![]() ![]() ![]() I rarely bother with curios because my inventory is going to be maxed out anyway.except on shorter apprentice runs where the return on the price isn't worthwhile due to less loot dropping on average. Characters who specialize in bleeding (Jester/flagellant) are usually bad DPS choices. Used to always keep one in medium or longs, but even then I'd frequently not find it. There isnt a blacklist of characters that cant be brought in specific places, but some places are dominated by enemies, which are resistant to certain things. I don't know if a key is still worth bringing now that secret rooms are less common. (Gain effect, Blight) (11.1 odds) The hero contracts a deadly disease. (Nothing) (22.2 odds) The hero becomes infected by the ashes. (Gain loot) (22.2 odds) The urn has nothing but ashes inside. Also herbs for cove, in case of coral or getting hit by those fiendish traps. Ruins (44.4 odds) Sentimental gifts are hidden inside. Used to be 2/3/4 everywhere but it changed.īandages for non-apprentice cove runs, unless you've got a plague doctor. 1 Legend 1.1 Enemy Types: 1.2 Primary Provisions: 1.3 DOT Weakness: 1.4 Important Curios: 1. ![]() 2/3/4 for weald or cove, maybe 1/2/3 for ruins, and it seems warrens have almost given up on blockage checks. Literally half my inventory.ġ6 or so torches for a medium explore, 12 for a medium kill quest.Ģ0 torches for a long explore, 16 for a long kill. Before there were limits I'd do things like buy 90 food for a long mission. The Warrens is a dungeon with beasts that deal a lot of physical damage and where you can easily get diseased. ![]()
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