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Anyway, fairly reasonable ones just off the top of my head...
Life: Overgrowth, do normal summoning stuff.
Fire: Familiar's probably fine, if you can find stuff doing fire damage going all in on fire healing should be pretty easy.
Lightning: Electromancy, herja (pick a starting option that starts with ranged weapon to make this easy), master charge, all should be okay.
Psychic: Psiblade and mass mind both roll cycle 1 without much trouble.
Poison: Pure morbumancy can (with difficulty, and some luck in kit since you don't have the kinesis effect to provide upfront damage) beat every cycle in the game. Several of the powers here are pretty workable; plague chant with some summoning, the oozes, whatever.
Astral: Asi malak does fine, you can take a lot more than just cycle one with pure malak. Astrohunting or shimmergang should do pretty okay, too.
Martial: Uh... most of them work pretty trivially 1st cycle, actually? Technique, pugilism, aim (start ranged to make it easy), nocht, stand ground, all have it easy even by those standards.
Ice: Also... just about all of them. Cyromancy works the same way as morbumancy. Frostpulse does similar shenanigans as mass mind. Crystalform's Just Good. So on and so forth.
Death: Just keep pressing the necromancy button, pick a god with easy prayer access.
Blood: Roil's probably pretty trivial. Iirc I took this one before hemogoblin got changed, mono-blood was waaaaay more trivial (albeit very, very tedious and time consuming) back then, ha.
Most of that's fairly kit-agnostic, in any case. Morbu/cyro -mancy really want the relevant equipment (sickness dagger, freeze necklace) to add damage to the effect, anything summoning related wants, well, summoning stuff (druid, summoner, summoning glove of choice -- and alsoooo kit-based summoning is one of the easiest powerless wins, sooooooo), but that's about it. There's not much that's actually hinged on specific equipment, at least if you're doing this 1st cycle. If you're not, things get more complicated, ha!
Just to reiterate, my strongest suggestion for the mono-power wins is to not try them higher than 1st cycle. In 1st cycle all things are permitted and you're probably going to get those wins without too much frustration. Trying to get a mono-power win on cycle 32 is probably going to have you build a mountain from the unidentifiable corpses your attempts leave behind.
I've gotten away with a few mono builds through sheer dumb luck, looking at screencaps. Death on 3rd, Martial on 4th, Fire on 9th, Lightning on 10th. Death and Fire were both summon cheese, if that makes much difference.
I think I did quite a few on cycle 10. But yeah, 19 is a bit much for a lot of builds.
You just have to make a good build out of the mono powers with good class, race and god selection as well as prestige class.
My build was Albaz Warlock of Ikshana.
Albaz for the heal, Warlock and Ikshana sync well due to prayer and ally death.
Stat is basically Dex and some str or wil
And in terms of gear, I focused on the on step lightning staff, with the other lightning and charge items.
i could've selected Anroth, but i wanted to see how far i can push this build.