Cool to see another player giving advice about those things, thanks for helping out. Makes it kind of awkward that I have to let you know that many of the things you described were actually changed just this update, lol. First, the necklace of power was nerfed to only provide a 50% boost to power round one, largely because of how ridiculous it could be with weapons that provide a chance for extra turns. Your advice is probably still good though, as I still think that combo is really strong. Burn doesn’t retain the damage buff past the first turn though, it’s damage updates based on the players stats turn by turn.General advice for orcs: Level lightning damage and stun effect. Start with a fire spell, so you have an extra source of damage for when you need to burst them down, then go nuts with lightning, hoping to either avoid or stun them out of their rageout attack.
3 important pieces of advice i can give to anyone struggling with the combat (which i found to be exceedingly fun):
1) orc dungeon - topright corner is a shop that sells unique jewelry. The one doubling the damage of your first spell is the most usefull by a fair margin: far more so when combined with #2
2) The insufferable shitshow that is the lights dungeon - taking the rightmost paths leads you to a heavily trapped cow farm or something, at the end of which you are given a berserker wand which lowers defence by a lot(easy to counter with lower depravity), but gives you a 25% chance of doublecasting spells.
This synergizes with the above item and if you are lucky, you can double-cast 2xpowered spells in round 1. And if you've picked the glass-cannon mastery from the bottom of the lightning tree, the second spell will deal 240% base damage. Fire spells cast during round 1 retain 200%/240% DoT empowerment for their full duration.
3)The right-side tunnel of the dungeon where you get stuck with katie ends with an item that changes properties depending on your depravity. The corrupted version is *far* better than the pure one, by virtue of allowing you to heal yourself a generous static amount per combat encounter, along with a single-use full heal outside of combat. In a game where healing is way too sparse otherwise, this is a godsent.
Even if going pure, its worth the effort to corrupt the item, as it will remain such for the rest of the game. There are 2 repeatable ways of reducing depravity and the cheaper one is - ironically - greatly helped by corrupting the ring in question.
As an aside - in the same dungeon, left side, there is a statue which you shouldnt talk to unless you are at low depravity, as it rewards pure character with a significant amount of femininity with no catch. Its one of the few instances where you can net alot of fem, without the usual depravity tag-along.
source: x21 Consecutive level stacking katie fights out of boredom
Nothing has been changed about the purity ring, so that’s all still true. Which makes me realize I should definitely buff the pure version, because you are absolutely correct about it being far inferior to the corrupted version.
And avoiding the statue is pointless now, as it has been reworked to provide pure/depraved skill points instead of stat boosts. And if you are depraved when you get there, you can pay a minor stat penalty to undergo a purity ritual and get the pure skill points instead. And vice versa if you show up pure and want depraved skills.
Oh, and what did you dislike about the lights dungeon? Was there anything in particular?
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