KeeperRL

KeeperRL

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VoiD Dec 15, 2021 @ 1:29am
Necromancer tips
So I returned after a few patchs and the game has quite a few new facations, I got interested in the necromancer but it doesn't seem to get the legendary dual wielding monsters, or capture from other dungeons, so, how do you make them work?

In my experience the goal of the game seem to be about creating one, or a couple of really powerful monsters that can beat any bosses and take massive damage, but undead seem frail, and I haven't seen any good candidates to get to that level, strength in numbers was never very strong IMO, it just gets all the hundreds destroyed once you enter a dungeon with one good character.
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Imadonai Dec 22, 2021 @ 10:47am 
I've played several games with necromancer and found several ways to win (and one to cheese hard). At the moment I consider necromancers to be the strongest faction.

1) Vampire Warriors buffed with 4 melee training balsams and 1 immunity to daylight can get quite strong, and come equipped with lifesteal, resistance to missiles and night vision. I've finished one game with ~80 attack and ~100 defence on my chosen champion. Ability to customize them with 5 balsams and ability to use equipment make them really versitale - you can get vampire warrior with 102 def while in your territory before training and equipment, which can tank a lot (and is a bit of overkill).

2) Vampire Nobles have higher starting def, same attack, no starting melee training and 5 balsams in addition to being spellcasters with some buff and crowd control abilities, innate immunity to daylight, flight and fire resistance. They also can be made into 100% laboratory, morgue and forge crafters, which are only things you need most of the time. They're a little bit weaker as melee fighters than the Vampire Warriors, but being able to fly, blink, pacify, blind, summon distraction or go invisible makes conquering a lot of keeps much easier.

3) Bone Dragons. Yeah, you need to kill a dragon first, but those puppies come with 7 balsams and with 7 melee training balsams get to 81/68 before experience and slayer titles. Flight, immunity to daylight, no equipment, no lifesteal. Not as fun to play as Vampire Nobles, but quite powerfull and you can make a lot of them once you get invaded by dragons.

4) Zombie/Skeleton Kings. If you pour 199 regular body parts into one you get 123/115 atk/def on average. You can also buff them with special body parts, like dragon breath from red dragon, telepathy from black dragon, +7 damage from dukes etc. There's no balsams for them, so they die in sunlight unless you wish for a potion to solve that issue (I'm not sure if you can throw a potion of permanent trait at them though). 123/115 is quite enough clear most of the game content and gives you a good fighting chance against most of the keeps. Especially since...

Cheese) Illegal booze labs. Vampire Warriors can distill moonshine, which sometimes spawns some rats. Rats drop body parts and corpses. With 180 Vampire Warriors and 160 distillers I've had production of about 0.15 body part and 0.2 corpse per turn, enough for single zombie king per ~1300 turns. Could easily scale it larger, but FPS-wise it wouldn't be too wise. Getting to Vampire Warriors and distillers early can easily snowball you to any destination you want to get to.

Overall I find necromancer really fun to play, but there's something to be said about this faction being a bit overpowered at the moment. Thing I missed the most is stuff like magic missiles (or intrinsic magic attack) for vampire nobles/zombie mages/necromancer and shooting over allies for skeleton archers that reach 7 archery (possible with balsams). That and jewelery/alchemy, but you really don't need to get any stronger and you already have all the versitality you could ever need.
VoiD Dec 22, 2021 @ 1:23pm 
Originally posted by Imadonai:
I've played several games with necromancer and found several ways to win (and one to cheese hard). At the moment I consider necromancers to be the strongest faction.

1) Vampire Warriors buffed with 4 melee training balsams and 1 immunity to daylight can get quite strong, and come equipped with lifesteal, resistance to missiles and night vision. I've finished one game with ~80 attack and ~100 defence on my chosen champion. Ability to customize them with 5 balsams and ability to use equipment make them really versitale - you can get vampire warrior with 102 def while in your territory before training and equipment, which can tank a lot (and is a bit of overkill).

2) Vampire Nobles have higher starting def, same attack, no starting melee training and 5 balsams in addition to being spellcasters with some buff and crowd control abilities, innate immunity to daylight, flight and fire resistance. They also can be made into 100% laboratory, morgue and forge crafters, which are only things you need most of the time. They're a little bit weaker as melee fighters than the Vampire Warriors, but being able to fly, blink, pacify, blind, summon distraction or go invisible makes conquering a lot of keeps much easier.

3) Bone Dragons. Yeah, you need to kill a dragon first, but those puppies come with 7 balsams and with 7 melee training balsams get to 81/68 before experience and slayer titles. Flight, immunity to daylight, no equipment, no lifesteal. Not as fun to play as Vampire Nobles, but quite powerfull and you can make a lot of them once you get invaded by dragons.

4) Zombie/Skeleton Kings. If you pour 199 regular body parts into one you get 123/115 atk/def on average. You can also buff them with special body parts, like dragon breath from red dragon, telepathy from black dragon, +7 damage from dukes etc. There's no balsams for them, so they die in sunlight unless you wish for a potion to solve that issue (I'm not sure if you can throw a potion of permanent trait at them though). 123/115 is quite enough clear most of the game content and gives you a good fighting chance against most of the keeps. Especially since...

Cheese) Illegal booze labs. Vampire Warriors can distill moonshine, which sometimes spawns some rats. Rats drop body parts and corpses. With 180 Vampire Warriors and 160 distillers I've had production of about 0.15 body part and 0.2 corpse per turn, enough for single zombie king per ~1300 turns. Could easily scale it larger, but FPS-wise it wouldn't be too wise. Getting to Vampire Warriors and distillers early can easily snowball you to any destination you want to get to.

Overall I find necromancer really fun to play, but there's something to be said about this faction being a bit overpowered at the moment. Thing I missed the most is stuff like magic missiles (or intrinsic magic attack) for vampire nobles/zombie mages/necromancer and shooting over allies for skeleton archers that reach 7 archery (possible with balsams). That and jewelery/alchemy, but you really don't need to get any stronger and you already have all the versitality you could ever need.
That sounds amazing, thanks.
I don't think it is overpowered, in the sense that yes, it sounds extremely powerful, but regular keepers also have tools to create some crazy freaks themselves too, including the warrior keeper himself
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Date Posted: Dec 15, 2021 @ 1:29am
Posts: 2