Builds:The Unkillable Wall
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Current user rating: 74/100 (4 votes)
|Build Name||The Unkillable Wall|
|Skill 1||Shield Bearer|
|Skill 2||Berserker Rage|
update: This is my current build. I've been using it for awhile now, and thus far, I've reached floor 7, and still going on Going Rogue, Perma Death. I'll post my final score once I've reached the end.
How this build works: Abuse Celestial Circle to increase your defenses to the point that you cannot be harmed, and increase your health regeneration to the point that food becomes unnecessary (but still useful to double the healing rate). You can use Demonologist's Abyssal Fire and Infernal Contract skills to deal with zoos (make sure to alternate; using them both at the same time will likely result in you killing your own summons, leaving you with cooldown). Bezerker Rage and Fervor of the Flagellant keep your damage up as the monsters poke you, letting you deal good damage even with a single weapon. You're built to last, and it shows; play smart, and nothing should be able to kill you.
For the first floor: You want to get a weapon ASAP! you are hopeless without one. try and use the environment to fight you're enemies till you find one, but if you become overwhelmed, run. Truth be told, the first level is a little luck-based. If you find yourself up against 3+ enemies before you find a weapon, you're probably not going to make it.
Once you level up, you're going to want to get Lucky Pick, to get as much exp from the first floor as you can. thanks to Archeology + Burglary, you should be able to handle most of the traps. After that, get Fervor of the Flagellant to improve your damage, then get the most important skill of the build: Celestial Circle.
For the second floor: You should be expecting the Monster zoo to be behind every closed door you find, so for the mean time, try to stick to teleporters until you start unlocking Abyssal Fire. Provided you are prepared, you should be able to handle a zoo long enough to get Infernal Contract, by then you're safe. Let the Demons clean house, and begin filling out the rest of the build.
- Transmutationer and Ingoteer nets you gem transmutation and +1 Trap Affinity, the latter useful as you get deeper in, and the former essential for crafting 2 Emerald Encrusted Gold Ring, which provide a hefty +30 HP and +4 Health Regeneration. Combine this with Celestial Circle and either Duck and Cover!, or Tortoise Maneuver to reach 13 Health Regeneration, enough to heal each turn! not to mention the heavy defenses you'll be stacking, and you'll be tough to kill.
- Archaeology and Burglary both provide essential skills while boosting your XP and increasing your Trap Affinity. I recommend raising one of the two skills as soon as you've completed getting 13 HP Regen. You will at least want to get Ninja Vanish, just so you have a way to escape combat. It's also a great skill for getting inside a ranged monster's attack, but try to reserve it for the worst possible scenario, if you can.
- Berserkers Rage is the final skill of the build, and depending on how far you level it up, it can do quite a few things for you. I've not verified this yet, but I've read that the final skill, Killing Blow, does not dissipate on a bow attack. This gives you an excellent choice of ranged combat, as well as in general, a way to take out pesky enemies that crack your defense. Even without Killing Blow, the Berserkers Rage path is excellent for this build, raising your power and toughness the longer the fight draws on.
- I should take a point to note that you should NOT put any more points into demonology past Infernal Contract. Archeology already covers your need for cleansing corrupted equipment, and No, You Are the Demons Just doesn't activate often enough to make a worthwhile skill, and even so... its not that good! Not only is it a wasted skill point, but the righteous weakness is already at -2...
1: High block, magic resist, resistances, and absorption
2: Max health regeneration
3: Powerful summons
4: Ninja Vanish & teleport in the late game.
5: AoE attacks through alchemy bombs and Abyssal Fire
1: No starting weapon
2: No magic (Celestial Circle sort-of doesn't count)
3: Limited ranged attack options