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Poll

ASCII Images?

Yes
- 14 (66.7%)
No
- 4 (19%)
I have a better alternative in mind (please comment!)
- 1 (4.8%)
What?
- 2 (9.5%)

Total Members Voted: 21


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Author Topic: Dwarf Souls: Interactive Community Adventure: DEX BUILDS FOR LIFE  (Read 124071 times)

WillowLuman

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #30 on: April 16, 2014, 10:16:12 am »

Sorry to say it, but you can't start as a necromancer. Like in Dark Souls, there's not a whole lot of magic available right at the get-go, but there's some pretty good stuff available later on.
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AfellowDwarf

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #31 on: April 16, 2014, 11:00:50 am »

Ah, okay. I merely made a necromancer since you used that interaction as an example.
« Last Edit: April 16, 2014, 11:02:41 am by AfellowDwarf »
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WillowLuman

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #32 on: April 16, 2014, 11:20:54 am »

Alright, looks like our hero will be a dwarf. I've changed the poll to gender, leaving physical description, name, (optional) backstory, and of course point allocation left to decide.
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AfellowDwarf

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #33 on: April 16, 2014, 11:46:15 am »

Hmm, since magic isn't too useful early on, zeroing power and attunement might be a good plan. This leaves us with either: 12+4x15, 13+14+3x15 or 3x14+2*15 for our stats.

Edit: We could also put 10 points into attunement, as to enable ourselves to use an usefull spell once we get it, not 10 levels later.
« Last Edit: April 16, 2014, 12:07:38 pm by AfellowDwarf »
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MDFification

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #34 on: April 16, 2014, 12:53:28 pm »

Hmm, since magic isn't too useful early on, zeroing power and attunement might be a good plan. This leaves us with either: 12+4x15, 13+14+3x15 or 3x14+2*15 for our stats.

Edit: We could also put 10 points into attunement, as to enable ourselves to use an usefull spell once we get it, not 10 levels later.

If this is based off DS1, attunement gives you more casts of an individual spell rather than enables usage of a spell. For that you want to increase intelligence.
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AfellowDwarf

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #35 on: April 16, 2014, 01:37:42 pm »

Hmm, since magic isn't too useful early on, zeroing power and attunement might be a good plan. This leaves us with either: 12+4x15, 13+14+3x15 or 3x14+2*15 for our stats.

Edit: We could also put 10 points into attunement, as to enable ourselves to use an usefull spell once we get it, not 10 levels later.

If this is based off DS1, attunement gives you more casts of an individual spell rather than enables usage of a spell. For that you want to increase intelligence.
So we'll have interaction slots at 0 attunement?
« Last Edit: April 16, 2014, 01:59:26 pm by AfellowDwarf »
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WillowLuman

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #36 on: April 16, 2014, 02:13:11 pm »

Hmm, since magic isn't too useful early on, zeroing power and attunement might be a good plan. This leaves us with either: 12+4x15, 13+14+3x15 or 3x14+2*15 for our stats.

Edit: We could also put 10 points into attunement, as to enable ourselves to use an usefull spell once we get it, not 10 levels later.

If this is based off DS1, attunement gives you more casts of an individual spell rather than enables usage of a spell. For that you want to increase intelligence.
http://darksouls.wikidot.com/attunement
It's DS2 that gives more casts for more attunement. And this is based mainly on DS1, since that's what I'm more familiar with. As in the first post, you'll need 10 for the first slot.
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AfellowDwarf

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #37 on: April 16, 2014, 02:19:29 pm »

Ah. I figured that having one spell slot would mean having one cast between resting.

So, let me get this straight; You can cast spells without slots, and slots can be used for extra casts?
« Last Edit: April 16, 2014, 02:21:22 pm by AfellowDwarf »
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WillowLuman

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #38 on: April 16, 2014, 02:27:18 pm »

Slots are equip slots. You need to equip spells to use them. In Dark Souls, each spell comes with its own number of casts (restorable by resting), but if you get more copies of one spell, you can fill multiple slots with the same spell to get more casts before you have to replenish them. Here, though, since a set amount of uses between rests wouldn't be very interesting for certain Interactions, the restrictions on different ones will be more unique.
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AfellowDwarf

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #39 on: April 16, 2014, 02:36:23 pm »

So we can only use spells if we have slots, and we do not have slots if our attunement is less than 10?

Do we start out with spells or do we have to find them?
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WillowLuman

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #40 on: April 16, 2014, 02:39:05 pm »

You've got to find them. However, unlike Dark Souls, there is no minimum Power requirement to use them, Power just makes them more effective. 0 power makes them pretty weak, though.
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AfellowDwarf

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #41 on: April 16, 2014, 03:37:52 pm »

I guess A10 P0 has a rather poor payout.

I'd say there's two effective strategies here. One's to forfeit early game magic and focus on physical skills. The other is to put 10 points in attunement and a lot in power, then rush towards our first spell.

For the latter, we'll want endurance since it'll require exploration. We could use ranged weaponry to cheap out on resistance, vitality and strength. We could also take ambusher and observer and try to sneak our way towards a spell. In that case, we'll want high dex&str to maximise our sneak attacks.

Edit: Of course, anything heavy on ranged is best coupled with some observer. If we get jumped, we won't have the advantage of range.

Edit2: What kind of things can we make with craftsman? How do we get materials?(Are materials usually lying around, or do we need to purchase them most of the time?) Do we need workshops?

Edit3: Unarmed fighter covers wrestling too, right?
« Last Edit: April 16, 2014, 04:10:39 pm by AfellowDwarf »
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GrizzlyAdamz

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #42 on: April 16, 2014, 04:53:38 pm »

Screw it, let's go Deprived.
10 in everything, we don't have any pvp brackets to worry about.
2 extra points in vitality or endurance

I vote for
5 Skilled Miner
10 Professional dodger
3 Adequate Swimmer
2 Novice Thrower
5 Skilled Craftsdworf

Our heroine can learn the rest on the way, as it becomes apparent what we want to do.
« Last Edit: April 16, 2014, 04:58:22 pm by GrizzlyAdamz »
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WillowLuman

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #43 on: April 16, 2014, 05:06:29 pm »

Unarmed Fighter indeed covers wresting, and crafstdwarf mainly covers making ammo and reinforcing equipment (but has some other uses as well).
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GrizzlyAdamz

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Re: Dwarf Souls: Interactive Community Adventure
« Reply #44 on: April 16, 2014, 05:13:13 pm »

Oh and guys, Picks really are brutal. They dismember about as often as axes, have a lot of mass, high swing speed, and use a knife-tip. It's on-par with the performance of whips at or below same-material armor and can actually finish off bronze colossi, (unlike their supersonic-micro-hammer brethren).

Check it out in the Arena, you'll see what I mean.
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