![]() ![]() I've made it to the temple twice, and haven't seen the Lair at all. I think you might be able to do something interesting with a necromutation + alter self combo, but it would be seriously tedious.Ĭrawl is apparently angry that I made it out, as my characters since then have all met fairly prompt ends. I triaed it last game and it took a lot of food for very little return. Nonwithstanding that, alter self is preatty weak. I don't think I could pass them up with any spell capable character now. Thanks!įulsome distillation + evaporate are the best 3 spell levels in the game. They've been my most hated foe for transmuters, which really annoys me, because I used to prefer conjurers. If they wanted to make Alter Self useful, they'd have to balance it out to make it biased toward good mutations which I don't believe it is. That spell is lvl 7 I think, but why would I bother to learn it when every ugly thing, guardian naga and very ugly thing can give me a potion that I could potentially use to save my rear? Usually I bank around a dozen mutation potions in my stash and carry a couple with me, but as you said there's enough around that if I distilled every corpse I could have 30+ easy. It's quick experience, although it can come back to bite you if something wanders in the cloud that you weren't expecting.īTW, that's a potential big balance problem compared to the "Alter Self" spell. I usually just chuck my mutation potions at electric eels in the swamp / shoals as a transmuter. I'll have to try the 50 mutation potion strategy. I'm trying a "no mutations" strat this game, and it's going well so far. The problem with mutations is that later in the game, hostile mutations can overwrite your good mutations, and cure mutation positions don't cure all of your mutations, so it can be game ending if a shining eye gives you teleportitis and you have maximum mutation slots. If I really go for mutations, I like to build up a huge store of mutation potions (like 50 or so) and drink them until I have a bunch of good mutations and bad mutations I can live with. Picking reistances and defended this way can be really nice. Drink the former, and if you like what you get, keep it, but if you get a crippling mutation, cure yourself. I've put in at least 100 hours on this game, so I appreciate the silence.Ī conservative strat is to have a mutation potion and a cure mutation potion. Neither pain nor dispel does anything to demons and there was that nice bit of surprise when I tried vampiric draining them. The only trouble I've had thus far is with imps oddly enough. Went into one of those undead treasure portals and just blew away all the mummies like nothing. And Dispel Undead is just so OP it's hilarious. Vampiric Draining doesn't heal for much, but it deals tons of dmg. It seems a single casting of pain does more dmg than a double bounce of shock. Necromancers on the other hand has been a pretty smooth ride thus far. Haste and blink just wasn't enough to get me away. A team of 3 Blink frogs finally did me in. It still required my entire mana reserve just to kill off a hill giant or slug. Mephetic cloud helped a lot, along with tons of hasting and running. Double bouncing without hitting yourself is pretty hard to setup when they're moving towards you, and half the time when you can bounce you're fighting at h2h range which sucks. You're practically forced to double hit in order to kill enemies before draining your mana pool. My AE after lots of trial by errors managed to make it to the Lairs. Potions of Mutation tend to give you more bad ones than good ones I believe.īeen experimenting with a Kenku Air Elementalist and a Deep Dwarf Necromancer. I just leave my usual music playlist up while playing crawl. ![]()
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