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Important in the beginning to the end sorted from priority are in my opinion:
Fear,
Confuse,
Paralyse,
Curse,
Elements (like the Ring of elements and the corresponding amulets),
Blind,
Instant death,
Charm,
Sleep,
Stun,
Polymorph
The rest is nice but not ultimately necessary.
If you have curse, confuse, Paralyse, blind, charm and sleep immunity, you don't need a ring of immunity anymore.
I hope I got them all. Have a good run.
Cheers
I usually swap my jewelery. Specially in the beginning, between ring of elements and immunity. For skeletons it even makes sense to equip them both.
Ring of fortitude is one very nice one in the beginning.
Ring of shielding for sure, very nice to have.
The ring of the underdog is often overseen but very useful, especially against those living elements.
In the late game I usually bind a ring of elements to third leg of the imp and don't swap jewelery a lot anymore.
I love having a blessed ring of fortitude throughout the whole run. And the other one a ring of ebbin or a blessed ring shielding.
I hold on to rings of sustenance (looting the dungeon) and ring of scholars (identifying scrolls and books) and use them when needed
Probably I should swap more often my jewelery, mostly I end up with ring of shielding + amulet of 7 keys + something, most preferable is blessed ring of haste, but I had it only once :)
So if you are mage you already have silent immunity
Frost / Fire aren't as deadly as Shock but are common and lethal enough that when taking Shock into consideration Ring of Elements becomes an auto include in every loadout.
Every member of the Blackhands compulsory encounter, in addition to Infernals (and I think Banshees?) has Instadeath so it's worth having.
Beholders can Charm in addition to random Amulets of Domination so it's a consideration (and absolutely needed if you want to clear Gurmur).
Paralyze, Blind, are death sentences and Sleep gives your opponent a free hit, but they only appear on weapon enchantments and poisons so they're not as important.
Silence can almost be negated by having Silent Cast (note it doesn't let you order friends while silenced, which is why it's not "Silence Immunity" per se, but that's almost irrelevant) and is a must have for mages.
Polymorph is also nullified by Silent Cast, but is still worth having if you're an AGI build of any type since Rat uses STR for attack checks iirc.
Disarm and Stun will cause you to take a lot of extra damage, so the respective charms are worth grinding for if you want to play safe to king. In my opinion it makes Chain Armor better than Plate for non-mages before getting the charm, but still doesn't make Amulet of Protection better than Amulet of Free Action.
I've died to Knockback exactly once when I got knocked into a lava chasm and that started with me getting confused, so it's really not worth the enchantment slot.
Slow....exists. I've literally never gotten slowed outside of drinking Slowing Poison though.
H Drain, E Drain and Deafening can be ignored as they are nearly non-existent and have very little impact. E Drain immunity doesn't even prevent you from losing all of your energy from a miscast which makes it extremely worthless.
Personally I always wear Elements and Immunity rings so I can ignore Blind/Deafening/Drains/Sleep/Slow/Paralyze immunities and have enough room to take +5 crit and +4-5 Light Radius with all other immunities covered. Third Leg is usually reserved for Shielding/Underdog.