Gedonia

Gedonia

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Dungeons Mode (OUTDATED)
By CleverEuge
This guide aims to explain Dungeons Mode mechanics as well as provide some viable builds for this gamemode
   
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Warning
1. Before I start this guide, I need to warn the reader of the fact that I am not a native English language speaker, so there can and probably will be gramatical errors. You have been warned!
2. This guide was written for the game version 0.31a, so stuff sooner or later probably will become outdated (if I dont rewrite it of course)
3. This is not a guide for game basics and character creation! If you need info about that, please follow This Guide , written by Judge
Why this guide exists
The main reason is - I could not find any relatively detailed guide on the internet that will fully cover this game mode, so I decided to create one by myself, systematizing everything I learned by playing
The Keep
Upon selecting the game mode and creating your character, you will appear inside of a rather small keep, inside of which you will find:

1. A big and round strategical table. It is here where you start your exploration/grind. Pressing the action key will open up the campaign map for you run



As you can see here, theres multiple things you can do before actually starting. First of all, the "Return" to base button allows you to come back into the keep withous losing any progress done so far. This is particularly usefull later on when you will start enhancing your gear via crafting, but we will talk later about that.
The "Refresh" button resets all the progress made so far, while also resetting the difficulty of the levels. A very important note to this is that it only resets the dungeon progress, player will not lose his blessings by smashing it.
The "Add Difficulty" button is pretty self explanatory. If the dungeon feels too easy, or you want to get better gear you can always crank the difficulty up to get some challenge and better rewards
Next up is the region selection. Every region will have stat modifiers for the mobs that will reside there, as well as some enemy bonuses and map events. This will become important at the late/endgame, when those extra 10% enemy damage could become a oneshoot to all your hopes and dreams.
At the start you can choose between 2 regions and 2 special buildings, all of which will have their map stats. For a start I strongly recommend a low health region with at least one Pressure mission (I will write about them later) as an ideal start, but because of the random generation sometimes that won´t be possible.

2. Arena Master. This guy will provide you with some starting gear for a small price of 0 coins each piece. Later on he will start selling common items 5 or more levels lower than the player is (basically he will become useless)



3. Blessings statue master. You can speak with the statue and set up what blessings do you want to appear. Theres 4 options: For Warriors, for Rogues/Archers, for Mages and supportive blessings. I recommend setting this up very early on as it will help you get the ones you need for your playstyle faster this way. You can also bless any rare+ piece of you gear free of charge with a random modifier that suits your style here



4. Divine Anvil. This is the tool to level up or raise the quality of an item. To use it you will need some yellow crystal shards (3 to level up) or an entire yellow crystal (to raise quality). Note that you can upgrade your item only once, so be carefull what you are doing.
P.D. this damn thing has really weird dialogue hitbox, so to be able to actually use it, first place your item in the anvil, and then very carefully try to come for the crystal as it is shown in the image below. You will see the "Divine Anvil" Level 0 humanoid F menu on the right bottom corner. Tap F and it shoud open the dialog menu to do the upgrade.



5. A door to leave the keep. You can actually leave the keep and go outside. There you will find some more stuff to interact with

Outside of the Keep
Once you are outside, you will find several more interactables, that will be very usefull

1. The Builder Table. Let us actually make our own home and establish crafting stations so we can take full advantage of the game crafting system later on



2. Hireable NPCs

Those two NPCs can provide us with almost infinite amount of meatwall friends that will aid us in our dungeon exploration journey. All that for 200 gold a piece unit. All that having in mind you´ve got at least two points in charisma...



3. Arena Master advanced vendor. This guy will be your main source of tools and rare materials for crafting. Note that he does not sell everything, you will need to farm the rarest ones by yourself. Also as I understood, he expands his inventory with player level, so have that in mind too. He also will be exchanging your Rare Berries, Ancient Tablets and Shards of Ancient Weapons for Experience, Talent Points and Items, respectively. Note that he also appears when you enter a building area on the map (Ruins, Caves, etc), so dont worry, you do not need to go back every time you´ve got enough for exchange.



4. Pet Barrel. Yeah, you´ve read right, we´ve got our own pet barrel in this game. Dev please don´t fix this




Dungeon Mechanics
Now that we finished talking about the contents of the peace zone, lets start speaking about what is waiting us in the dungeon itself

Points of Interest

In this category we have:



1. Treasure Chest - contains items, generally better than what normal enemies drop. Note that generally does not means always, so if you found a piece of cheese and water in the chest and the next mob dropped Epic Two Handed Axe of Critical Hit this does not mean I am wrong, its just your luck.



2. Berry Bush, Ancient Chest and Ancient Weapons Shards site - those three fall into the same subcategory, as they all have the same value to an extent. Those, apart from being quite expensive items in the early game, are a very good way to boost your progress, via exchanging them for rewards at the Arena Master vendor outside of the keep. Note that he also appears when you enter a building area on the map (Ruins, Caves, etc)





3. Map exit point - pretty easy to find as it launches a cyan beam into the stratosphere. This is how you end your current map.



4. Side Quests - secondary mission to further boost your progress. Launches a green beam into the stratosphere. Missions itselves are described below.



5. Obelisks and Blessing statues - described below



6. Traps - various traps, starting from your generic floor spikes and ending with purple laser beam Arcane magic beam. Dont step on them. Im serious. It will hurt

Blessings

A blessing is a temporary (or not so) buff that the player receives via activating the Blessing Statue or using the Blessing scroll, that can be found by doing red obelisk and Information mission. There is a lot of different blessings, and to make it shorter I will not describe all the efects in this guide.
What we need to know about them is that how exacly they work:
1. If player dies and loads a save, all his blessings (and map progress) will dissapear
2. If player quits the current run by any form the blessings will be gone (Alt+4, Save and Load, etc)
3. If player just goes to the keep and resets the map progress, the blessings will stay with him.
As it is pretty clear now, blessings are not stored in the savefile, which means there is no way to get them back after you quit/die. Im not sure if this is intended as an anti-abuse mechanic or its a bug, but that is the current game state so Keep your computer running 24/7 to save those 200+ blessings deal with it.


Obelisks

Sooner or later you will stumble upon red/green obelisk. Those two are very beneficial to find, as they provide really good bonuses to our character.

The green one will grant the character a permanent skillpoint, which can be freely put whenever the player please
The red one is a little bit tricky. As soon as you will "Start cleansing" the obelisk, a wave of enemies will appear, and you will find yourself locked inside a small circle, that will appear at the same tame as the first wave will spawn, with 1-2 or maybe 15-20... pretty strong (at the beginning) foes. After 15 seconds of the first wave spawn, another one will appear. When the player defeats all the spawned enemies, the limitation circle will disappear, and the player will recieve 2-3 Blessing scrols as a reward for completion.


Missions

So far theres only two types of missions that the players can complete:
The Pressure Mission will make you find a bunch of crates, destroy a sphere (empowers nearby mobs. Will not have any hp bar shown. Just keep hitting it until the mission will be completed) or kill a miniboss called "Keeper" (not actually that hard, its like 30%+ on each of his stats compared to region mobs. At least that how it feels, may be wrong) for a reward of your choice. You can pick between four different options, which are: More Loot, Better Loot, Better Materials and More Experience. Upon picking any of those (which are pretty self explanatory and does not requiere any additional info) the final boss will also receive a random buff.




The Information Missions, in the other hand, will let you delete those buffs from the boss. Those missions generally will ask you to solve a simple chest puzzle, and also will reward you with a Blessing scroll.


Map Progression

With all the information given above, you can alredy start trying to beat your first maps, gear and level up your first character. As soon as you manage to beat the first map, you will notice that two more regions has been unlocked. Your main objective is to defeat the boss that remains at seventh region of the map. To actually get there you only need to complete three regions out of twelve, but it should be one region per set (one out of the first four, one more from the next four, and last one from last four). Once done, you will face a rather small map where the boss and a big pack of mobs will be. Upon defeating him you will get a generally better loot than you normally get from the mobs, and a choice: end the run and lose all your blessings or keep going, increasing the difficulty level of the dungeon but keeping the blessings.
Of course noone hurries you, so if you want to clear all twelve maps and grab all those blessings and skill points, feel free to do so


Farming Blessings if stuck
If you feel like you cannot progress further because you are lacking damage/life/mana etc, or just generally want to make a oneshot build with any possible skill, you should probably consider farming blessings.

How do you do that? Well, theres two ways to do that, and both are quite similar to one-another

The first one consists of running the game at lowest difficulty and map also on lowest dificulty, activating every single blessing statue that will be there, proceed to the next one, and so on until you clear the map dry. Then you should just reset the map and go all over again, as the blessings do NOT dissapear on refresh.
This is particularly usefull if you just started the game again after turning it off because you have life for any possible reason, and you want to keep progressing further into the hard maps, which is not possible withous blessings.

The second one involves instead of grabbing blessing statues grabbing blessing scrolls from puzzle chests and red obelisks. By the way, even if the game says that they dissapear after the campaigh is ended, it doesn´t actually mean they do. Instead, you can freely reset your map progress, and they will still stay with you. They do dissapear if you kill the boss, that´s what the game means by that, but you can still stack them if you don´t plan to go for him. One more thing before we continue. If you grab the scrolls, and THEN, withous activating it from your inventory, will activate a blessing statue, the game will think that you actually used one, and will grab it from your inventory! You can also store the scrolls in your house´s chests, if you´ve got one of course.
The reason why I consider this a different method is because of the time investment you need to do. If in the first one you just need to fly around killing mobs near the statues and grabbing them, in this one you are supposed to wait between waves and solve puzzles, which can become a little bit tedious.
Now, this second one is particularly usefull to the people who is thinking on ending their game session, but still have some spare time and dont want to start their next session by farming the blessings from 0. You can stack (for example) 50 scrolls, save the game, and tomorrow you will have all those blessings aviable to be activated!

Now, of course you are thinking "Why just don´t do both?". And of course you can totally do that, but remember to use the scrolls as soon as you get them, because of the bug feature with their dissapearance after a blessing statue usage. And of course that is only viable if you are planning to running the game overnight, like I do keep playing for a long time, otherwise it will be just a waste of time.

Video showing the farming procedure:

https://www.youtube.com/watch?v=MdOdMswNr9w

Video showing the scrolls dissapear after blessing statue is used:

https://www.youtube.com/watch?v=TlW8RkaXEc4
Builds part one
Work in Progress. Please dont ask to include your favourite builds as I am willing to try everything by myself, including the most irrelevant ones

Assasin

Boy oh boy did I messed up my first try at dungeoneering.
In this build I went 4Agi 1Str 1Int 1Cha (I know, im stupid because I never noticed you can have 0 on each stat), with main weapons as dual-wielding daggers. And it went really bad.
I was forced to crank the game difficulty all the way down, and even like that I needed aroun 30 hits to actually kill my first mob. I was doing 1-2 damage each hit, with mobs having around 60-80 hp
Anyway, I do NOT recommend going for an assasin build right from the start. Equip yourself with any Two-handed weapon until you reach level 5 and get daggers with 4 base damage, and only then you can start going into the assasing style.
Right now my assasin is level 44 with maxed out Banditry (Main focus), Combat Mastery (Secondary) and Ferocity (Terciary). I also leveled up blood magic leechers passive ability as the do not requiere mana, and Talents at 19/30. I probably wont play this character anymore because the leveling process is pretty slow and the combat is mostly spam-click with two abilities to use.


Warrior (Two Handed Weapons focus)

This was my third character so when I started I alredy knew what I was aiming for. Starting stats were 3Agi 3Str 2Int 0Cha and a two handed axe as a starting weapon. Went WAY easier, by the end of the first hour I was level 17 and finished 3 maps, grabbing everything.
Right now Its a level 72 Character with Fulled Ferocity, Combat Mastery, Arcane Magic, Holy Magic, Talents, and pretty much every crafting skill (except for tailoring for obvious reasons). Also got some blood magic and Nature Magic going on for some extra dps and healing.
The main focus was Ferocity and Combat mastery, and blacksmithing as first crafting job to harden my weapons for extra damage. Next leveled up Nature Magic to get Beast element and Absorb Element. Those two and the Enchant weapon made my DPS increase like 150-200% in total, which is insane.
The skill order for this one is:
0. Out of combat: Flight to be able to travel fast and grab everything really quickly.
1. Right Before Combat: Beast element, Enchant Weapon, Beast Element, Absorb Element. After cooldown wears off Beast element again. Divine Shield if I know that enemies cannot be stunned.
2. In combat - Warscream (with stum blessing) for stun, Whirlwind (with Lasso Blessing) for DPS, Charge (with Whirlwind Refresh Blessing) for some extra DPS and Whirlwind refresh. When Rage reaches 100, two basic attacks to Nuke everything.
I will probably keep playing with this character from time to time, but I feel like I managed to achieve what I was aiming for. His two rage attacks one-shotted the boss at difficulty 5, so I guess Im more than fine with that

Builds part two
Leader (Charisma based) (Outdated as for 0.31b, needs rewriting)

At the difference of my previous build, this one is extremely powerfull, but also extremely boring and broken. We are going for the Three Mercenaries strat.
For that, we are going to start with 0Agi 0Str 4Cha 3Int
The reason for this stat discribution is because with 4 charisma you can have 3 mercenaries at the same time, and 3 points into intelligence will let us get some very usefull spells for movement.

Note that this build is NOT suited for short/long distance fighting. Further more, you are not even supposed to enter the combat...

What we are going to do is focus the Arcane Magic skill tree or, as an alternative, the Banditry one. In the first one we want to get Flight, so we can stay out of combat, while for Banditry we are going to get Stealth and Vanish so we can stay unnoticed.

Now about the blessings. For the Arcane Magic strat we will have four core blessings that are:
1. After killing an enemy restore 7% of your Mana (at least 3 of those, 4 if you are not going for mana items)
2. Mercenaries gain +20% to health and damage (4 of those will be more than enough)
3. +15% Maximum Mana
4. +0.3 Move Speed (For faster flying. With 4-5 of those we will be fine)
You can also add Auto Loot, More inventory space and +15% Experience Gain to get much more confortable playtrough
For the Banditry skill tree we will need some different blessings as the core ones in order for it to work properly:
1. Enemies cannot see you in Stealth
2. Stealth does not wear off after receiving damage
3. Vanish has 8 seconds less cooldown (take this one only once, they do not stack even if the game says otherwise)
4. Mercenaries gain +20% to health and damage (4 of those will be more than enough)
5. Sprint does not consume stamina anymore
6. +0.3 Move Speed (We will need at least 8 of those to be able to compete against flying speed)
Same as Arcane Magic, you can also pick autoloot, more inventory and more exp blessings in addition to the above. I also strongly recommend grabbing the "AoE abilities and traps dont affect the character anymore" one, so you can feel a little bit safer.

Now, its all fun and games but... How are we supposed to kill mobs if we are not going to grab anything directly related to combat? Well... We dont. Instead, the mercenaries will do all the dirty work for us.
The patch 0.30j implemented the shift+v key combination, that let us instantly teleport all our mercenaries near our character. We are going to abolutely abuse that to drop mercenaries from the skies right into the enemies heads (In case of Arcane Magic build) or just make them appear in the middle of the enemy pack by running past it.

Now that its pretty clear how do we clear out the packs at mid-late-end game, let me talk a little about early game and how are we supposed to start

First of all we are going to start naked and grabbing a pitchfork as a weapon. The reason behind that is the cloth armor (the only thing we can wear with this build) does not provide any defense at all, so its pretty much useless early on. And the pitchfork is almost the only two handed weapon we can use withous strenght. We are going to use hit-and-run tactic for the first fights, until we get some gold to buy our first mercenary.
To get that gold early on we are actually going to sell the ancient tablets, rare berries and ancient weapon shards to the vendor. Each of those will provide us with at least 100 gold a piece, and in open maps we can get up to 9 of those = we can get around 900 gold from our first map at level 0.
With all that money we are going to buy ONE mercenary, and then we will upgrade him using all the remaining gold. Its important to start with just one, so we can fully upgrade his stats and pick what we need. The skills we want for each mercenary are the same, and are clearly shown in the image below:


In the end I want to say that this strategy is completely broken, as it does not requiere any skills and deep knowledge to pull off. Its just one mechanic abusage, and overpowered mercenaries
Below I will provide Skill Tree that I used for this








Builds part three
Ranger

This one uses a pretty easy concept: they cannot hit you if you kill them first from the distance.
We will start by going 1Str 4Agi 2Int 0Cha, and there is a reason behind that stat choice.

Starting

One point in strenght will let us use leather armor that will give a little bit of armor early on, and good leather armor items for the late game, that will enhance our ranged damage.
Four points in Agility will let us do more ranged damage right from the start, will let us run fast and dodge quickly, and also will provide a double jump. With the Double Jump blessing we will be getting three jumps! That will let us leave the most dangerous situations.
Two points in intelligence will let us use some empowering and supportive spells to raise that damage even higher
And because we are going for a stealthy build a mercenary will only reveal our positions (apart from being broken and boring), so we are not picking any charisma at all

After appearing inside of the keep, we will buy a bow, a two-handed spear and full set of leather armor. Spend two initial points into archery and Exploding arrow. And, as the last preparation step, leave the keep and buy five arrows from the vendor on the right.

Now we are ready to start our ranged adventures. Go ahead and start the map.
Of course at the start you will only use your arrows while trying to clear the red obelisks, while using your pitchfork spear to kill most of the enemies. Your main goal on the first map is to actually clear it completely and (if possible) get to level 10. While leveling also go ahead and spend one point into blacksmithing, so you will be able to craft the arrows (or not if you get the "You don´t spend arrows while shooting anymore" blessing. Actually, that is the main blessing that you want to get as soon as possible, or you will find yourself in a situation where you spend all your money on arrows before every map...).
Why craft and not just buy them? Its pretty easy indeed. While the vendor sells one arrow for 4 gold each, he also sells one copper ore for 12 gold each. With one copper ore you can make 10 basic arrows, which means that instead of 40 gold per 10 arrows we are actually spending 12...
To get enough gold to buy the plot of land and the crafting accesories you will need to sell those berries, tablets and weapon shards for 100 gold each piece, as we did with the Leader build at the start. Its inevitable, sadly (unless you get the infinite arrows blessing early on of course)

If you did everything well, from that point on you will be able to progress further quite easily. Just keep leveling up your Archery skill tree and combining all the abilities, and you will be fine.

Abilities and combos

Abilities that combines well with eachother

1. Beast Element + Enchant Arrow = Damage enhance for one shot
2. Lightning Element + Absorb Element = +15% critical damage chance! And for 20 minutes!!!
3. Multishot + Exploding arrows = Ultimate damage and stun for everyone!
4. Controllable arrow + point 1 + point 2 = probably oneshot any single target!
5. Hold Breath + Double Jump + Aim while airborne to slow time = Extremely precise trickshots! (Also looks really cool if you think how would it look from a different angle)

Abilities that does NOT combine, even if the game says otherwise:
1. Controllable arrow + Multishot = it said that those two combined should launch three arrows at the same time. Either not working or not even implemented. Never saw more than one while trying this combo. Maybe because tecnically Controllable arrow is not a basic shot but an ability, so Multishot is not being triggered? i dont know, ask the dev
2. Controllable arrow + Exploding arrows = also not stacking, probably because of the same problem
3. Enchant Weapon does NOT work on bows! It even says in the description that is only for melee weapons only I still tried, but sadly it actually does not :(

Now done about attacking, what about staying alive?
Well, you see, as a ranger you will be constantly upgrading your damage without upgrading your life. This strat sooner or later will make you become a Glass Cannon, so theres not really any way to survive if some random grinch Nature Elemental just taps his green laser of death nature beam for a milisecond and will vanish your savefile your character from this map. The only reliable way to actually counter that is getting your Holy Magic skill tree up to 15 and grabbing that Holy Shield for 10 seconds of absolute invincibility... Or you can actually just kill those with Controllable Arrow from so far away that even the mobs from the same pack won´t move because it was so far and they can´t really walk that far away from their spawn point. Remember what I said at the start of this build?
Originally posted by EugeFrost:
they cannot hit you if you kill them first from the distance

Blessings we want
1. Free Shooting (dont spend arrows on shot)
2. Ranged Damage Scaling (Your character recieves +1% ranged damage for every level)
3. Killing an enemy gives damage bonus for 5 seconds (IT DOUBLES YOUR DPS!!!)
4. +15% ranged damage
5. Improved Multishot (Your multishot gets +1 arrow)
6. Attack Speed Bonus (Only twice, no sense on getting more, wont stack past that point)
7. Explosive Arrow Radius (Explosive arrows recieves +150% explosion radius)
Supportive blessings:
1. Hover
2. No stamina cost for sprinting
3. Extra jump
4. +0.3 movespeed (several of those, around 5-6 would be enough for comfort playtrough)
After getting all that just keep stacking damage and maybe magic resistances if you want a more defensive playstyle
This is alredy ordered by importance. Lower number = Higher priority

Bugs

Now everyone who do want to play this build fairly stop right here and go play, and those who only seek oblivion to their enemies no matter the cost, stay and read carefully.

First of all theres one very peculiar bug/mechanic that I discovered while using bows. If you right click hold for aim, then quickly press the left click to shoot and quickly release the right aim button, you will shoot another arrow. Sounds awesome, and it gets even better because if you are below the Hold Breathe effect your second ilegal arrow will autoaim into the closest enemy! This is insanely usefull while facing a close combat situations, especially at the late game, when pack size becomes arond 15-20 mobs per spawn point.

But wait, theres more!

If you do this sequence:
Beast Element, Enchant Arrow, Lighting Element, Absorb Element, Hold Breath, Mutlishot, Exploding arrow in a quick sequence and then perform the trick from above you will find yourself become the literal archer god! Here you can see the results:
https://www.youtube.com/watch?v=9u_LbK1CAgM

And here are some screenshots from my lvl 82 Ranger


This build ended up to be pretty interesting and somewhat challenging right from the start, so I really had fun playing with it and developing it on the go.
Builds part four
Arcanist - Elementalist Mage

This was my first ever attempt to make your classing caster, to prove those who say that mages are very unbalanced (in a bad way).

The main problem about the mages is that at the even start the amount of mana you have is very limited, and pretty much any spell in this game requieres at least 10 mana... Which is 1/12th (at 4Int) of your mana pool. Considering the fact that you need 3-4 spells to kill one enemy, and an extremely slow natural mana regeneration rates makes this build really hard to play early on... Or does it?

Stats

First of all, we are going for 0Str 3Agi 4Int 0Cha.
0 Strength - We do not need it at all, as we are only going to use cloth armor for elemental damage bonuses, and also not going to use any melee weapon that requires it.
3 Agility - Running and dodging is the very key of caster´s survival. You will be running A LOT at the begining because of the lack of magic damage at the start. If you know what kiting means in RPG games, then you know what I am talking about.
4 Intelligence - Our main stat. We need four because it will let us cast while running, which is really important for us
0 Charisma - We don´t want any overpowered meatwall as a pure caster

Gear and skills

As a caster the only armor we can use is the cloth one, so you can start naked if you want, there will be no difference. Except for the cape, it gives one point of armor, but I honestly think that it makes absolutely no difference between having 0 or 1 armor.
Our weapon of choice for the start will be the pitchfork two-handed spear, as it has really good reach and very high base damage.
For skills we are going to start on Elemental Magic, later adding the Arcane magic and Alchemy crafting job.
Spend one skill point at Elemental Magic level and another one to get Elemental Attack

Leveling Strategy

Why elemental attack and not any of the three elements? Its pretty easy to be honest, you can still use Elemental Attack withous using any element as a base for it - you will cast a fireball (low damage, single target, 10 mana cost). This is our first spell, but we will use it only to kill ranged mobs.

Warning! Do NOT try to do Red Obelisks before reaching level 3! If you happen to get Fire Elemental Lord spawned, you won´t be able to kill him! He is completely immune to ANY fire damage!

After hitting level two, spend one point upgrading your Elemental Magic, and the other point to get Fire Element. This is where the thigs will start getting interesting. You see, for some strange reason, the Fire Element + Elemental Attack combo does not consume any mana! The only downside is that you can cast it only once per four seconds (with no blessings of course).
This "flamethrower" combo will let us clear packs of mobs free of mana limitations, even if that will be pretty slow because of this spell actually being a DOT.

As soon as you hit level 3, you should spend one point into upgrading your Elemental Magic once more, and get Lightning Element. The Lightning Element + Elemental Attack combo is a high damage single-target magic attack in form of an electric stitch, with very low cooldown, but 10 manacost downgrades it a lot for us. We should be using this spell combo only to kill enemies that are immune to fire damage and in situations when you need to kill your enemy quickly, like fighting against Nature Elemental.

Keep spending your points into Elemental Magic and Rampage of the Elements at level 4 and 5, following the same strategy of clearing the whole time.

As soon as you will hit level five, go ahead and end the dungeon by leaving it or using the save/load exploit if you are too far away from the exit, and not afraid to lose those blessings.
Now I need to clarify why we should do that. At level 5 mobs will start dropping green items of level 5, which will contain different magic properties, but they will drop items at the rate of 40% Item level will be lower than mob level 55% Item level will be the same as mob level 5% Item level will be higher than mob level. Those numbers are not exact and can difer a lot since I don´t have the exact formula, and those numbers are just my statistic from 200 items (I am not that patient to get more than that haha) .

By the way, the skill points from the green obelisks should be spent on Arcane Magic, Magic Overload and Conjure food.
* Arcane magic is needed to unlock the next two (so spend only one point into it!)
* Magic Overload increases the damage of our spells for 20% each stack for 5 seconds. At the start you will be limited to only cast it three times (and honestly, you won´t be able to cast it more because of the lack of manapool). Its a flat 20%, so its actually pretty huge, especially later on, when you will have around 800% Elemental Magic power, and grabbing another 20 from the blessing wont feel like a difference like at all.
* Conjure food - our way to increase mana regeneration out of combat, so we can actually use our lightning combo more often.

Keep leveling up your Elemental Magic skill until unlocking Focus the Element ability.
This one will finally let us start killing packs of mobs at a really fast pace. Just pair it with your lightning skill! The only real problem of this spell early on is that it costs us in total 60 mana (10 for Lightning Element activation and 50 for Focus the Element cast), and if you want to upgrade its damage to actually oneshot mobs, you will also need 3 stacks of Magic Overload for that +60% damage. So this spell is counted as an all-in spell for us right now, until you upgrade your manapool to like 200-300, either with items, blessings or passive skills (Arcane Magic skill tree gives more max mana, also there´s +max mana in Talents skill tree)

Gearing up

This is the list of gear enchantments we will be looking for all the time. As always, lower number - higher priority.

1. +Magic Damage
2. +Elemental Damage
3. +Critical Chance
4. +Mana

That´s honestly all what you need as a caster

Blessings

As always, ordered by importance, from higher to lower

1. Recieve +1% Magic damage for every character level
2. Reduces Cooldown of all abilities by 20%
3. Killing an enemy will 7% mana (at least 3 of those)
4. +20% Elemental Damage
5. Sprinting doesn´t requiere stamina anymore
6. +15% total mana (pretty much every bit you can get
7. +15% Magic Damage
8. Killing an enemy gives damage increasing effect for 5 seconds (actually not that easy on this character
9. +3% Crit Chance
10. Mana amount increased by 50%, but stamina amount is decreased by 50% (Good from character level 40+, kinda risky getting it before. Take it if you have a lot of damage)
11. Jump restores 3% of health and mana (can be helpful early on, but will be pretty much useless at mid/late stage

What not to pick:

1. Decreases drain water ability´s cooldown by 40 seconds and increases restoration amount and duration by 25% = Does not work at all, the cooldown stays the same
2. Focus the element cooldown is decreased by 3 seconds but its mana price is increased by 10 = absolutely useless, Focus the Element alredy has very little cooldown. What has a high cooldown is the element we use to activate it, but we can only refresh that quicker with 20% cooldown reduction
2. Blink has no cooldown or mana cost, but your movement is decreased 50%. Absolutely useless

Screenshots:







Builds part five
Necromancer

I´ve spent a lot of time testing how exacly the skeletons and abominations works, so before going into the actual build I first will explain what is the summoning mechanic, so you can understand some of the skill choices I ended up with

Summon Mechanics

1. At the difference from mercenaries, summoned mobs cannot be leveled up, mainly because we cannot access their inventories (which do exist). Because of that summoned creatures are not as broken as mercenaries are.
2. Direct attack buffs does not apply to your summoned creatures, as they have their own stats, so critical hit chance and attack damage is actually useless for us
3. Summoned creatures cannot be targeted. That means we cannot use Holy Magic´s healing on them, as well as any other spell that should be targeted
4. Any summoned creature´s stats are being calculated at the same time they spawn, so if you level up/get a blessing/get better item stats, you will need to kill your summoned creatures and resummon them again in order for them to become stronger.
5. Magic Overload increases your Magical Power stat by 20% per each stack. But you probably know that. What you probably don´t know is that summoned creatures will take advantage of this stat, as well as their element´s stat. In case of skeletons and abominations it will be Magic Power + Dark Magic. So grabbing Arcane magic as a secondary skill tree will actually be a huge advantage at the early game, and somewhat helpfull overall.
6. Skeletons and Abominations +15% Damage and Health blessing is really powerfull, as it buffs 15% from their CURRENT stat, not like Arcane o Dark magic. Let me make an example of the difference.
Lets say our skeleton is 1000 hp and 400 attack at 100% Magic and 100% Dark = 200% in total. If you grab +20% to Dark, it will become 1050 hp and 420 attack, as it will be 100% Magic and 120% Dark = 220% in total. Not a really big difference, right?
Now, while picking the Skeleton and Abomination blessing, you will instead get 1000 + 15% = 1150 hp and 400 + 15% = 460 attack. The difference in numbers is pretty obvious at this point, right?
But theres even more to that. The next time you will pickup the same blessing (They stack indefinitely), instead of getting 150 hp and 60 damage increase, you will actually get 1150 + 15% = 1322 hp and 460 + 15% = 529 damage. Can you see where this is going?
This math is the exact same for the mercenaries, and this is exacly why those are insanely broken right from the start. On skeletons its not that bad, as they base stats are actually quite small, but they still become broken after 10-12 blessings, as their base stats grow, so the magic bonus does

I know that was a lot of theory, but we needed to know all that before actually making a build so we can optimize it as far as it is possible.

Stats

We are going for 0str 3Agi 4Int 0Cha

Strenght - we just dont need it as a pure summoner, as we are not fighting in the frontline. And our equipment will be Necromancer´s cloth armor, so we dont need it for that too.
Agility - As a summoner your primary objective is to survive while your summons kill everything for you. Running and dodging will help us a lot in this task
Inteligence - Pretty obvious, we need at maximum so we can have more base mana pool and more Magic Damage, as it will let us have better summons
Charisma - Mercenaries are too broken, so we are not going for them at all

Start
Spend your initial stats into Dark Magic and Raise Skeleton so you can have one summon right from the start. You dont need any starting equipment, so just start a map with high health modifier, trying to save the low health one for the second map.
Clear it dry - the more exp and blessings you will get, the better will it be. Unlock Raise Skeleton Mage and Shadowwave so you can cast debuffs on your enemy while your undeads will fight on the frontline. The two extra points from the green shrines should go Into Arcane Magic and Magic Overload. As soon as you get that one, kill all your skellies and resummon the, but first cast 3 stacks of Magic Overload so you will get that bonus to your summons.

Playstyle and additional skill options

First of all, I do not recommend spending your points on Abomination and Flight. The first one isn´t really worth it, as he uses 40% of your manapool, meanwhile fully upgraded skellies only take 19%, which lets you have 5 of them and a little more mana that will let you cast curses. The second one consumes quite a lot of mana to be used efficiently (shift + space flight), which for a Necromancer can be a serious problem, having in mind at level 20 you will only have 5% of your total manapool free for it. And its just not worth grabbing the +15% more mana blessings, as it will add 5-6 mana for each one of those.

Next up, how to buff your skellies even more. First of all, I recommend getting level one of Ice and Lightning element to enhance them with that. Ice will add armor to your melee bonewall, meanwhile Lightning will let your undead mages stun their targets
An alternative for melee fighters can be Beast Element, as it will increase their damage and add 5% chance to stun their target, which can come in handy against boss fights
An alternative for Mages can become Dark for enemy debuffs, or Ice for extra crowd control. You can also consider Wind Element for even better control, but you will need to invest some more points into Elemental Magic skill tree, which is not optimal at the start.
Now, if you´d go for Beast element I recommend getting its second tier, and also grab the Absorb Element skill. This last one, paired with Fire Element will further increase your Magic Power stat, that will be a nice addition to your summoning powers.

Now, about the survival. As soon as you upgrade your skeleton damage as far as you can, I recommend leveling up banditry and grabbing tier 3 Stealth and Vanish, so you can leave the combat as soon as you will need it. You can then heal/resummon your undead squad and continue fighting.

Blessings

1. Skeletons and Abominations recieve +15% To Health and Damage
2. 20% Cooldown Reduction
3. Player will be receiving +1% Magic Damage for each player level
4. You have +50% more mana but -50% stamina
5. Magic overload gives more Magic Power
6. +20% to Dark Magic
7. +15% to Magic Power
8. +3% Movespeed
9. Enemies does not see you in stealth
10. You stay in stealth even after receiving damage

What not to pick

1. Blink doesnt have a cooldown or mana cost, but your movement is reduced by 50%. Just no
2. Dark Scream now does not heal allies or debuff enemies but does direct damage instead. You need Dark Scream because of the debuff, the summons should deal all the damage for us.
3.

Item stats

Necromancer´s Items for Head, Chest, Pants, Boots and Gloves. Trinket with +% to every magic. Amulet with +Mana. One ring for mana, another one for +Health +Stamina +Mana. Cape with the same as second ring. Necromancer´s Staff as weapon

Screenshots









1 Comments
CleverEuge  [author] Jun 5, 2021 @ 12:16am 
Haven´t played as Necromancer for too long, as I realized after 50 blessings I was alredy doing the same I was doing with mercenaries: get close, press shift + v, run to the next mob pack. So I ended up getting bored by it