Damage to phantom shield ignores defense.Įvery morning the Hero's sword is filled with sunlight, causing its next attack to do ×2 damage to all.ģ5% chance to perform a counterattack during evade. Needs testing to see if it still works when a shield is not equipped.ĭefense is increased by 1 after every loop.Īpplies retroactively to loops already completed.Īfter receiving this trait and at the start of every loop, the hero receives 65% of his max HP as a phantom shield that persists between battles. Note that only the Bosses Traits can be un-selected from your decks.ġ0% chance upon hit of stunning target for 1 second. It can be wise not to select every traits if you don't value them over some others, so that you have more chances to get them during your expeditions. In chapter 4 however, you will get the opportunity to unlock all of the remaining traits (for a total of 15).Įvery new learnt Trait will add to your pool of traits, but you will get the opportunity to create up to 4 decks of traits, in order to select only the ones you want for your expeditions. If you unlock a new trait, another one will be offered the next time you beat that boss.Įach boss can offer a total of 5 specific traits, but only 3 can be unlocked from each in the first 3 chapters (for a total of 9). Once you defeat a boss, you will get the choice to either unlock a new trait (among 3), or take a resource assortment. The Bosses Traits, which need to be unlocked by defeating bosses, and are common to every class.The Class Traits, which are unique to each class.The Common Traits, which are common to every class.Having a skeleton that is always alive can probably be more of a boost to dps than equivalent levels of quality/skele level (to a point on skele level since I do tend to value it more on main hand to some degree than +max skele). The necromancer doesn't really seem to have a whole lot avenues to expand damage, so rangers being constant dps is really nice there. The 60% chance to reflect ranged attackers is also really good since it lets you put down a bunch of ruins for worms. 5 magic hp per summon skele and the split damage to skeles (once you have enough summon speed) are both strong defenses which you're pretty likely to see at least one of them in a run. Necro has a couple of decent tools for defense. Mostly the weakness I've seen with necro is with DPS. Any sort of mob spawns can be pretty well controlled as long as you put enough space between them so that you don't get overrun if you're having bad luck on loot. That summon speed is going to generally guarantee you get to rangers. The early mid game can be tricky because your skeletons start to fall behind, and later game when enemies start scaling and 1 shotting your skeletons can be dicey.ĭoesn't this entirely depend on how fast you want to accelerate the game though? I run purely river/thickets so all of my land slots go towards summon speed. It has it's uses, but it does make the Necromancer fragile and different intervals. If your skeleton level and quality is awful you will be losing skeletons too fast to get them reliably out. While true that they do, you have to be able to get them out is the problem.
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