You can slam some doors shut when chased by something that’s too big for you and need to recover for a while before you resume chipping at their health. You can also use traps you disarmed and picked up. In both cases you’ll need to have a free space between you and the monsters though.īolas might also work, as well as some wands creating obstacles or pushback. The low-end drinks can be kept in a stack to be turned into lutefisk later on. This is done using the horadric cube, which normally drops on level 1 (sometimes 2) of the dungeon. If it doesn’t keep an eye on crafts vending machines. Learn the innumerable icons – this is the main UI issue. Whenever you pick an item, look up the icons on your character sheet to understand what they are. Also spot the difference between damage boosts and resistance boosts. The latter have the same icon, but with more rounded edges. The rainbow graffitis allow you to access Wizardlands, which are mini-dungeons. Monsters are generally easy there. Just don’t pull any lever (unlike with the real dungeon) if you have a choice, and be aware that some (properly labelled) traps can be of much higher level than in the real dungeon. Don’t monkey with them. Take the skills in the following order: Narcosomatic induction With this build, your priorities are mana regen, spell power, life, life regen, trap affinity – in *roughly* that order. You start with it. Normally, starting with this build would be rough as you have no melee weapon and only so many wooden bolts. So don’t activate the Asp Glyph right away, and make Narco your primary weapon early on. It costs little mana, you can spam it, and it’s great at kiting. Once you have a good melee weapon (say, a spear), you can activate Asp. You’ll be taking on most isolated monsters using melee for a while, and Narco will stop being as important.
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