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I would roll game start until you hit 18 str.
Free action:You have unlimited breath so can stay underwater forever.
Divine Intervention:There is a chance(20%?)that if you die you get revived,upon revival you get the effects of a tome of power,and limited invicibility for a short time+get healed.
Glyph of the Ancients:Throws it like a hand grenade good dmg,easy to kill lower tier foes or use it againts airborne fire imp in the early game.(Paladin has no ranged weapon in world 1).
Crusader:
Roll game start until you hit 18 Wisdom.
Holy Str:For around 15 seconds you deal more dmg.Use it to kill foes fast and save on ammo.
Revivification:
You regain health and mana as you gain more exp:
Will trigger more often on higher diffs(more exp) helping the players with resource manegement.
Glyph of the Ancients:Place Glyph at your feet and it explodes within a short period like Timebombs in Heretic 1:
This Glyph deals very low dmg.....Weak.
Necromancer:
Underpowered Weapon 4 :extremely mana inefficient and not worth using.
Good with tome of power.
Weapon 3 is very high dps but it is more mana efficient if you tap or burst fire it from close range.
Basically shotgun chaingun.
Easy to waste mana(overkill) by holding down the fire button.......
Soul Gathering:Upon killing enemies there is a chance that you can pick up gatherings and restore some mana and or health.
Vampiric Drain:Sickle has chance to restore health when hitting enemies.
Can be useful againts lower tier(common) enemies like spiders,Archer Knights.
Edit:Can be used to hit corpses and such too.
Glyph of the Ancients:it is basically a homing proxy mine dealing very good dmg but can often hit collisions.
Useful to do room clearings and let the glyph kill imps,archers while you move into cover.
Assassin:
Very ammo inefficient Weapon 2 even if tomed up.
Hardest word 1 on highest difficulty.(mana issues).
Very ammo(mana)efficient weapon 3(but hard to aim) and untomed Weapon 4 is extremely ammo efficient and can also pierce enemies and can be charged up.
You can use weapon 4 for the whole game makes mana a non issue.
(not sure if source port or vanilla weapon balance issue with weapon 4).
Tomed up Weapon 3 deals very good dps againts bosses even if rate of fire is very low.
Tomed up weapon 4 is extremely mana inefficient but looks cool........
Invisibility:Likely useless 99% of the time:
Backstab:Deal more dmg and gain bonus exp with your katar weapon if you hit an enemy back.
I sometimes triggered it againts the first boss.....
In the expansion pack(abbandonware) you can find more uses for backstab and Archer patrols are much more common and you can go behind them......
Glyph of the Ancients:
Trip wire very high dmg,needs a set up you can trigger it yourself.(likely die).
I usually lure golems into trip wires on Word 1 as it 1 hit kills basic golems.(who have 200hp).Saves ton of mana.(at least 21 blue mana to kill a basic Golem)
Hardest to use Glyph best dmg.
DEMONESS:
(expansion only:)
Her first weapon has decent RANGE very useful the BEST first weapon.
Every other class first weapon is melee.
If you wait for the third weapon fire dot to run out it is slightly more mana efficient to kill than just spamming attack.
She has a very strong easy to use ultimate weapon and weak weapon 2 and 3.(if untomed)
So ulti weapon can be used for most of the game.(like with the assasin.)
Demon Glide looks cool useless 99% of the time.
Masochistic Mana:Is not worth it and first weapon can save lot of mana.
Glyph of Ancient is a poison grenade.It is okay.
She does not take dmg from the her own poison.
Enemy ballistas can be "killed" in word 1 even from melee range if you learn their attack timings as you can dodge their bolts.
They have decent "hp" and give no exp.
Disc of Repulsion can push enemies away including into collision,each other dealing dmg and can reflect projectiles.
You might want to save mana,word 2 has lot of lava use a few Disk of Repulsion againts Were Jaguars(200hp) and especially were Panthers(400hp)to push them into the Lava.
Enemies killed via lava do not give exp but save the player resources.
Were enemies during their "roar" animation have I-frames and take NO dmg.....
They can sometimes reflect projectiles back,so do not just blind fire.
Quartz Flask also cures poison,primary useful againts the boss who fires poison arrows to prevent dot dmg.
I recommend rebinding most inventory items for ease of use during combat.
Eg.(Most of my bindings).
Quartz Flask for"H" as it is for healing.
Glyph is"G" usually a grenade type.
B for "boots of speed"(always save for boss fights).
Selected inventory item use: middle mouse button.
Arrows keys(left and right) to switch inventory items.
T for "tome of power"
"Seal of the Ovinomancer" is a rare item that turns enemy into a sheep so you can kill them easily but they give no exp if killed while in sheep form.
I recommend to save them and use them only againts Were panthers IF you are very low on resources in Word 2 and there is no nearby lava.
Or save more and Use them only againts Late game(W4-5) Shadow Wizards(650 hp)who can teleport summon spiders,and upon death spawns spiders.(good exp).
W4 Medusas(700hp) IF you have problems with them.
Or againts W5 Fallen Angel Lords(500hp)as they can often deflect projectiles back so their Effective hp is bigger.
Their laser beam attack also deals insane dmg.
Medusa projectile "vomit"seems to have insane homing likely undogeable without a disk,you can go into melee look down(to avoid the damaging gaze)and crouch and kill them with melee usually this will avoid dmg.
Necromancers can also refill hp.....will take a long while to kill them this way due to high hp.