franz wrote:Hello everyone!
I have three questions that I hope some veteran could answer:
First of all, how exactly does burning work?
Second, has anyone done the math on humans and orcs attack bonus, to see when one is more beneficial than the other? My guess is to pick orc when planning to convert a lot of stuff and go for a somewhat straightforward melee build, human when playing hybrid with more glyphs and equip, but I'm too dumb to figure out the exact numbers.
Third and last: are there items that can only be found in quests or the like and not in shops, items that must be lockered or be lost forever? In general I'd like to know what items are in expert players' lockers and why.
Thanks in advance for any response!
PS: deep respect to the developers of such a wonderful hard casual game!
1) Burning stacks every time you hit an enemy with Fireball or Whurgarrbl. Each point of burning makes those attacks do 1 more magic damage. If you ever hit that enemy with a non-burning attack or hit another enemy, the burning will "ignite" and deal 1 damage per point of burning to the enemy. The max stack of burning is twice the enemy's level.
2)Orc is better at early levels and for Monks/Rogues
Human is better at higher levels and for Wizards/Sorcerers
3) There's no item that can be lost forever. However, there are three dungeon rewards (Dragon Shield, Namtar's Ward, Avatar Symbol) that never appear in shops. There's also the Sensation Stone from Havendale Bridge that you can lock if you pick it up and leave the dungeon without converting it.
Dragon Shield (My default prep)
Tri-Sword (For Halflings and sometimes Gnomes)
Crystal Ball (For Casters)
Sensation Stone (For Orcs and Half-Dragons)
Vampiric Blade (For Vampires and sometimes for Monks)
Whurgarbl (For Sorcerers, Human Wizards, and sometimes Gorgons)