Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I didn't beat the game yet, but i belive you have to get strong unit early on and feed him lesser bosses to make him stronger to complete the game. But it feels so frustrating when you see your army can't even scratch enemies and i belive a lot of people can stop playing at this moment.
Also, if you can level up and gear up a werewolf, it can possibly do tons of damage to the legendary humanoids. Werewolf needs to have ambush, ambush seems to trigger critical damage if successful (press H to hide the werewolf when it is standing in a bush or tree). Assuming the werewolf has more attack than legendary humanoid's defense, it can damage the legendary humanoid's limb with a battleaxe (it has a chance to chop off limbs).
I had my own legendary humanoids outfitted with admantium and didnt help. They got worn down. For some reason the enemy one kept rematerializing back to 100% (from 83% or so) every single turn even when nothing else was nearby.
I have read other tactics I need to look into. I believe there is a way to use battleaxes to chop off limbs even when you can't do any damage. Poison attacks would be useful too possibly.
Never tried the Ambush strategy. I did have tons of harpies and like 20 maxed wizards but they never DID anything. It all just bounced right off.
Most of the Legendaries are fire resistant, but poison usually works on them. Make some Potions of Poison to throw at the tougher ones. Infernium weapons may or may not be helpful with the Burning debuff based on the enemy's fire resist. If you can find some way to apply the Acid debuff it will also lower their defense.
Swarm tactics help against high defense targets too. Each unit that surrounds an enemy and attacks them each turn gets a stacking debuff for the enemy. The issue when fighting a stronger enemy with a swarm of weaklings is having the swarm survive to reach their positions and attack together.
Example: A 10 defense unit is surrounded by eight enemies. The 8th unit that attacks the defender will be fighting a (roughly) 2-3 defense enemy instead. The shield's parry buff reduces the defense loss from being surrounded and attacked by multiple enemies at once.
It won't be your "silver bullet", but it does help a lot. Especially when used in addition to other debuffs. Sometimes 1-2 defense points can mean the difference between "nothing is working" and "It's just a flesh wound, come back and I'll bite your kneecaps off!".
Only downside to mummies is they are slow as ♥♥♥♥, and you must attack the enemy base at night, or sunlight will OHKO them. There is one piece of armor you can equip on the mummy to make it immune to sunlight damage, but it's only one specific piece of equipment you can only craft by killing a specific dragon or something...
Its early access so I know balance needs to be tweaked still. But DAMN it feels bad for your 6 hour dungeon run to just.... die without even a chance of victory.
I had 70+ dudes too. But the super fire swords aren't really useful vs fire demons.
Moria... You fear to go into those mines. The dwarves delved too greedily and too deep. You know what they awoke in the darkness of Khazad-dum... shadow and flame.
After digging down to floor 22ish there is a Fire Demon with an army of goblin archers and trolls. I think its a pure tip of the hat to LotR.
However, I've never beaten them. I've killed the demon (twice!) but the army still crushed what I had left and killed my keeper. I've beaten the game on the surface several times, so the fire demon is optional.
Its the hardest fight in the game, to my knowledge (I have no idea if something stronger is beneath them, but I hope to god there isn't).
Even with a fire resist ring on EVERY single soldier I had, they still just get murdered by that guy.
There are two Big Things I've learned about KeeperRL combat.
1) Making overpowered single units and keeping them alive is A Good Idea ™. They're the big DPS guys for the uber-enemies you meet.
2) Knowing what you're up against and how they're countering your attempts to get rid of them.
Other than that, making sure everyone is leveled, equipped with the best gear, potions, magically thingies, Poems (Yes, bad poetry that effects morale in a radius) and understanding the debuff system as well as certain effects from normal weapons ALL adds into this. So, make this point 3). :)
Point two is hard. For instance, I forgot Zombies in a big group are potentially an existential risk due to that group defense mod trait they get by default. (Forget the name atm.) That ended my last playthrough despite having stomped my way around the map. Dug too deep, I guess, without glancing at the Wiki... I could have continued and rebuilt, but it would have been a slog.
Axes chop off limbs just as a natural effect of the weapon. Hammers... do something too. Getting as many attack types on that nasty target is usually a bonus, no matter what it takes. Harpies can Blind/instagimp with one hit, too, on some mobs. (The Woodelves have their own special as well, IIRC.)
For some enemies, there is only "one way" to take them down effectively without praying to RNGeebus. If there's a tactical shortfall in KeeperRL, that'd be it. You can meet something that you can't deal with....
For that reason, i never use my Keeper as a casual combatant. I level them up, here and there, especially during Raids, but for all other actions they generally stay at home. Now, that can be a bad strategy as the Keeper can potentially be the most powerful unit in the field. But, it often helps me recover from mistakes without having to start a new playthrough. :)
1) Zombie Swarmer trait - adds +1 attack/defense for every other Swarmer in range.
2) Hammers have the "Collapse" proc (destroys legs, lowers mobility/defense)
3) Harpy Eye Shot and Dryad Heart Shot. Both insta-kill "chance on shot" abilities.
4) I only use certain Keepers for combat, depending on the mod or playthrough. Dig Realm's Platinum Dragon is a combat beast, your standard wizard Keeper less so. The upcoming Necromancer is practically useless in combat (no combat training, have a phylactery to save their life when they inevitably die is your only option for the necro). Gnomes are a no-go, so is the Goblin King. The rest are hit or miss on combat effectiveness.