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  • Strategies to beat the game with my Berserker:

    Hello!Well,I started to play with the berserker,and I was planning to just do a crazy thing and suicide(on the game),until that ghost gave me a chilling Long sword.Now,I am on level 17,depth 16,strenght 17,a plate armor of entanglement +4,a longsword(it lost it's enchant) on +3,a +2 wand of poison,a +2 wand of amok and a +1 wand of lightining.I got here a earthroot,a firebloom,and 2 sorowmoss seeds.I also have 3 healing potions,a potion of frost,a p. of purification,a potion of  liquid flame,a invisibility potion,a scroll of terror,and a scroll of teleport.I also got 3 incendiary darts,10 shurikens,8 tomahawks,4 darts,and a full vial.

    Got a strategy of upgrading,and how to beat the game with these items?

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    • You've got a viable set of items, there.  And WOW; you have the best glyph!  (Jealous that I still haven't had a chance to use Entanglement. =/ )

      Anyways, let's break this down & get started.  (My tips below are tailored specifically for your current session & set of items; not for Berserkers in general.)

      D-16 means you've now entered the Dwarven Metropolis.  You're dangerously low on Healing potions, but you can survive this stage with clever use of your wands.

      (Next time, try to farm Healing potions from Swarm of Flies before leaving the Prison stage, or reaching the level cap for drops [Level 12], so you have enough Healing potions to reach the KoD.  If you have enough gold, I suggest you buy all the Healing potions from the Shop.)

      1st things first; you have plenty of items taking up space in your inventory & you're almost full, if not already.  Since the Warrior isn't particularly adept with missile weapons, it's advised you use them up immediately (both dart types & shurikens; you can hold on to your tomahawks if you want, but they do massive damage with Surprise Attacks); this way, you'll also gain more space for other items.  Although, try to use them only when an enemy opens the door to the room you're in - you'll get additional damage from your first attack being a Surprise Attack (which ignores the Warrior's lack of skill with missile weapons).  You'll also want the space in your Backpack because you already know that the Dwarf Monks knock weapons out of your wands (except for the Knuckleduster); if you find a Knuckleduster, I advise you to switch to it whenever a Dwarf Monk becomes alerted to your presence.  (You find out by tapping Examine on them; if they're "Wandering", there's a chance they haven't seen you; if they're "Hunting", they've definitely seen you.)

      2nd; save your scrolls.  Terror doesn't work on Golems & Dwarf Monks; and it would be a waste to use on a single Dwarf Warlock, or Fire Elemental.  Teleportation, you'll need for the Demon Halls stage, for when you need to escape from getting cornered by multiple enemies.  I've been there; you do not want to get stuck in the middle of two Evil Eyes & a Succubus.

      In regards to upgrading, you might want to save any Upgrade scrolls you encounter, for any Tier-5 weapon you might find.  You won't want to upgrade your Plate Armor before the KoD boss fight, since you already have the Entanglement Glyph which will help in the boss fight.  Unless you've assessed that you're taking too much damage, save your Upgrade scrolls 'til after the boss fight/once you reach D-21/once you find a Tier-5 weapon.

      3rd; save your seeds for the KoD boss fight (or if an Animated Statue has a weapon you want); you'll need them.  If you're low on offensive options, feel free to use your Sorrowmoss seeds, but save them if you can help it.  Since you have Entanglement, you don't really need the Earthroot seed as direly, so you should generally be fine.  Just keep in mind that your Plate armor is still at +4 only.

      4th; you can either save your Purification potion for the KoD boss fight (against the Undead Dwarves' stun proc), or use it before getting hit by a Senior Monk.  I would just try to avoid Senior Monks altogether, but that's just me.  Feel free to use your LF potion, too, but I would also save that for the KoD boss fight.  And I would definitely save the Invisibility potion for the boss fight, unless you need it for a Flooded Vault.  You'll want that Frost potion handy for when the Fire Elementals light you on fire; also, remember, they get damage from Frost now.  Try to get as many Frost potions as you can to use against these guys.  (But since you have the Wand of Amok, you won't have to rely on the Frost potion as much.)

      5th; now we get to the meat of my post.  You'll probably end up using your wands more than the Berserker perk, but try to use the perk anyway, especially when using doors for Surprise Attacks.

      At this stage, your +2 Wand of Amok is your best friend.  You can turn the Fire Elementals & the Dwarf Warlocks into your minions/henchmen with this wand, to help you fight the Dwarf Monks & Golems (which are not affected by the Amok debuff), and make things easier for you, especially since your longsword & plate armor are slightly under-leveled.  You'll also need this wand for the boss fight, as the KoD & Undead Dwarves are not immune to Amok.  Make them fight each other in order to shorten the length of your fight with them.

      [Sidenote:  I seriously wish Watabou had chosen the Dwarf Warlock & Fire Elemental for the Ambitious Imp's quests, rather than the Dwarf Monk & Golem.]

      Try to use your Wand of Poison either the moment an enemy sees you, when they're 1 cell away from melee distance, or both, as this will inflict damage-over-time before any actual combat occurs.  And use your Wand of Lightning in-between both instances, to inflict as much ranged damage as possible (except for the Dwarf Warlock, obviously; they get your Wand of Amok instead).

      (For Example:  A Fire Elemental sees you from 6 cells away.  Poison - (Enemy) Approaches - Lightning - Approach - Lightning - Approach - Lightning - Approach - Poison - Melee Attack - RePoison if debuff disappears before enemy dies)

      In terms of your current set of items, that's probably all the advice I can give you for now.

      As for the Ambitious Imp, you'll probably want to save his quest for either before you fight the KoD, or after you fight the KoD, but before descending to D-21.

      And as a reminder, don't forget to use the doors!  Door Combat provides Surprise Attack, which amplifies accuracy! (& damage?)

      Hope this helps!

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    • Shadow Automaton wrote:

      […]

      Terror doesn't work on Golems & Dwarf Monks; and it would be a waste to use on a single Dwarf Warlock, or Fire Elemental.  Teleportation, you'll need for the Demon Halls stage, for when you need to escape from getting cornered by multiple enemies.  I've been there; you do not want to get stuck in the middle of two Evil Eyes & a Succubus.

      In regards to upgrading, you might want to save any Upgrade scrolls you encounter, for any Tier-5 weapon you might find.  You won't want to upgrade your Plate Armor before the KoD boss fight, since you already have the Entanglement Glyph which will help in the boss fight.  Unless you've assessed that you're taking too much damage, save your Upgrade scrolls 'til after the boss fight/once you reach D-21/once you find a Tier-5 weapon.

      3rd; save your seeds for the KoD boss fight (or if an Animated Statue has a weapon you want); you'll need them.  If you're low on offensive options, feel free to use your Sorrowmoss seeds, but save them if you can help it.  Since you have Entanglement, you don't really need the Earthroot seed as direly, so you should generally be fine.  Just keep in mind that your Plate armor is still at +4 only.

      4th; you can either save your Purification potion for the KoD boss fight (against the Undead Dwarves' stun proc), or use it before getting hit by a Senior Monk.  I would just try to avoid Senior Monks altogether, but that's just me.  Feel free to use your LF potion, too, but I would also save that for the KoD boss fight.  And I would definitely save the Invisibility potion for the boss fight, unless you need it for a Flooded Vault.  You'll want that Frost potion handy for when the Fire Elementals light you on fire; also, remember, they get damage from Frost now.  Try to get as many Frost potions as you can to use against these guys.  (But since you have the Wand of Amok, you won't have to rely on the Frost potion as much.)

      5th; now we get to the meat of my post.  You'll probably end up using your wands more than the Berserker perk, but try to use the perk anyway, especially when using doors for Surprise Attacks.

      At this stage, your +2 Wand of Amok is your best friend.  You can turn the Fire Elementals & the Dwarf Warlocks into your minions/henchmen with this wand, to help you fight the Dwarf Monks & Golems (which are not affected by the Amok debuff), and make things easier for you, especially since your longsword & plate armor are slightly under-leveled.  You'll also need this wand for the boss fight, as the KoD & Undead Dwarves are not immune to Amok.  Make them fight each other in order to shorten the length of your fight with them.

      [Sidenote:  I seriously wish Watabou had chosen the Dwarf Warlock & Fire Elemental for the Ambitious Imp's quests, rather than the Dwarf Monk & Golem.]

      Try to use your Wand of Poison either the moment an enemy sees you, when they're 1 cell away from melee distance, or both, as this will inflict damage-over-time before any actual combat occurs.  And use your Wand of Lightning in-between both instances, to inflict as much ranged damage as possible (except for the Dwarf Warlock, obviously; they get your Wand of Amok instead).

      (For Example:  A Fire Elemental sees you from 6 cells away.  Poison - (Enemy) Approaches - Lightning - Approach - Lightning - Approach - Lightning - Approach - Poison - Melee Attack - RePoison if debuff disappears before enemy dies)

      In terms of your current set of items, that's probably all the advice I can give you for now.

      As for the Ambitious Imp, you'll probably want to save his quest for either before you fight the KoD, or after you fight the KoD, but before descending to D-21.

      And as a reminder, don't forget to use the doors!  Door Combat provides Surprise Attack, which amplifies accuracy! (& damage?)

      Hope this helps!

      WHAT?Terror does not work on them??

      0-0 so sad...Anyways,thanks for the tips!

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    • Well...I just did a fatal move:

      I was running from a monk on depth 19,and I ended struck in a dead end.I pressed the search button,and it attacked me.But,I found a hidden door.I quickly entered on it,wanting to go to depth 20,because I was on level 21 already.But the room was filled with Golems,warlocks,and more monks...Seconds after,I was out of healing potions,with a empty vial,and I had only killed the warlock.Then,the Golem killed me,even with a +6 plate(that lost it's glyph because of the Upgrade).I had tried everthing,even the regrowth wand that I found on depth 17 or 18,I tried even lightning while they were near.But they killed me…

      Game Over :(

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    • Ray L.H wrote:

      WHAT? Terror does not work on them??

      0-0 so sad...Anyways,thanks for the tips!


      Well...I just did a fatal move:

      ... But the room was filled with Golems, warlocks, and more monks...Seconds after, ... I had only killed the warlock. ...I had tried everything…

      Game Over :(

      Nope; it doesn't.  I listed the enemies that are immune to Terror, on the debuffs page.  Here:  Terror

      Yup; you're welcome!


      Well, you actually didn't try everything.

      There were three things that you could've done to save yourself.

      1.)  This is where you could've used your Teleportation scroll.  I know I said to save it for the D-Halls stage, but that was only if you could help it.  (Based on your screenshot) Being surrounded by 5 enemies warrants using the Teleportation scroll; that's the exact emergency situation that you use that scroll for.  You could've just grabbed your longsword & got out of there.

      2.)  You could've also used your Invisibility potion to get out of there.  I know I also said to save it for the KoD boss fight, but that was only so you could reach one of the summoning pedestals before the KoD did.  It could've served better use to you if you'd used it to escape the deadly situation you were in.

      3.)  I just got done telling you about the Wand of Amok.  You could've used it on the Dwarf Warlocks you encountered in that room you entered & had them attack the others for you.  You need to get used to the idea of firing your Wand of Amok on them when there are other enemies nearby.  Same goes for Fire Elementals.

      I know you were in a frantic battle & were most likely in panic mode, but you have to keep all your items in mind & remain calm.

      Remember that the game is basically paused if you don't do anything from where you're standing, so it's okay to stop where you are, (mentally) take a step back, take a breath, & think about your next steps.  Always check your inventory if you see yourself getting into a tight situation & are looking for ways out.

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    • But then,I started a new game with another Berserker,and following your tips,I reached Yog!But the rotting fist killed me because I went to the fight without healing potions...I entered in the D. Halls,with 5 healing potions,but I found a bunch of scorpios in the depth 24,that was a chasm-depth,so I spent all my healing potions...


      Level 26 Berserker

      strenght 19

      health 145

      game duration 14893

      maximum depth 25

      mobs killed 341

      gold collected 12250

      food eaten 28

      potions cooked 4

      ankns used 0


      +3 vampiric war hammer

      Warrior suit of armor of viscosity(the glyph that helped yog kill me on the last fight)

      +1 ring of mending

      +3 ring of evasion

      +1 wand of amok


      Thank you for the strategies!

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    • Ray L.H wrote:
      But then,I started a new game with another Berserker, and following your tips, I reached Yog!

      Thank you for the strategies!

      You're welcome!  (^_^)  Glad I could help you reach Y-D!  =D

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    • Alright; so, since I've already posted a custom-tailored guide for Rayssa (with some general tips that are also helpful for any sub-class), I figured I might as well post a more general (mini-)guide for the Berserker sub-class, for everyone else.


      Berserker Mini-Guide:  (Original PD)

      Fury

      Enchantments -  Enchantment vampiric glaive Vampiric, Enchantment lucky glaive Lucky, Enchantment grim glaive Grim, & Enchantment shocking glaive Shocking

      Glyphs - Glyph viscosity warrior Viscosity, Glyph stench warrior Stench, Glyph anti-entropy warrior Anti-Entropy, Glyph potential warrior Potential, & Glyph multiplicity warrior Multiplicity (My rationale for suggesting these glyphs is explained below. Though, if you're aware of his perk, you'll already understand my rationale.)

      Epic Armor Special Ability - Heroic Leap

      Rings - Thorns, Shadows, Mending, Elements, & Satiety

      Wands - Amok, Blink, Regrowth, Slowness, TeleportationAvalanche, & Firebolt

      Seeds - (Most, except for Rotberry & Dreamweed)


      Rationale of recommended items above, explained in detail:

      To recap, the Berserker's damage amp doesn't kick in 'til his health drops to 40% HP or lower.  With this in mind, here's why I suggested what I suggested above.

      •  For your main weapon, I chose the Glaive, since it deals the most damage when upgraded, which will synergize with the Fury perk.
      •  For Enchantments:
        • The Vampiric enchantment should help sustain/maintain the Berserker's health to relatively stay within the Fury threshold while receiving damage, thus taking advantage of his Fury perk.  And that's on top of keeping him from dying.  Survival!
        •  The Lucky enchantment essentially amplifies your damage output even more once the 'Fury zone' has been entered, enabling you to dispatch of your enemies even sooner.  Synergy! (← You're gonna see this word..a lot.)
        •  The Grim enchantment.. + Fury perk ..well, this should already be self-explanatory at this point.  It's like the Lucky enchantment on steroids.  More synergy!
        •  The Shocking enchantment.. now this is where things get interesting.  With the Fury perk combined with Shocking, the Berserker will be able to deal more damage, not only to a single enemy, but a group of enemies, taking them all out even faster.  Utility & Synergy!
      •  For armor, I chose the Warrior's Suit of Armor (from Plate Armor!) since the cost of using the Epic Armor's Special Ability - Heroic Leap - will help the Berserker reach the Fury zone even faster.  (Risky synergy, but still synergy!)  Survival while using this tactic depends on you getting the other items I listed above - Vampiric enchanted weapon, Ring of Mending, & Wand of Regrowth.
      •  For Glyphs:
        • Viscosity, Stench, & Anti-Entropy are the less risky & more controllable/manageable glyphs, that gradually tick down at your HP, easing it into the Fury zone, after you've used Heroic Leap, or after normal combat + starvation has dropped your HP into the Fury threshold.  (Even more synergy!)
        • The riskier glyphs - Potential & Multiplicity - will get you into the Fury zone much sooner, but requires more attention in managing/maintaining one's HP (I wouldn't recommend these two, unless you're highly experienced in how they work).  You'll definitely need a Vampiric enchanted weapon, Ring of Mending, & Wand of Regrowth for these two glyphs.  {Riskier synergy, but still synergy!}
        • But if you wish to be safer & would rather let the enemies' damage output + starvation drop your HP, then sticking with the Entanglement, or even Bounce, glyph is fine.
      •  In regards to Rings:
        •  With Thorns, it's similar in concept to combining the Lucky enchantment with the Fury perk - more damage output.  Synergy again!
        •  With Shadows, this is also essentially another damage amp concept, but closer to Grim.  Fury + 100% Accuracy amp from Surprise Attack = certain, massive damage.  Maximum synergy!
        •  Mending is nearly self-explanatory, especially if you wish to survive using the risky tactics above, in order to take advantage of the Fury perk.
        •  Elements & Statiety are also there for survival reasons.  More survival!
      • Wands:
        •  In regards to Regrowth & Teleportation, like Vampiric, Mending, Elements, & Satiety, you'll need these wands for survival as well.
          • Regrowth will help you farm more Dewdrops, in case you accidentally trigger your full Dew Vial while fighting in the Fury zone.  You'll get needed seeds, too.
          • And Teleportation will get you out of extremely dangerous situations & allow you to regroup.  Even more survival!
        •  All the other suggested Wands (except for Regrowth & Teleportation) are there to expedite the combat in your favor.
      •  In regards to Seeds, this should also be pretty self-explanatory, but the seeds you'll particularly want the most for the Berserker are the Seed of Sorrowmoss, Seed of Sungrass, & Seed of Earthroot.
        • Sorrowmoss expedites battles in your favor;
        • Sungrass (when stepped on during combat) will help you survive in combat, like Vampiric & Mending; &
        • Earthroot will allow you to stay in the Fury zone once you've reached it & have stepped onto the Earthroot plant upon entering it, as the enemies will be unable to damage you as much.  Maximum survival!

      The main takeaway here is, if you can manage your HP in order to stay within the Fury threshold & take advantage of its damage amp, then you're set as a Berserker.

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    • Whew,on my last Berserk run,I found a plate armor on the 1st room where I entered.And,I died from poisonous trap on depth 4.

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    • (Finished my Berserker mini-guide, with my explanations finally added.)

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Transferred content of post with author's logged-in post
      20:35, April 20, 2015
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    • Shadow Automaton wrote:
      (Finished my Berserker mini-guide, with my explanations finally added.)

      So, is there a general "check my equipment and offer advice" thread?  I couldn't find one while perusing, so i thought I would add to Ray's.  Since I'm Berserker too.  ;)

      To start with though, thanks for the Berserker Mini-Guide, and the Yog guide, and generally doing a great job on the PD Wiki. :)


      I’m playing Shattered Pixel and this will be my 2nd time to reach Yog as a Berserker Class. The first time I was wholly unprepared (because I didn’t find your guide), but hopefully now I’m better equipped. I'm currently ready for the Dwarven King, and plan on skipping as much as I can to reach Yog after that (Level 22, 19 strength, 1647 gold). I have 2 remaining scrolls of upgrade and wanted your professional opinion on proceeding before I fight the Eye Ball of Doom.

      Plate +7 (probably done upgrading at this point)

      Blazing Battle Axe +4 (balanced for Speed, avg dmg is 16, which seems low per your Yog Boss Guide)

      Firebolt +3

      Ring of Accuracy +1

      I’ve made it through Level 19, but didn’t find the Imp. I’m currently debating on looking for him or not (ready to fight the Dwarven King, but I don’t think he’ll be an issue). Maybe an opinion if that’s worth it would be helpful as well. I do have RC scrolls, which I’ll need once I get the ring. We can work on what I currently have in my BackPack though, since assuming I find the Imp before needing to move on isn't actually a reality.

      My own thoughts: I don’t know if the Blazing enchantment is actually worth keeping, or if +2 more to my Axe would push me over the top to having a good chance at winning with my other current supplies. Or if Firebolt upgrades are a good way to go because I’ve heard it’s awesome. I think Shattered PD has nerfed it slightly though. Mostly I just don't want to make a rookie mistake and once again die without "trying everything". :)

      1 Torch

      2 Honey Pots

      Full Dew Vial

      Seeds: 3 Sungrass / 1 Earthroot (currently using Sungrass instead of Healing pots)

      Pots: 6 Liquid Fire / 2 Frost / 5 Invis / 6 Healing


      Then a variety of pots that remain unidentified (Purification, Toxic Gas, Levitation, Paralytic Gas, Mind Vision):

      1 / 1 / 2 / 5 / 6 Pots, so I know I have some of each.

      Same with scrolls (Teleportation, Mirror Image, Psionic Blast, Terror, Recharging, Magic Mapping):

      1 / 1 / 1 / 1 / 2 / 2, so I know I have some of each. I used the strategy of MM the last few levels the last time I made it to Yog to avoid enemies, but I don't have the same amount of Maps this time...

      I will try to do some "shop identifying" on these to whittle down the Magic Mapping and Mind Vision.

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    • Felix123709 wrote:
      So, is there a general "check my equipment and offer advice" thread? I couldn't find one while perusing, so i thought I would add to Ray's. Since I'm Berserker too. ;)

      LoL (^_^)'  Not really; normally, people would just create new threads (& usually in the wrong board), and I just tell people to post their strategy inquiries on my Wall instead, but posting here's actually better since I'm Following this thread.

      (Thank you for actually being a model forum poster!  =D)

      To start with though, thanks for the Berserker Mini-Guide, and the Yog guide, and generally doing a great job on the PD Wiki. :)

      (^_^)  Thanks so much!  I appreciate it!  I hope they've been helpful to you so far!

      I’m playing Shattered Pixel and this will be my 2nd time to reach Yog as a Berserker Class.
      The first time I was wholly unprepared (because I didn’t find your guide), but hopefully now I’m better equipped.
      I'm currently ready for the Dwarven King, and plan on skipping as much as I can to reach Yog after that (Level 22, 19 strength, 1647 gold).
      I have 2 remaining scrolls of upgrade and wanted your professional opinion on proceeding before I fight the Eye Ball of Doom.
      • Plate +7 (probably done upgrading at this point)
      • Blazing Battle Axe +4 (balanced for Speed, avg dmg is 16, which seems low per your Yog Boss Guide)
      • Firebolt +3
      • Ring of Accuracy +1

      Hmm.. Well, first off.. Disclaimer - I haven't played (much less downloaded) the Shattered Mod yet, so I'm not familiar with the nuances of that version, other than the fact that Evan decided not to implement the Item Degradation system (which I applaud him for) that Watabou implemented in 1.7.4.
      So, any input I provide from this point will be based off of Standard PD, not Shattered.  My advanced apologies.
      I'll provide input where I can, and just let me know which aspects/mechanisms are different for Shattered (I'll then look up the info on the Shattered page), and then we'll proceed from there.

      You're definitely done with Plate, LoL; in fact, I think upgrading to +7 was a little on the overkill side of things.
      The only enemy in the game that inflicts more than 40 Max Dmg per attack is a Giant Piranha that spawns beyond/below Depth 18 (Depths 19, 22-24).
      And everyone would generally want to avoid them anyway, so.. yeahh.. LoL.

      Fascinating scenario you have there, btw.  You turned your Tier-4 Accuracy weapon into a Speed weapon, but then have a Ring of Accuracy to compensate, giving you both stats.  Brilliant; can't believe I haven't thought of something so obvious.  Heheh.
      (I'm gonna wanna try that out with a +6 Glaive balanced for Speed & a +3/+4 Ring of Accuracy.  =D  I'm sure good times will ensue.)

      I’ve made it through Level 19, but didn’t find the Imp.
      I’m currently debating on looking for him or not (ready to fight the Dwarven King, but I don’t think he’ll be an issue).  Maybe an opinion if that’s worth it would be helpful as well.  I do have RC scrolls, which I’ll need once I get the ring.  We can work on what I currently have in my BackPack though, since assuming I find the Imp before needing to move on isn't actually a reality.

      With the dangerously low amount of remaining Healing potions & Sungrass seeds you have left, it's better to defeat the Dwarven King first, then going back up to find the Imp & complete his quest.
      (NOTE:  Remember not to descend to D-21 right after defeating KoD.  With the Imp's quest not complete, the D-21 Shop won't generate upon descending to D-21.  Complete his quest first, then descend to D-21.)
      Ironically enough, you'll use less healing items against KoD, than against the Monks/Golems you'll have to slay to complete the Imp's ridiculous quest.
      I've suffered the outcome of prioritizing the wrong task, and.. trust me.. you don't want to be on the losing end of a war on attrition.
      Little prioritization mistakes like that can cost any player a successful run.

      If you had more Healing potions & Sungrass seeds, I'd probably say "do Imp's quest first", but seeing as you don't, it's wiser to ration your healing items.

      My own thoughts:  I don’t know if the Blazing enchantment is actually worth keeping, or if +2 more to my Axe would push me over the top to having a good chance at winning with my other current supplies.  Or if Firebolt upgrades are a good way to go because I’ve heard it’s awesome.
      I think Shattered PD has nerfed it slightly though.  Mostly I just don't want to make a rookie mistake and once again die without "trying everything". :)

      If you'd left your Plate Armor at +6, you would've had 3 remaining Upgrade scrolls left, to upgrade your B-Axe to +7, which you'd need for the fight against the KoD, especially as a Berserker.  (But you probably already knew that from seeing my KoD guide as well.)  But since you only have 2 remaining Upgrade scrolls, you'll be relying heavily on your Berserker perk (unless your current run is a perfect Upgrade scroll run, and you find 1 last Upgrade scroll somewhere in the Demon Halls).

      While the Blazing enchantment may help with the KoD, you'll be hard-pressed to use it against Y-D's Fists (if you decide to attack them first).
      And upgrading your +3 Firebolt wand to +5, as a Berserker, would only be less helpful to you, especially when it comes time to face Y-D.
      You wouldn't be able to hurt the Burning Fist, firing at the eyeball at point-blank would be extremely dangerous, and you wouldn't be taking full advantage of your Berserker perk (Damage Amp below 40% health).

      So, you're better off upgrading your +4 B-Axe to +6, and relying on your Berserker perk for the extra damage amp.
      Besides, you have a +3 Firebolt wand anyway, to apply the Burning debuff with.  Blazing's just redundant at this point.
      I know it really sucks to lose enchantments, especially for higher-leveled weapons, but it's worth sacrificing, if it means a more assured victory in the end.

      • 1 Torch
      • 2 Honey Pots
      • Full Dew Vial
      • Seeds:  3 Sungrass / 1 Earthroot (currently using Sungrass instead of Healing pots)
      • Pots:  6 Liquid Fire / 2 Frost / 5 Invis / 6 Healing

      Then a variety of pots that remain unidentified (Purification, Toxic Gas, Levitation, Paralytic Gas, Mind Vision):

      1 / 1 / 2 / 5 / 6 Pots, so I know I have some of each.

      Same with scrolls (Teleportation, Mirror Image, Psionic Blast, Terror, Recharging, Magic Mapping):

      1 / 1 / 1 / 1 / 2 / 2, so I know I have some of each. I used the strategy of MM the last few levels the last time I made it to Yog to avoid enemies, but I don't have the same amount of Maps this time...

      I will try to do some "shop identifying" on these to whittle down the Magic Mapping and Mind Vision.

      You'll need more torches than that.  Like, 1 per depth.  (At least 3 torches; 4, if including Yog-Dzewa's boss depth) You'll need your T-Gas & Purification potions for the KoD fight.  (Purification for the Undead Dwarves' paralyzing punches)

      In the fight against KoD, use one of your Honeypots (save the other for Y-D) to throw on the pedestal, opposite from the one you'll be standing on, so KoD can't summon his Undead Dwarven Army; reading your Terror scroll will help to displace the KoD from your line-of-sight, so you can throw the Honeypot at the other pedestal when he's 1 cell away from it.  You can hurt him with your T-Gas while he flees, and then with your Firebolt wand when he's on his way back.

      P-Gas both fists; Frost, against Burning Fist; LF, against Rotting Fist; & Invisible potion, to reach the eyeball.

      If you really have 6 Mind Vision potions, then you can save the last 2 Magic Mapping scrolls for Depths 23 & 24.  Depth 22 is relatively safer than the deeper depths.  And you might find a Magic Mapping scroll there, too.

      Hope these help!  (^_^)

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Double-posting; merged content of post with author's logged-in post
      19:10, April 21, 2015
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    • Nice, thanks for the reply and help!!  I upgraded to +6 Battle Axe, and lost enchantment as expected.  Oh well, because the KoD is dead!  I also found the Imp and he gave me Ring of Accuracy +3.  So now I'm really accurate.  :P

      I was able to idenitify some potions and this is my supply list as I stand ready to enter D25...

      11 Liquid Flame, 5 Mind Vision, 6 Healing, 2 Frost, 3 Invis, 4 Toxic Gas

      These aren't ID'd yet, but my best guess is that I also have: 1 Purification, 4 Levitation, 5 Paralytic Gas

      After stopping at the shop, I figured out which were my Magic Maps.  The rest are still un-ID'd and I'm hesitant to use them.  I have a scroll of ID that I used and confirmed I have 3 Mirror Image scrolls (yay!).  I don't want to hit Psionic Blast (which I have at least one of), so the rest will remain unused...

      I have 3 torches now.  Still have full Dew Vial, and 1 honeypot, and 1 Earthroot.

      I'm going to bed now, but will read over the Yogi guide again, then make my stand tomorrow at work sometime.  Any last minute advice?  Do you think I should kill the Fists to up my dmg to the Eye?


      And I died.  So simply and stupidly.  *frustrated sigh*

      I was trying to draw the fists away to paralize them and then fight the Eye, and I forgot to drink a heal potion, and my next move, the Flamming Fist shot me and killed me.  I didn't even really attack or do anything useful.  ARG...

      The layout of the room was kind of lame, no real water anywhere except right by the Eye, who was in the middle of the room, basically.  I drank Mind Vision, stepped off the stairs, read Magic Map, started drawing the fists away from me.  Had them in a decent corner and started using my un-ID'd potions.  I found out I had 4 Purification potions, but only 1 Paralytic Gas (so I couldn't hold them away from the eye very long).  Drank Invis to get away and back over to the Eye (to start my larva meatshield), then became un-invisible and got shot dead by Flamer the Lamer...  I had all the time in the world to drink a Healing Potion, but forgot to after I drank my Invis to escape the first time.

      So, that's that.  I was REALLY hoping to finally kill the Yog and move on to another class...  Oh well.  That's PD and user error for ya.  :P

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    • Felix123709 wrote:
      Nice, thanks for the reply and help!!

      You're welcome!

      I'm going to bed now, but will read over the Yogi guide again, then make my stand tomorrow at work sometime.  Any last minute advice?  Do you think I should kill the Fists to up my dmg to the Eye?

      Sorry I wasn't able to give any last-minute input; I was already asleep.

      Well, you didn't have enough Healing potions & Earthroot seeds, so I would've told you to just attack the eye.


      And I died.  So simply and stupidly.  *frustrated sigh*

      I was trying to draw the fists away to paralyze them and then fight the Eye, and I forgot to drink a heal potion, and my next move, the Flamming Fist shot me and killed me.  I didn't even really attack or do anything useful.  ARG...

      The layout of the room was kind of lame, no real water anywhere except right by the Eye, who was in the middle of the room, basically.  I drank Mind Vision, stepped off the stairs, read Magic Map, started drawing the fists away from me.  Had them in a decent corner and started using my un-ID'd potions.  I found out I had 4 Purification potions, but only 1 Paralytic Gas (so I couldn't hold them away from the eye very long).  Drank Invis to get away and back over to the Eye (to start my larva meatshield), then became un-invisible and got shot dead by Flamer the Lamer...  I had all the time in the world to drink a Healing Potion, but forgot to after I drank my Invis to escape the first time.

      So, that's that.  I was REALLY hoping to finally kill the Yog and move on to another class...  Oh well.  That's PD and user error for ya.  :P

      Yeahh; one needs to be extra attentive of one's attack sequence, especially when it comes to fighting Yog-Dzewa.  You'll get him next time.

      The lesson of the story here is to have your potions & scrolls identified by Depth 4/5; and for any subsequent unidentified potions/scrolls to be identfied as they're obtained.

      The real question is.. How did you manage to get that far without identifying your potions & scrolls??

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    • Hehehe, I always wait to ID my scrolls so I can buy them for cheap in the shops.  Actually, I've made it to Depth 11, Level 13 on my current playthrough and still didn't use a healing potion.  Luckily got two full dew vials (one to bless my Anhk), and another that I used when fighting Tengu.

      But... while I've now obtained a +5 War Hammer (first time to have one and actually get to use it), I still haven't found plate armor.  I have Scale +3 w/Entanglement echantment right now.  1 Upgrade Scroll currently, and my +1 short sword.  Advice?  Keep going, and use door suprise attacks on enemies to conserve health due to lower armor?  Hopefully I'll find some plate soon.  But if I don't, do I continue upgrading scale?

      Also, found a bug.  There are two locked doors on this level, they were adjacent to each other, I was standing next to them but needed to free up inventory.  I used Loyd's Beacon and when I got back, both keys are gone.  So, probably missing out on strength potion, and maybe another Upgrade.  Oh well.  :P

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    • Felix123709 wrote:
      Hehehe, I always wait to ID my scrolls so I can buy them for cheap in the shops.
      Actually, I've made it to Depth 11, Level 13 on my current playthrough and still didn't use a healing potion.
      Luckily got two full dew vials (one to bless my Anhk), and another that I used when fighting Tengu.

      Wow.. You might just be better than me at staying sustained.

      But... while I've now obtained a +5 War Hammer (first time to have one and actually get to use it), I still haven't found plate armor.
      I have Scale +3 w/Entanglement enchantment right now.

      1 Upgrade Scroll currently, and my +1 short sword.
      Advice?
      Keep going, and use door suprise attacks on enemies to conserve health due to lower armor?
      Hopefully, I'll find some plate soon.

      But if I don't, do I continue upgrading scale?

      Well, first, what stage are you currently in?  Cause the armor you should have, depends on which boss you'll be facing.  (More specifically, how much damage needs to be mitigated, from your current enemy's damage output)
      You can get by with a +3 Scale Armor of Entanglement until Depth ~12, cause by the time you reach DM-300, you'll need at least either a +4 Scale Armor, or a +3 Plate Armor (up to 25 Damage Absorption).  But you're better off locating that Plate Armor cause you'll need it for Stage 4/the Dwarven Metropolis & onwards.

      I wouldn't recommend upgrading your Scale Armor to +4, unless it's your absolute last resort.  If you can help it, save it for when you find a Plate Armor.

      Also, found a bug.  There are two locked doors on this level, they were adjacent to each other, I was standing next to them but needed to free up inventory.  I used Loyd's Beacon and when I got back, both keys are gone.  So, probably missing out on strength potion, and maybe another Upgrade.  Oh well.  :P

      As for your bug, you may want to report that on the Major Bugs page (and/or to Evan directly, so he can quickly submit a hotfix for Shattered).

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    • Hey!  I have good news... but first...

      When I wrote that, I was Depth 11 (just beat Tengu).  I had a ton of scrolls and potions, most un-ID'd.  Then started exploring the caves and MURDERING anything I hit with my War Hammer - I love that thing!  Then, I finally FINALLY found a plate armor (maybe on Dept 13).  Then using the Troll Blacksmith and a couple more Upgrades, I got my plate to +4 and killed the KoD (mostly using fire potions and whacking him real hard).  Also it helped to find the Imp and obtain a Ring of Might +3.

      I bought a couple more heals at level 21, then ID'd my potions and scrolls to find I had 9 Mind Vision, and 6 Magic Mapping.  So I used those to traverse the Demon Halls.  I thought I was invicible because I was able to upgrade to Plate +6 and had an awesome weapon (WH is now +6).  So I wasted a few Healing Pots unnecessarily, trying to be fancy.  Let me tell you, I hate all Demon Hall mobs now.  Freakin Suckyoubuss...

      Anyways, I made it to Yog with Earthroot and about 5 Healing Pots.  I used Mind Vision, then the Magic Map, and YES!!!, he was one space away from a wall!  So, I lead the Fists away to the other side of the room (making sure to keep a closer eye on HP this time around), and then used my last Invis Pot to go back to Yog.  I put down Earthroot and started wacking.  I was hitting about 8-10, and eventually he died!  The maggots kept the Fists away nicely.

      Then I lullabied the Maggots and cleaned up.  Took the Amulet.  Went to Depth 24.  Used Llyod's Beacon to warp to Depth 21.  Then used my remaining 4 Healing Pots to survive hunger as I made my way back to the top.  :)

      YAY for winning!!!   :)


      My picture was a Rat hanging out by my feet, and some clouds overhead.  I don't know if it changes based on what you did for that run.  Now I have Challenges...  Which I won't be using until I clear the other Classes (probably).


      Now, one final general question:

      If the Imp's ring is cursed, but I know it's identified as <insert enchantment here> +3, is it safe to wear?  With the only downside being I can't remove it until I use Remove Curse?  I didn't know if it being Cursed caused any negative effects while wearing.

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    • Felix123709 wrote:
      YAY for winning!!!   :)

      Congrats! (^_^)

      My picture was a Rat hanging out by my feet, and some clouds overhead.
      I don't know if it changes based on what you did for that run.

      You Ascended!
      The only thing that changes is whether you ascend during daytime, or nighttime, which you can see in the Gallery section of the Amulet of Yendor page.

      Now, one final general question:

      If the Imp's ring is cursed, but I know it's identified as <insert enchantment here> +3, is it safe to wear?
      With the only downside being I can't remove it until I use Remove Curse?

      I didn't know if it being Cursed caused any negative effects while wearing.

      The answer you seek is on that page:  Curse

      But yes, the only downside to Cursed items is being unable to remove them (though, this can be considered a good thing against Dwarf Monks).
      The negative effects come with Degraded items, so it's especially bad to equip a Cursed, Degraded item, but if one equips a Cursed, Upgraded item, there's no harm done.  At least not immediately anyways; it's only remotely "harmful" if you need to switch rings right away (for combat advantage) & you don't have a Remove Curse scroll to do so.

      Many people often confuse Cursed status with Degraded status - it's Degraded items people need to look out for.

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