Fenix
Arcane
For 3 worms or skolopendra?Hint
For 3 worms or skolopendra?Hint
Liquid fire doesnt help nor against worms, nor against scolopendra if you dont have 2 handed spear. If you gonna use it for raw damage, then your build sucks.
So, I died on first Molerat gang.Liquid fire doesnt help nor against worms, nor against scolopendra if you dont have 2 handed spear. If you gonna use it for raw damage, then your build sucks.
Elhoim/Oscar said:New Design for bombs:
- Chance to knockdown uses the CS value. Before it was tile based (100% if you were at the center, half for each tile away).
- Center of explosion adds 30% to CS chance. Distance from center of explosion lowers this value.
- Knockdowns are less likely to happen, and even negated by very high CON characters (or increased for very low ones!).
- Added chance to break armor. Frag bombs increases the chance.
- Criticals increase damage.
Regarding knockdown, it now depends a bit more on CON. A CON 4 character gets 90% to be knocked down if at the center of the explosion, CON 9 10%, CON 10 negates the chance. Facing bonus applies, though! Can range from 10 to 25.
They hit harder, and will break armor more often. And have improved visuals and sounds.
Pretty significant change is incoming: http://www.irontowerstudio.com/forum/index.php/topic,7299.msg148204.html#msg148204
Elhoim/Oscar said:New Design for bombs:
- Chance to knockdown uses the CS value. Before it was tile based (100% if you were at the center, half for each tile away).
- Center of explosion adds 30% to CS chance. Distance from center of explosion lowers this value.
- Knockdowns are less likely to happen, and even negated by very high CON characters (or increased for very low ones!).
- Added chance to break armor. Frag bombs increases the chance.
- Criticals increase damage.
Regarding knockdown, it now depends a bit more on CON. A CON 4 character gets 90% to be knocked down if at the center of the explosion, CON 9 10%, CON 10 negates the chance. Facing bonus applies, though! Can range from 10 to 25.
They hit harder, and will break armor more often. And have improved visuals and sounds.
Taktyczna gra cRPG stworzona przez niezależny zespół Iron Tower – autorów ciepło przyjętego Age of Decadence. Gracz trafia do fantastycznego uniwersum, znanego z poprzedniego dzieła studia, jakie łączy stylistykę Cesarstwa Rzymskiego z postapokaliptycznym fantasy. Tym razem wcielamy się w rolę więźnia mającego spędzić resztę życia na niewolniczej pracy w kopalni, a zadaniem, jakie czeka na wykonanie, jest wywalczenie sobie drogi na powierzchnię. Rozgrywka w Dungeon Rats koncentruje się na starciach z przeciwnikami, z których każde jest unikalne i specjalnie zaprojektowane. Walki toczone są w systemie turowym, a kluczem do sukcesu jest nie tylko korzystanie ze zdolności bohatera, lecz także robienie użytku z umiejętności towarzyszy. Prowadzona przez nas drużyna może składać się z maksymalnie czterech śmiałków, jednak zdobywane punkty doświadczenia dzielone są pomiędzy wszystkich jej członków – zatem im liczniejsza jest grupa, tym wolniej rozwijają się poszczególne postacie. Cechą charakterystyczną tytułu jest wysoki poziom trudności, nawet na najniższym z trzech dostępnych wariantów.
Pretty significant change is incoming: http://www.irontowerstudio.com/forum/index.php/topic,7299.msg148204.html#msg148204
Elhoim/Oscar said:New Design for bombs:
- Chance to knockdown uses the CS value. Before it was tile based (100% if you were at the center, half for each tile away).
- Center of explosion adds 30% to CS chance. Distance from center of explosion lowers this value.
- Knockdowns are less likely to happen, and even negated by very high CON characters (or increased for very low ones!).
- Added chance to break armor. Frag bombs increases the chance.
- Criticals increase damage.
Regarding knockdown, it now depends a bit more on CON. A CON 4 character gets 90% to be knocked down if at the center of the explosion, CON 9 10%, CON 10 negates the chance. Facing bonus applies, though! Can range from 10 to 25.
They hit harder, and will break armor more often. And have improved visuals and sounds.
So, I died on first Molerat gang.
But I didn't used nets or alchemy, also if I need to rely on this in every fight than have no sense at all.
It was mostly crossbowman who did major damage, but also I coudn't block even the one attack of guy with hammer.
Awesome! Because I won fight that I lost previousy - the first Molerat group, but l lost the next one - with alchemist. This bastard dropped me two times with all negative outcome.
Actually I already have some thoughts about how to solve this fight.
Does your character automatically move from place if it on fire? NPC obviously do that.
That is exactly what CR did in his winning run. As for the Yngvar fight, it is just fighting without a winning plan is bound to kill you at some point.I think if I'll drop LF near alchemist, so he cant moveanywhere, with my char near him, I'll solve this fight easily.
Also, what's the problem with Yngvar? Is he really that strong?
I only watch his video till poin I already played (because what's the point then), with the exeption of skill distribution befor Barca fight - that was my major mistake to rise 8-9 lvl in spears instead of rising alchemy to 4.That is exactly what CR did in his winning run.
Well, at least I'll have such plan if I'll lose. )As for the Yngvar fight, it is just fighting without a winning plan is bound to kill you at some point.
I'm only answering there.Who from us is trolling on Steam forum? )
http://steamcommunity.com/app/531930/discussions/0/215439774856027685/
Pretty significant change is incoming: http://www.irontowerstudio.com/forum/index.php/topic,7299.msg148204.html#msg148204
Elhoim/Oscar said:New Design for bombs:
- Chance to knockdown uses the CS value. Before it was tile based (100% if you were at the center, half for each tile away).
- Center of explosion adds 30% to CS chance. Distance from center of explosion lowers this value.
- Knockdowns are less likely to happen, and even negated by very high CON characters (or increased for very low ones!).
- Added chance to break armor. Frag bombs increases the chance.
- Criticals increase damage.
Regarding knockdown, it now depends a bit more on CON. A CON 4 character gets 90% to be knocked down if at the center of the explosion, CON 9 10%, CON 10 negates the chance. Facing bonus applies, though! Can range from 10 to 25.
They hit harder, and will break armor more often. And have improved visuals and sounds.
I told you that you cant pass enemies DR with hasta and criticals. What was the point to make shield dudes block and cs defense so high? They unstoppable tanks without you owning proper gear and right stats.Died in fight with first Molerats gang again - yesterday flew through it with 30 hp left, today I felt greedy, didn't used sharpening stone, and without it hasta suck BALLS at that point.
Greedy idiot died as it should be.
High CON gives poison resistance.Guys, how does the potent poison work? I am asking because it is said in game that it does 11 (the best one) dmg and lasts 5 turns, but it seems that it does only 2 dmg (after applying the poison to my uberspear I was confused why aurelian soldiers are hit by poison for 0 dmg and weapon panel in inventory shows 2 dmg) so I dont know if potent poison is some kind of poison modification which my frail mind cannot understand or is it a bug?
Usually I use only normal poison and not even the best one and it always worked as it was described (e.g. 9 dmg for 3 turns) but since I am playing solo and had a lot of SP I have maxed alchemy so I wanted to take full advantage of it.