All posts by dankdanker

Equipment

Campfire – Slow to deploy, heals damage and replenishes some skills & spells for all classes. Rangers get a free one, other can be purchased from the Woodsman. Having a couple makes getting through the lower level much easier. Essentially a short rest from D&D.

Torch – Light is a big part of this game. You can throw torches by pressing right click, use them to illuminate enemies and traps. Receive three free with each death, extras can be purchased from Woodsman.

Bandage – Instant small heal, slow to apply. No cooldown between uses.

Lockpick – Allows one attempt to pick a locked door or chest. Minigame begins which you must hit spacebar at the right time to win. Rogue can take Lockpick Expert skill which acts as a permanent free lockpick.

Healing Potion – Quick to apply, slow over time healing. Unsure if physical healing items improve it.

Protection Potion – Creates a temporary shield, providing flat damage reduction before armor is applied. Especially against low tier weapons you can be near invincible for the ~20 seconds it lasts.

Invisibility Potion – Makes you invisible for 20-60 seconds (depending on quality). Moving or any actions will break stealth, you can switch weapons.

Hunting Traps – If stepped on causes light damage over time and immobilizes the player. Trap must be interacted with and then a mini game identical to lockpicking is started. Successful completion disables the trap. The time this takes depends on class and skill but regardless gives an excellent opportunity to ambush. Starting item for Ranger but can be used by anyone. Slow to use though so only recommended for rogue or ranger. Can be purchased from Woodsman but fairly expensive.

Amulet – Gives an attribute buff and then has random stat modifiers on higher quality.

Ring – Similar to amulets, gives an attribute point and then stat mods for higher quality rings.

Ale – Reduces move speed but increases strength. Really only useful for Cleric drunker brawler build.

Pickaxe – Used to mine the Rubysilver ore deposits which can be found scattered throughout the map. Costs 25 gold from woodman, place on belt to use it and save inventory space.

Gold Coin Purse – Stores up to 50 gold, costs 5 gold from the treasurer. Bringing one can be a good space saver on raids. Very useful to save stash space.

Candy Canes or Corn – Seasonal special item, rarely found in any loot spawn. Used to purchase Epic & Legendary items from seasonal merchant.

Rubysilver Ore – Mined with Pickaxe. 10 can be exchanged for Ingots or 6 for Powder which can be exchanged for powerful items. Takes 60-300 ore per item.

Silver Coins – 3 can be used to purchase a gold coin from the treasurer.

Ranger

Summary

StrengthAgilityWillKnowledgeResourcefulnessHealth
102010102590
Ranger Stats, simplified

The ranger is fast with high resourcefulness. Excels at looting, killing NPCs and dealing ranged damage in PVP. Works for both solo and party play, though you’ll want to play differently. Either way, you have to play carefully as your main advantage comes from getting the first shots in during a fight.

Your damage and effectiveness is almost entirely tied to your weapon. Buying a white or better bow will make a huge difference. You’ll always want Quickshot which benefits the longbow most making it generally the best option. Look for agility enhancing items for more speed and strength enhancing items for more damage. Physical damage and true damage are also good stats to look for on gear.

Solo

Take Enhanced Hearing perk and play cautiously. You move & loot quickly, you can clear NPCs with little risk of damage. Your worst threat is a rogue as you can generally flee from anyone else if needed. Most melee enemies can’t attack you if on a different elevation, abuse this and aim for the head from safety.

For other perks take Sharpshooter and then decide between spears & fast traps or more ranged damage.

Party

Get spears whenever able and take the Spear Proficiency perk. This gives you a good option when your team closes with enemies and friendly fire danger gets high. Take a sword when you can’t get a spear.

Prioritize ranged damage perks and skills. Focus on setting up ambushes and supporting teammates. Having a cleric or wizard to buff helps a ton. Place traps on choke points to protect flanks. Having a free campfire is a nice plus for party play as well.

Weapons

Survival Bows – Lowest damage of all bows but fastest movement speed + reload. Arrows also drop very fast. Can be used effectively in close range and against NPCs but overall is worst bow option. Barely benefits from Quick Shot.

Compound Bows – Good balance of the bows but generally underperforms compared to the longbow.

Longbows – Slowest but highest damage bow option. Combined with Best to have a secondary melee option to switch to.

Crossbows – Higher damage and much longer reload compared to bows. Doesn’t benefit from many of the ranger perks. Can be effective to open a fight with one and then switch weapons. A headshot can kill in one hit.

Rapier/Arming Sword – Can be useful in a pinch but damage is so low you really want it to be a last resort. Learn the attack animations that come with holding down attack vs single clicks if you want to be more effective with them.

Spear – With the ranger perk giving +10 strength while wielding these are a very effective option for a ranger. The biggest problem is they tend to be harder to come across. They have a long range and good animations that make stabbing over shields a strong option.

Perks

PerksSoloParty
Ranged Weapons ExpertVery GoodVery Good
SharpshooterVery GoodVery Good
Enhanced HearingExcellentGood
Nimble HandsVery GoodVery Good
Trap ExpertVery GoodFair
Crossbow MasteryTerribleTerrible
KinesthesiaGoodGood
Spear ProficiencyGoodGood
TrackingPoorPoor

Ranged Weapons ExpertGood solo Very Good in party- Recommended for most builds for the extra damage on every hit. Can be traded for utility.

SharpshooterVery Good – 15% more damage is huge, almost always recommended unless you are struggling to connect headshots.

Enhanced Hearing Excellent Solo, Good in party – Knowing where your enemies are before they know where you are is a huge advantage if you can utilize it well. Use it to setup ambushes or keep your distance. Can be difficult to distinguish friends from enemies footsteps but if careful is still a big advantage in party.

Nimble Hands Very Good – Faster shooting is great in every scenario just a matter of measuring against utility. For a solo sneaky ranger you may skip it.

Trap Expert Good Solo, Fair in party – Substantially reduces installation time for traps. Traps can be disastrous for your victim. If they don’t notice them it’s an easy kill while they try to break free and if they do it still blocks the space. However, since traps are pricey and you’re generally only saving a few seconds a match with this perk it’s less valuable than damage IMO.

Crossbow MasteryTerrible – If you take this and drop all the bow specific perks they make crossbows usable. However with the long reloads it just doesn’t make sense. Light crossbows do less damage than a longbow and have a longer reload with the relevant perks. Windlass crossbow has the highest single point damage of any ranged weapon but it takes so long to reload even with perk it’s not a great option. Plus it immobilizes you during reload and almost none of the skills apply to it.

Kinesthesia Good – New perk with the December playtest. Is helpful in combat but personally prefer damage perks to it. Worth taking if going for no utility perks. Being able to back up that much faster while taking shots can help but generally isn’t going to change a fight.

Spear ProficiencyGood solo, Very Good party – Spears are excellent, good attack animations allow for high damage head hits while your enemies are at a slight distance. Given the +10 damage it does make for a better close range option than a sword. You still want to keep distance from proper melee classes but can save you in a pinch or give your team more options in a push.

TrackingPoor – In my experience the trails don’t last long enough to be relevant. Hearing footsteps has been far more useful for keeping track of enemies.

Skills

Field RationGood
QuickshotExcellent
Quick FireVery Good
MultishotPoor
True ShotFair

Field Ration Good – Three uses per match, resets with campfire. Great for starting out and learning the game, between them and the free campfire you get you can sustain yourself through a lot. Once you are more experienced replace with Quick Fire or True Shot.

Quickshot Excellent – Three full damage arrows in rapid succession which refills your quiver instantly. Works best with longbow as they have highest damage but it is worth taking with any bow. Great for clearing NPCs and in PVP. Has a 30 second cooldown with no further limit. Extremely deadly if stacked with Cleric and/or Wizard damage buffs.

Quick FireVery Good – My recommended secondary skill once you can survive consistently without field rations. Also applies to quiver reload speed.

MultishotPoor – Resets quiver but then fires all of them, hard to hit with more than 1 arrow as the arc is so wide. Can be an option for enemies that get right on top of you but other skills are better.

True ShotFair – Wish you had a gun? Forget about ballistics and leading targets, just point and click. Can be used to great effect when shooting at range. However with Dec playtest removing the large open spaces this has much more limited application now.

Attributes

Agility – Movement, Action, Equip & Interaction Speed

Very useful all around stat, having at least 15 is very helpful for every character.

Knowledge – Spell Casting & Magical Interaction Speed

Every level is ~5% faster spell casting speed. Higher knowledge also increases memory slots for spells. Very valuable for casters. The magical interactions seems to not be implemented yet but is intended for portals.

Resourcefulness – Interaction Speed

Surprisingly useful though generally inferior to agility with current implementation. Each level has twice the effect of agility on interaction speed, letting you loot and open/close doors much faster. Running and closing doors behind you can be very effective with high resourcefulness/agility.

Rumored to be useful for equipment and backpack slots in future builds.

Strength – Health & Physical Power

Health and damage, critical for melee builds.

Will – Magic Resist & Magic Power

Magic resist & damage. Damage applies to spells and crystal sword.

General

Attributes at 15 = 0% bonus or negative for all stats except Knowledge which is 20

Being Below has a greater proportional negative effect than being above has a positive one. IE 12 Agi = -9% speed, 18 Agi = +3% speed

The First Raid

Prepare to die

When you arrive in the tavern, pet Otto to ensure he guides your soul home. Then proceed to the basement and seek out the training dummy

Hits on the dummy will display the damage you would do to a person with no armor.

Notice that head hits do substantially more while limb hits are reduced.

Where you hit on the weapon is important, EX: hitting with the head of the mace as opposed to the handle does significantly more damage.

Enter The Dungeon

Stay aware at all times. Traps, monsters, players and the treasure will all try to kill you.

Never assume you’re safe, other spawns can be literally down the hallway from you.

Attack animations are fixed and can’t be interrupted once begun unless you strike a solid object which will briefly stun you.

Shields only block what directly hits them, swinging above or to the side of a shield can be very effective.

What to do?

Secure your flanks, clear out monsters and loot treasure while progressing towards the exit.

To escape from a dungeon and keep your belongings you need to find and interact with an exit portal, they will glow blue, emit a hum and look like this:

Tips & Tricks

  • Locked chests and doors can be opened with lockpicks or a Rogue with Lockpick Expert skill.
  • Wooden chests can be broken by a Barbarian with Smash or a fireball from a Wizard.
  • Doors close much faster than they open