune to spells like that, so it's nice when a boss *isn't* immune to such spells. It made that spell useful for a change.
When I do my Cleric/Mage playthrough (with my spell learning houserule), I plan to take Flesh to Stone if I don't find a scroll of it or Disintegrate before level 12.
By the way, does Disintegrate destroy items carried in this game?
Elminage Gothic didn't give most bosses instant death immunity IIRC.
When I do my Cleric/Mage playthrough (with my spell learning houserule), I plan to take Flesh to Stone if I don't find a scroll of it or Disintegrate before level 12.
By the way, does Disintegrate destroy items carried in this game?
Elminage Gothic didn't give most bosses instant death immunity IIRC.
Sarisio
Cute User
Registered: Jul 2012
From Russian Federation
Posted September 05, 2015
When I do my Cleric/Mage playthrough (with my spell learning houserule), I plan to take Flesh to Stone if I don't find a scroll of it or Disintegrate before level 12.
By the way, does Disintegrate destroy items carried in this game?
Elminage Gothic didn't give most bosses instant death immunity IIRC.
stryx
New User
Registered: Jul 2011
From United States
Posted September 05, 2015
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
stryx
New User
Registered: Jul 2011
From United States
Posted September 05, 2015
Prayer has a 60-ft. radius AoE. So unless you cast the prayer quite close to the monster, it doesn't affect it's saving throws. Sure it affects your character, but it does not affect any monsters that you encounter later, even though you're still under the effect of it.
Post edited September 05, 2015 by stryx