![]() Level it up enough and you'll start to regain mana every time you use the Sacrifice, plus letting you fire free for ~ 7 seconds! Also, don't bother with too many mana buffs. They just increase your PS taxes so as not to be a wimp and recovery is the key. The fact that he takes 20% less mana sucks, too.ĭon't bother getting too many HP boosts. Altars are worth more with a good 20% polish. That being said, 5% HP isn't much, especially with some buffs to help HP recovery (like Druid, Warcry, or Bloodlust). Passive effect: Recover the maximum 20% of Mana of each type when demanding Sacrifice. And since the builds depend on the luck of the Mad Perch (if you have all the advantages, and roll 2 per level, your chances of getting a Wand advantage or NOT getting a wandless weapon advantage are terrible)Ībility: Sacrifice (Cooldown: 30 seconds) - Spends 5% maximum Life to increase damage and fire rate, and spends no mana for about 7 ~ 8 seconds. Slow and steady costs you the mana you need to use your weapons.Īgain, unless you want to build a wand-based structure, or plan to go to a dungeon with a magic wand, he has nothing. It is difficult to kill, but it is just as difficult for him to dispense it. Jacob had some damage reduction, but Glyndor is the true glacial fighter. ![]() What does all this mean if that Glyndor is constantly rushing to have mana for the next fight, while each fight takes forever. If you're smart, you'll notice that this 20% advantage means that he gets relatively the same HP from each potion as a 100 HP character. You know, the HP that will not lose by being invulnerable one sixth of the time. It has poor mana, gets less mana, and drops it constantly, and its asset costs MORE MANA. So it's a tan, and with his skill, he becomes more tan. + 20% HP and an invulnerability is a RARE combo. The mana drain alone kills any pull it may have. The Perks Specialist manages his constant drainage. If you want to use literally ANY weapon based on mana, cry yourself to sleep. If you want me to build you a wand, this man will do you good. However, any damage you may have taken is dealt to your mana anyway. More fun, more balanced, less braindead kiting of hundreds of mobs that will never reach you, and absolutely does not have that mind-draining boringness the first one had.Ability: Armor (Cooldown: 30s) - Become invulnerable to all damage for 5 seconds. If you have played Ziggurat 1, this game is substantially better. It's reasonably cheap.Ĭurrently with 293 "very positive" reviews on Steam. It's very nice visually, and if you select a higher difficulty than "i'm a big crying baby" it will give you a challenge. New stuff is being added at a promising pace.Ī few of the weapons suck and it's frustrating at the very beginning when you have very few to chose from, to find "the good one" being locked for the next dungeon. There are not that many monsters, the dungeon end bosses are too easy and repetitive. The smaller the loadout you pick at the start, the higher the drop rate of goods in the dungeon. As you start a new dungeon, some will be locked (randomly), some will be available for use. ![]() AFAIK there are 55 weapons in the game, divided in the 4 groups wand/book/staff/alchemy.Īs you progress, you unlock these weapons and other gear for your mage tower. You can carry up to 4 weapons, a wand, staff, spellbook, and alchemy weapon, and while your wand ("pistol") has unlimited mana, the other 3 have limited mana that you need to recover from dead enemies, but they are stronger in damage and have secondary effects. Your "doomguy" will be one of five mages, each with different stats and abilities. In-game levelling is reset every time a dungeon ends, but you do get to keep permanently the "mastery" of the various weapons, items and characters you used - essentially a second, permanent level-up system. You go through the dungeon, pick up weapons, kill mobs, level up, and at the end of the dungeon you go back to your mage tower. Z2 is a FPS with some very minor rogue-lite elements you start in your mage tower and you pick a dungeon from the map. Knowing there's a Mancubus behind you, and being able to dodge its rockets even when you are focusing on a different mob, because you can feel the rockets coming? ![]() ![]() Remember how, when you played Doom & Doom 2, the whole thing about the game, was how you'd have all these monsters shooting at you from every angle, and the primary skill you had to have, was to know when you were being shot at. I've been playing excessive hours of a game that reminds me of classic, 1990s Doom. ![]()
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