You can also help mitigate damage through having a high spell save, disease immunity, and blight resistances but generally these aren't necessarily so important that you have to prepare for them in Normal Difficulty. In any case, when approaching the Dark Crypt it is generally about tactical positioning within the dungeon and avoiding being in a position where you will be blasted several times within a turn or two. They can use the Item Vault to store items for use on their other characters or just as storage for some items in a current run. People who donate money for the game have access to a 'Item Vault' after beating the Wierdling Beast in the Sher'tul Fortress. *I don't micromanage kit basically at all anymore, honestly, and getting through the west material is more a matter of tedium than challenge despite that, at least on normal. And if it is, there's always +encumbrance items to tide you over a bit. Mobility helps a lot - rush boots, directed teleportation (PD, etc.), movement infusions, so on, so forth, but it's mostly just a matter of dealing with those ruddy cultists and their position swapping (murder tends to be the most effective means - kill them the instant you see them and in one turn and you're likely to be safe, haha!) and keeping yourself around corners or whatev'.Īs for the encumbrance, most of the high ticket resist items are fairly light - rings in particular can usually net you an easy 30+% resist alone, if you can double up on a single type - and once you've got somewhere to stuff the less important junk (house, convenient vault), it's usually not much of an issue. Keep it to one or two at once, kill them quick, top yourself back up and do it again until everything's dead. Most of the difficulty is just keeping an eye on line of sight and making sure you're not getting blown up by five or six casters at the same time. That said, for the last basically forever I've been walking into the dark crypt with often zero blight resist,* and not uncommonly pretty much no mobility. Occasionally the RNG just screws you, but that's fairly rare. Just maybe do a shopping trip or two, swing by the ring shop to see what's in, stuff like that. It's generally quite easy to get 30-40% resist in any particular element (barring the rare stuff, like physical or arcane, but even then.) without really trying. Helps that there's several major blight res artifacts (girdle of calm waters, ferex) you're pretty likely to have ran into by that point, too, on top of any incidental equipment you might have ran in to. It's up to you to find the slumbering evil and seal it, before it awakens.Even fairly minor resists cuts back on the pain a lot. The world's fate rests on your shoulders. Your brothers at the monastery dismiss it as a pagan heresy, however you know better than that. It foretells its awakening which will lead to our world being consumed by its dark shadow. The StoryThe prophecy speaks of an ancient evil that slumbers within a crypt. What is Dark Crypt?A turn-based puzzler with a teleporting mechanic about sneaking through an ancient crypt, while avoiding its traps and the undead. Plan your movesĭark Crypt is turn-based, you can take your time to plan and execute the moves. Your only weapon is your wits and the shadows. Place a teleport ahead of time and then teleport back to it. You can't always just walk past the undead. The dead have risen from their graves and haunt this crypt.
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