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Cake day: 2023年6月14日

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  • I prefer the getting the Geomancer since it can clear out the mine for me and save some time(hunger) having to mine, as well as find some of the rooms.

    Once I spot it, I’ll engage it right away. Clearing any mobs in the immediate vicinity first of course. If gnolls turn up during the fight, I’ll take them out before reengaging. The geomancer’s attack has a range so I’ll lure any guards out of sight so the fight is easier.

    But I don’t bother clearing any rocks during the entire fight. Even with a sapper nearby. Typically, you can dodge either of his attacks, as well as the sapper’s. Sometimes that’s not the case. But I’ll charge in and take the unlucky hits even without a backup, like chains or the hourglass. I play with 5 challenges and usually I’m not pressed for resources that I can spend the time to clear out rocks during the fight, but maybe taking a hit or two from the geomancer is an acceptable alternative. I think with more experience, you’ll find the geomancer ain’t so bad.

    Be wary of standing by pitfall traps since the rock throw attacks can activate it.

    I won’t go down the dungeon if my armor is lacking. If I have mail+2 or better than I’m good to go. Maybe leather+3.


  • I think an additional increase to the number of traps could be a buff to the trinket. Now whether that change makes sense, even I’m not so sure on. But when I commented on the number of traps, I wanted to speak on that which I felt was the main advantage to the trinket, as well as its weak point, in my opinion.

    The trapped floors in earlier regions seem to have less traps than later regions. Maybe that’s inaccurate and the later regions are simply bigger and the percentage remains. It seemed more sparse and later, denser.

    This is one of the easier trinkets to level so I had it at +3 by the sewers. The floors that followed should’ve all had traps, aside from boss levels, if memory serves.






  • By the time you reach the halls, you should have Magic Map identified and have at least 4 scrolls for each level. Once you enter each one, pop a scroll and beeline for the demon spawner. Taking them out will make the fight against the final boss easier and clearing the levels before that less annoying.

    Consider using a potion of mind vision followed by a scroll of lullaby after you’ve used magic map. Putting a level to sleep makes clearing it a breeze. You may want to use mind vision and a scroll of retribution for really annoying situations you don’t want to deal with like a bunch of scorpions. Retribution is more effective if you’re low(preferably less than a third) on health.

    Light isn’t too important on level 21 but you’ll generally want to have a torch up at most times to avoid getting surprise attacked.

    Having enough armor makes the game much more manageable. It’s a good idea to have +7 or +8 scale or plate armor before fighting DM-300. You can beat the game with +1 plate armor but it’s not recommended for newer players.

    Be wary when running around with less than half health in the halls. Mobs there can easily chunk your health so you may want to top up with healing earlier than you would at higher levels.


  • sirxdaemon@lemmy.caOPtoPixel Dungeon@lemmy.worldChaotic Censer feedback
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    1 个月前

    One of the gas clouds the censer spits out spawns grass like the wand of regrowth. From the point of impact, it will expand and the grass area will grow for a couple of turns. The inner tiles will refresh and respawn if they’re trampled, as the area grows outward, so throwing items at those squares can net more dew and seeds. I think using a wand of blast should work as well.




  • Here’s the dev’s comment a month ago, in regard to your question.

    Unfortunately I don’t intend to show off accuracy and evasion stats because the numbers aren’t particularly meaningful. The hero has 10 accuracy and 5 evasion to start, and gains +1 of each per level. This tells you nothing about the actual hit/dodge chance on a per-enemy basis. the only real way for me to show this information would be to show the exact hit/dodge chance for each enemy, which feels like way too much information.




  • All identified potions that weren’t used for a puzzle, except healing and XP of course. All IDed scrolls except ID, remove curse, and transmutation. Stone of clairvoyance and flock I rarely use and is typically energy fodder. I’ll buy shop stuff to boil down if I’m rolling in dough. Trinkets like the shard of oblivion and mossy clump will pay back in dividends so unless you’re strapped for healing or something, the early investment is worth it.



  • I find I get caught in the gases with some frequency. Sometimes I don’t notice the censer activating and dive right into it. But that’s a me problem. Other times, it fires in inopportune situations.

    I haven’t tried the salt cube yet. It seems like a worse vial of blood, but what do I know, I could be wrong. I like the shard of oblivion and didn’t think the recent buff was needed.









  • The invisibility helps in avoiding enemies. Walk away twice from a mob that’s spotted you and they’ll lose sight of you. Every time that you back away from a mob, while you’re in the garden, you can make a sneak attack, so it’s easy to kill enemies there.

    With the huntress and her bow, ideally you want to bow down enemies before they reach the garden. Without a wand of warding, I just pass turns while keeping an eye on the doors in the adjoining room. A door that suddenly opens may indicate an mob entering the room and ready to be shot at. I’ll start shooting once I think they’ve reached my line of fire and if there’s no hit after a few shots, it could be that a mob spawned in the room and was exiting instead.

    For other classes, resting in the garden may be a detriment. The time spent holing up in a garden could’ve been used to explore; potentially finding useful items. It’s rare that I eat and heal in the garden with the other classes.