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  • ...s all my attention on training my spellcasting, and my abysmal conjuration skills. ...a goblin and an armed kobold. The goblin rolls over after three hits by my magic dart, but the kobold pursues me with his dagger, and my darts don’t seem
    136 KB (26,398 words) - 09:09, 30 May 2014
  • ...game where your regeneration achives much of to the sam effect) Potions of Magic will add as much to your resilence as a potion of heal wounds for other cha ...as you will generally need all stats and all skills aside from the weapon skills. It is generally a waste of XP to start as something else as monk or transm
    19 KB (3,286 words) - 15:44, 15 January 2016
  • ...hat the minotaur’s least-worst magic [[aptitude]] is [[Earth Magic|earth magic]], making it slightly easier to learn. Also, as rightly pointed out in the ...rs, you’ll want to focus both your ‘''armor''’ and ‘''dodging''’ skills right from the beginning.
    12 KB (1,968 words) - 19:55, 25 January 2024
  • ...if she casts Death's Door (once DD expires). You don't need to train any skills to use a blowgun effectively; throwing helps, but they work great at 0 thro ...t's most important to train magic, but fighting is your most important non-magic skill unless your aptitude is really awful. Not only does it grant more HP
    4 KB (743 words) - 15:06, 17 December 2014
  • ...a mage with a repertoire of useful, high-level spells from many schools of magic. By the midgame, [[Spellcasting]] will be your main skill. Here's a taste ...getting low on MP, or if you are below about 75% HP. As a DE with a total magic focus you can't afford to enter melee. If a fight is going well you'll bar
    14 KB (2,564 words) - 15:45, 15 January 2016
  • ...ou a bit with your magic, like Vehumet does. In the end game, when magical skills are high, there is no difference playing TSO or Vehumet, because all your s
    26 KB (4,661 words) - 15:43, 19 February 2016
  • ...of 0. Everything else relevant for me looks green: fire magic at +1, [[air magic]] at +3 (wow again!), each melee weapon, [[dodging]], [[armour]] and [[evoc ...o avoid the casting penalties. Another find is a [[ring of protection from magic]], which isn’t at all bad this early in the game. I’d also fancy a [[ri
    41 KB (7,730 words) - 13:02, 15 May 2020
  • ...nt skills. Certainly, up to now, I did not train a single level of [[Earth Magic]], and get two high-end earth spells for that. ...ll is actually halfway to 8, and staves very close to 9. None of all these skills is anywhere near to where I want them. For example, with Vehumets assistanc
    46 KB (8,762 words) - 15:46, 15 January 2016
  • ...a "caster" than a "melee brute". Many characters can hybridize into spell magic, since they aren't being encumbered by armour or shield. ...[Slings (skill)|Slings]], [[Bows]], and [[Crossbows]], with their seperate skills. Slings [[crosstrain]]ed with [[Throwing]].
    6 KB (889 words) - 22:07, 9 March 2024
  • ...Form]] and [[Blade Hands]] ASAP. It's might not be worth training poison magic for spider form, because it's useless to you otherwise and you want blade h ...ells. When blade hands failure rate is in the yellow, you can train other skills - mostly unarmed combat, and if you get some good evocables, train evocatio
    5 KB (971 words) - 10:04, 29 July 2021
  • ...attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes. ...rifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unl
    18 KB (2,790 words) - 04:57, 12 March 2024
  • ...ing a Draconian: '''use magic to kill or weaken enemies at range; when the magic runs out or the enemies are vulnerable, swoop in and clean up the remnants ...Dart]], [[Blink]], and [[Mephitic Cloud]]. It is entirely possible to use Magic Dart as you primary offensive ranged attack up through the end of the Lair.
    12 KB (2,060 words) - 10:10, 29 July 2021
  • ...r fast speed don't matter once you're a blaster who has maxed out all your skills. ...may be a reasonable concern with Conjurer, so you may want to use another magic start instead.
    17 KB (2,770 words) - 16:14, 14 March 2024
  • ...comes along with an excellent [[conjurations]] and an even better [[earth Magic]] aptitude, which is important for the character that we want to develop. O ...us problem. Another handicap is a special vulnerability towards some earth magic spells, which only becomes relevant in the late game. A final species-relat
    132 KB (24,428 words) - 16:09, 23 May 2020
  • ...they are absolutely monstrous at physical combat and absolute dumbasses at magic. Minotaurs have high HP and are incredibly proficient at anything resemblin ...skill target. Select Axes and put a target of 18. Don't touch any of these skills for the rest of the game, don't turn on any skill unless explicitly mention
    104 KB (17,960 words) - 08:04, 13 March 2024
  • * [[Ashenzari]] now gives the Scrying ability at 1* piety, boosts skills at 2*, and grants SInv at 3*. ** The [[Fencer's Gloves]] now give a bonus to Short and Long Blades skills.
    16 KB (2,404 words) - 00:15, 19 July 2020
  • ...ummies can then take the time to develop a very well-rounded repertoire of skills to support this spell. Players who have difficulty reaching the 'your to lo ...one of two Experience cards, but that’s better than getting Helix, Wild Magic, or Shuffle.
    16 KB (2,748 words) - 15:48, 15 January 2016
  • *Drain now temporarily reduces max HP instead of skills. Rot no longer exists as a mechanic. *Artificers now start with better defensive skills, no weapon skill, and a club in place of the short sword and short blade sk
    12 KB (1,970 words) - 17:18, 8 February 2022
  • Now while finding a (+0) Ring Mail of magic resistance on the ground which matches my +2 leather armour of Xom while gi ...fy a potion of degeneration, a potion of brilliance, resistance and one of magic without impressing Xom at all. Then I get my heal wounds and he laughs - pr
    29 KB (5,674 words) - 17:15, 27 October 2016
  • ==Starting Skills and Stats== *[[Fire Magic]]: 3
    3 KB (405 words) - 15:20, 21 February 2024
  • ...ingle time an enemy applies its claws, club, arrows, or reality shattering magic to your sensitive skin, you are exposed to the leading cause of mortality i * Complete lack of any items (except a measly consolation magic cocktail), weapons, or armour, and only three equipment slots for jewellery
    179 KB (31,418 words) - 05:46, 4 January 2024
  • ...nny sense for the space around them, and the ability to recover health and magic as they explore the dungeon. However, as creatures clearly not native to th ...f your max HP and 1/135 of your max MP. Unaffected by Passive Mapping or [[magic mapping]]. Unlike exploration [[piety]], Explore Regen has fewer restrictio
    8 KB (1,224 words) - 15:02, 14 January 2024
  • ...ingle time an enemy applies its claws, club, arrows, or reality shattering magic to your sensitive skin, you are exposed to the leading cause of mortality i {{flavour|[[File:Kikubaaqudgha altar.png]] It's not "evil magic"! It's recycling. Those bodies would have gone to waste.}}
    210 KB (36,315 words) - 18:57, 23 March 2024
  • *'''Air Magic: 19''' ...you have secured the skilling targets outlined above, turn off ALL of your skills. Choose one of these ULTIMATE spells. These are ordered from best to worst
    97 KB (16,794 words) - 06:14, 10 June 2023
  • ...e Orb somewhere in their vermin-infested root cellar, locked the door with magic runes, hired an army of goons, set a few traps … Talk about paranoid. But === Skills ===
    150 KB (25,715 words) - 19:57, 3 March 2024
  • ...ody armour early on. At higher levels they also regenerate both health and magic when rolling, making them truly resilient.}} ==Starting Skills and Equipment==
    4 KB (627 words) - 00:35, 15 March 2024
  • *New skill and background: Alchemists, melding Poison Magic and Transmutation. *Artefact staves and orbs can now enhance other schools of magic, even those which don't have corresponding base enhancer staff types.
    14 KB (2,284 words) - 19:53, 20 January 2024
  • ...eshifting skill was introduced in [[0.31]]. Previously, [[Transmutations]] magic would let you change your form. {{Skills}}
    829 bytes (117 words) - 15:42, 14 January 2024
  • Although Dragon Form melds [[staves]] and [[int]]-raising gear, you can use magic however you please. Since you won't have armour or shield [[encumbrance]], ...an win a 3-rune game. Thus, Dragon Form allows you to invest XP into other skills (without lacking in power).
    6 KB (941 words) - 02:03, 14 March 2024
  • ...is [[Size#Giant|giant]], it loses EV; that hurts when your only defensive skills are [[Fighting]] and [[Dodging]]. In the end, Dragon Form is usually more d ...an win a 3-rune game. Thus, Dragon Form allows you to invest XP into other skills (without lacking in power).
    5 KB (713 words) - 18:15, 19 February 2024
  • ...ar in mind the slowness. Of course, spells are not ''useless'', as support magic can be very helpful. ...hese characters should generally focus on [[Fighting]] and other defensive skills before using Statue Form. In [[extended]], however, the torment resistance
    5 KB (718 words) - 11:17, 4 April 2024
  • ...hemy spells affect items in any way. It is the combination of the [[Poison Magic]] and [[Transmutations]] schools. *In [[0.31]], Alchemy was introduced, replacing [[Poison Magic]] and part of [[Transmutations]].
    1 KB (192 words) - 07:54, 13 March 2024
  • They are proficient with most melee weapons and forms of magic, but lack the dexterity or inclination to use ranged weapons or magical dev *'''[[Double Potion Healing]]''': Oni restore twice as much health and magic when drinking potions. [[Potion of mutation|Potions of mutation]] are also
    5 KB (726 words) - 22:16, 22 February 2024
  • {{flavour| Alchemists start with knowledge of poison-based magic, which is extremely useful in the shallower levels of the Dungeon where few *[[Potion of magic]]
    3 KB (434 words) - 14:30, 26 January 2024

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