Dungeons of Dredmor

Dungeons of Dredmor

Scaff Sep 21, 2013 @ 3:04pm
What options do I have for healing? [Non-mage, Going Rogue]
For mages I just take Fleshsmithing, that's easy. But what about melee and ranged? I've been trying out some melee (warrior/rogue style) builds and I find myself burning through a most of my food - even on the early floors.
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Haldurson Sep 21, 2013 @ 3:13pm 
I'm going to quote myself here, from the official forums (I'll link the thread to see the context: http://community.gaslampgames.com/threads/im-about-ready-to-give-up-on-this-game.7215/page-2 )
"There are several different skills that have heals, but none of them count as rogue skills. Some examples include
Fleshsmithing -- a real heal
Emomancy -- a real heal, but can debuff you
Communist -- a heal over time
Egyptian Magic -- A small heal, and some significant health regen
Vampirism --Drain health from some creatures (Animals, Demons, or Other), also can eat any corpse for a small heal
Psionics -- maybe not exactly what you want -- summon crystals around you that heal you when you walk on them
None of the above are considered rogue skills. I may have missed one, but If so, I can't think of what it is.

The indirect heals include Paranormal Investigator, Alchemy, Fungal Arts, and Blood Magic (from Haematic Phylactery) "

As you can tell, I was answering a slightly different question than yours, but I think I covered the whole healing issue, period.

Not knowing your build, just knowing that you are buillding a melee character, Communism will probably fit in very well. Vampirism can be a good skill, but in order to be so, really requires additional considerations (and sometimes people like taking an additional heal with it, such as Communism because of its difficulties).

Alchemy and Fungal Arts are excellent skills, good for any build. The healing from them, though, while extremely useful, are not exactly the best reason for taking them. Healing potions only will heal 20 HP at a time, and Fairy Wodger from Fungal Arts are an even slower heal (although they stack). However Fungal Arts does give you the ability to transmute one mushroom to another, so you could, conceivably, wind up with endlesss supplies of them. And Alchemy with or without the transmutation of potions from PAranormal Investigator, will, by the end of the game, give you upwards of a hundred excess healing potions, should you go whole-hog with it. (After beating Dredmor, I think I had like 150 healing potions left). What makes both of those worth taking are the utility potions/mushrooms that can turn you invisible or give you needed resists, or can make you throwing weapons.
Last edited by Haldurson; Sep 21, 2013 @ 3:28pm
Scaff Sep 21, 2013 @ 3:28pm 
Which of those would you reccomend for a low savvy/magic points character? Communist/B.Magic are long cooldown, Vampirism is just difficult and many of the others use mana... which isn't that bad, I suppose.
Haldurson Sep 21, 2013 @ 3:46pm 
Vampirism is a skill that requires work -- it gets really good as your health regen stat increases. But I can understand why you don't like it.

Communism has other nice abilities besides the heal, but yes, the heal has a cool-down. Most of the others are mage skills so require mana. Between the last 3 (Fungal Arts, Paranormal Investigator, or Alchemy), I'd recommend Alchemy or a combo that includes Alchemy, because of synergies.
Haldurson Sep 21, 2013 @ 4:13pm 
Note: Alchemy is technically considered a mage skill, but since it doesn't require mana, that shouldn't be a serious concern.
OneFishSunfish Sep 22, 2013 @ 12:17am 
I really enjoy the psionics crystal heal, it heals a really decent amount if you arent planning on tanking a bunch.
Last edited by OneFishSunfish; Sep 22, 2013 @ 12:18am
Corlindale Sep 22, 2013 @ 12:39am 
Fungal Arts is usually my go-to solution - it's very easy to get stacks of several hundred Fairywodgers (but also note that Greedy Blungecaps are often a more efficient means of healing, if the conditions are right).

Sometimes it's also possible to get Health Regen to the point where you get hit points every turn, although it's harder on GR. Master of Arms + Shield Bearer gives you about 8 regen from their activated skills, with a further +4 from Duck and Cover when it procs (walk it off gives +10, but has a very short duration). Vegan also offers a lot of health regen (+5 passively).
Haldurson Sep 22, 2013 @ 4:41am 
Originally posted by Corlindale:
Fungal Arts is usually my go-to solution - it's very easy to get stacks of several hundred Fairywodgers (but also note that Greedy Blungecaps are often a more efficient means of healing, if the conditions are right).
True, I hadn't considered the greedy Blungecaps. But Healing potions will still beat that. The two turns to use one of each of those mushrooms, you'll get 40 hp back in healing from Heal potions. Both of them give you invisibility to give you time to heal, but Alchemy's is better. Both of them give you stuff to throw, but Alchemy's stuff is better. Alchemy also gives you the ability to remove debuffs, all sorts of buffs that are (mostly) superior to Fungal Arts' buffs, and so on. What allows Fungal Arts to not be completely left in the dust are the peripheral skills -- the pets (which should never be underestimated), the confusion, and the ability to transmute mushrooms. For pure healing, in the long run, Alchemy will beat it. And don't even get me started on encrusting -- encrusting alone makes alchemy an invaluable skill.

There may be one exception, and that has to do with No Time to Grind: If you are playing with NTTG, then you may have early problems getting sufficient materials for Alchemy. But there are ways to make up for that with other skills -- Piracy, Perception, Paranormal Investigator, and/or humorously enough, Fungal Arts, for example.
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Date Posted: Sep 21, 2013 @ 3:04pm
Posts: 7