Dungeons of Dredmor

Dungeons of Dredmor

Ubucker Feb 14, 2013 @ 8:13pm
Cool Skill combos!
Yo I find that I just select a random set of skills that do not seem to compliment each other. anyone know of any good combonations?
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76561198075040039 Feb 14, 2013 @ 11:29pm 
1) Promethean magic (prime low cost attack skill and wyrmling can carry you through the first 3 levels in itself) + Blood magic (gives back mana instantly) + mathemagics (teleports you) + perception (removes fog of war on a large scale, also helps against invisibles and traps - or just have tourist for the same reason what is a magic sakill) + golemancy (unliving wall makes you able to control monsters).
The tactic is to spam attack spells with high magic power (so you gain back mana fast enough to be able to spam), while you either teleport to safe distance (when opening doors) or spam unliving wall.
Do NOT walk into your own fire! For this reason disable moving by clicking with the mouse!

2) unarmed combat (knockback, teleport) + clockwork knight (teleport, knockback, good attack skills) + smithing (buffs clockwork knight and provides crafting) + tinkering (same as smithing) + magic training (to prevent monsters spellcasting). With this you can play hit&run infinitely.

3) battle geology (plutonic fist is a very strong starting skill, the skilltree also provides early ranged attack) + paranormal investigator (with this you can remove any corrupting monster except bosses) + any weapon skill (don't take unarmed) + something what gives at least 1 trap radious (optional, but very comfy) + Big Game Hunting (if you have this or perception you'll almost never get blocked/dodged, also gives summonables) + any crafting skill (works well with Paranormal Investigator) + berserk (immensly helps clearing zoos, but can be changed) + warlockery (gives a permanent buff of 1 to resist all as level 2 ability, can be changed)


These builds are working, newbie-friendly, and have the potential to finish the game.
Haldurson Feb 15, 2013 @ 1:33pm 
The OP really ought to take a look at this in the official forums, particularly the linked document (which contains the gist of the ongoing discussions)
http://community.gaslampgames.com/threads/project-community-skills-guide.3033/

Until you feel comfortable with most of the skills in the game, you should try different types of combinations, using that document as a helpful guide.

In general, a lot of people, out of a misguided attempt to treat the game like an rpg, try to create a 'warrior', 'rogue' or 'mage'. Instead think ranged vs. melee, and then decide what kind.

For a melee, you will need at least one defensive skill, maybe more -- Master of Arms, Shield Mastery, Warlockery, and Demonology can all help with that. Artful Dodger is ok, but not great.

For a ranged build, concentrate on damage and skills that keep you out of dangers.

All ranged builds, and many melee builds will require some kind of mana management -- primarily Ley Walker or Blood Magic. Note that not all melee builds that use magic require mana regeneration. For example, if you pick Astrology or Viking Magic or egyptian magic to enhance a melee build, you can probably get away without Ley Walker or Blood Magic.

In your build you should consider healing as a need, and even a little bit is good.

Note that Thrown Weapons should be considered part of a melee build even though, yes, it is not melee. The reason why is that thrown weapons first of all is not sufficient by itself because you consume your missiles, and second, you get damage bonuses from melee skills that affect thrown weapons.

Archery can ALSO be part of a melee build, but unfortunately, lacks the advantages that thrown weapons get.
Last edited by Haldurson; Feb 15, 2013 @ 1:40pm
Ubucker Feb 15, 2013 @ 3:09pm 
cool thanks guys
11 Feb 15, 2013 @ 6:26pm 
Twillight & Taldurson, thanks for the information! I was wondering the exact same question as the OP. Great tips and thanks for the links. I am REALLY starting to like this game...
76561198075040039 Feb 16, 2013 @ 6:06am 
Originally posted by Haldurson:
All ranged builds, and many melee builds will require some kind of mana management -- primarily Ley Walker or Blood Magic. Note that not all melee builds that use magic require mana regeneration. For example, if you pick Astrology or Viking Magic or egyptian magic to enhance a melee build, you can probably get away without Ley Walker or Blood Magic.

You definitly should. I mean even if you put all 6 buffs on you from viking magic + egyptian magic you still spend only 1.091666 mana per turn, so if you have a steady amount of booze it should be coverable.

(Counted out for a werediggeler build, still under construction.)
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Date Posted: Feb 14, 2013 @ 8:13pm
Posts: 5