by Lujo on Mon Mar 31, 2014 11:28 pm
^ On a simmilar note, how in the world did I manage to forget the prep Earthmother + Burn salve. That's the -1 altar +25 piety and 3 Indulgences prep. IF you don't grab her first, get mileage from her and then convert out. I've stopped actually using her this way since she's so good if you want to prep her that I rarely ever converted out as time went by...
EDIT: Some more random stuff (turned into a bloody guide):
- Early dracul + heath boosts (say a health pendant) + B2P (say bloodmage) + Halfling (for burst piety). Don't take anything but lifesteal and bloodswells untill you run out of blackspace. It probably won't beat vicios but it's fun and different. They all have a boon which kind of let you handle a boss on their own, and if you know which spike trumps which boss you'll know what to prep or pick up in which case.
GLYPHS & Spikes:
Most gods you prep give you a glyph and an opportunity to farm loads of piety which you can use to jump to a different god if you run into a boss your original god isn't best suited for. So many gods are a "magnet: glyph" preps on top of being an ability dispenser.
- Binlor
Penalty: Makes some of the wall tiles dissapear and some of the WALL tiles unpassable terrain instead. Marking this because I think someone was confused thinking the impassable terrain can spawn where there's be no wall otherwise. Allthough having him clog the level up properly instead of decloging it would be more appropriate for what he can hand out.
Glyph: PISSORFF. The biggest lesson I've learned from doing all the mage class chalenges is that there is another damaging glyph except burndayraz in the game and just how good it is. It's kind of situational, but unless you're profficent with it some things in the game seem much harder than they actually are.
Spike: Stoneskin - full phys res for one hit. +30% damage if you took the other boon before.
- TT
Penalty: Every hit you take costs you 3 piety. Since you get getindare from him, and you're not likely to prep him with something that trades blow for blow anyway, it's not really a huge penalty TBH. Looks harsh, but if you abide by his rules, you don't get hit much and this actually makes you play better. And he's a huge piety farm who allows you to sink bloody gold into him for piety. The only real way to screw yourself over is if you don't convert out before going on a path with no return (and sometimes not even then).
- Gives GETINDARE. Effectively reduces the health of anything you can first strike FTW by an ammount equal to your physical damage. One of the reasons I like the penalty is that if there wasn't any people would be running around with an effortless GETINDARE on any run, and that's just silly.
- Spike - Most obvious one is the potions. 2 full physical blows on anything without getting a scratch in return per set of potions. They're incredibly usefull.
Taurog:
- Penalty: Everything becomes cowardly. It very rarely means anything. Can be annoying and surprisingly effective sometimes, other times stuff conviniently moves out of your way.
- Glyph: No glyph, obv.
- Spike - a string of DP's which requires you to fill your inventory up. It's still a string of DP's.
Dracul:
- Penalty: There's more bloodless stuff. Big deal, if Drac isn't on the board bloodpools are likely just art assets, and except in very rare cases the entire map is bloodless for all you care. If he is on the board, once you're ready for sanguine, art assets refill your health if you take sanguine, or you get your health refilled by piety. Which you can get a lot off by using art assets to heal yourself. And killing stuff, which is what you'd do anyway. So if you run into him in a dungeon 100% blood pool art assets heal you, and if you prep him only 75% blood pool art assets heal you?
- Glyph: None. Would be kinda over the top if he had any, don't you think?
- Spike: Art asset spike! And after you're done, then bloodswell your health back up to full (mind the curse though).
Mystera:
Penalty: You generate piety slower. If you're a heavy prepper as you seem to be, you'll be prepping her so often you'll start thinking of this as her default piety generation rate. Because you'll rarely ever be playing a class that wants to worship her and not prep her. Untill you get bored and then you'll have a nice surprise when you pick her up and she generates piety a bit faster. Not a really significant bit, though.
Glyph: None, but if you're worshiping her or prepping her it's rather likely that you either have one or have prepped magnet:Fireball
Spike: A bit different than the other gods, but her Refreshment boon lets you convert glyphs for mana. One more reason to keep stuff lying around and time your conversions
JJ:
Penalty: One less item slot. TBH, this seems like the harshest one, and I don't really understand it. It likely has some logic behind it, and I'm curious about what it is, as it's probably sensible. Prep a compression seal, JJ is much, much more useable if found right off the bat than in any other circumstance for various reasons and it's really not that great of a price to pay.
Glyph: Wheytwut - it's either a big mana heavy duty first strike mech, or more importantly a way to always have a popcorn bowl setup tool at your disposal. Frankly the latter is a good enough reason to fall into a habit of casually prepping JJ on any run with mostly anything.
Spike: No explicit one, but his glyph and all of his boons complement level cannon strategies. You do that with popcorn so you don't really need a specific boon for that, the glyhp helps you set up popcorn, 2 boons let you stock up on stats, one boon gives you a free ding and one lets you gamble on another refill if you want.
Earthmother:
Penalty: Picking up boons gives out more plants. Sure, it's a penalty if you clog up the level too hard. On the other hand, she lets you clear the plants with a boon which also refills your mana. She seems to work better prepped than found TBH.
Glyph: IMAWAL lets you alter the XP curve if used consistently, farm EM piety, and also gives +1 XP if you stone a slowed monster. She also has a boon which you take once and every monster on the map is slowed. You have to get into a habit to learn to appreciate it.
Spike: Well, she gives you 10 mana per clarance as long as there's plants. And if you've prepped her, it doesn't take much to get as many plants out there as you want. Not to mention that she gives more piety per kill than Drac does, only it leaves plants in place of bloodpools, and you then use piety + plants to get a boatload of mana via clearance.
Notice that this is all general, "use with anything more or less efficently" stuff. Game becomes much more relaxing once you start tinking this way instead of in terms of "optimal" or "this works with class X" or "have to have this and this and this" terms.
I almost got pwned by Shifty Brickwork!