Quote (MoldyFeet @ 29 Oct 2024 10:38)
How do you reset the maze?
If you complete the catacomb/map maze, you exit to town, then re-enter catacomb.
If you have NOT completed the catacomb/map maze, you go to town, press F, this window will show you how to create a group, then you create a group, then press F again to open window, select Edit group tab and Leave Group, this will get rid of the previous catacomb/map maze. This comes in handy when you encounter like full on slugsliders/gigabee etc or sneaky objective and you don't have the patience or want to waste time on them.
Oh forgot I posted in that Link SplinterTwin posted below:
Quote (izParagonzi @ 25 Oct 2024 15:33)
The guide you have read is still current as the game mechanics have not changed much other than monster abilities from my recollection, so it is good advice. My only starting point would be to use a Barbarian over a Fighter because Retribution ability can charge up faster in certain circumstances, and also use Power-Strike (Fighter ability) as a secondary ability. As for a third ability, I wouldn't bother since you are new to the game and won't have much gear anyway. Also;
Enhanced Effect (EE);
... Weapon = Increases Damage
... Armor = Defense
... Elemental Charms = Casting Damage
... Healing type Charms = Increases healing capacity
... Note: Charms on the ACC slot ONLY recognizes EE, all other modifiers are ignored. The other difference is that the Casting Capacity and the Mana Cost using the charm has minus (-) 25% effectiveness EDIT: and Mana cost.
Strength / Dexterity modifiers only work for Weapons, and you pump the stat (str/dex) based on the weapon type you are using based on their Ratio ... examples: Swords = 75% Str / 25% Dex Ratio (so Str), Daggers = 90 Dex / 10 Str Ratio (so Dex), now Axes = 50 / 50 str/dex = either one helps, so pump that stat based on what stat items you have available. Check weapon Ratios to choose your sets.
Intelligence modifiers are for Casting ... Elemental or Healing Charms.
You do NOT gain any Pool (Life / Mana) from wearing items with Vitality / Intelligence modifiers, however, for every +25 stat to either one, you gain +1 Regen, also, it helps with Defense either Physical or Magical.
Armor types are;
Light = Normal & Padded Robes (has higher Magical defense and weak against Physical)
Medium = Leather & Scales (basically universal defense vs Magical and Physical)
Heavy = Chain & Plate, as you can tell, better defense vs Physical and weak against Magical.
... Note: you can not use Heavy Armors once you pass Paladin to Monk and above, you are restricted by character class to Robes, only the Headhunter using Mediums... so the first 3 classes only use Heavy armor, so they are cheap, also, the only character that can NOT use Light or Medium armor is a Guardian (Feeder class).
As for gaining FG on items, check out the Marketplace and see what people are selling, you can use the Marketplace to transfer your gear to Mules (make sure you create 8 characters for your core, Main character, rest Mules) for FREE.
Get some Tier III Extra Equipment Slot (EES) items for your mules to hold more items, also you can try to complete the first objective @ level 1 (Complete Maze) = +1 or 2 EES.
Hope this helps.
This post was edited by izParagonzi on Oct 28 2024 03:48pm