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Skills for Infinite Dungeon
Posted: Wed Dec 08, 2010 1:27 am
by Hachem_Muche
I'm playing a geomancer in the ID and noticed that there is currently no way to enable the basic combat tree or to learn archery, because you normally have to buy those skills and there are no shops. Perhaps those skills can be unlocked/enabled by default for characters starting in the Infinite Dungeon.
Re: Skills for Infinite Dungeon
Posted: Wed Dec 08, 2010 1:37 am
by escargot
I haven't played ID yet, but wouldn't it be cool to have market levels like in T2 and other RLs?
That way you could buy the skill if you get lucky and get by a market.
Re: Skills for Infinite Dungeon
Posted: Wed Dec 08, 2010 9:11 pm
by greycat
Or you could actually play the character the way it was intended... using robes and leather only, no heavy armor.
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 4:29 pm
by Hachem_Muche
Actually I am more concerned about the lack of Health skill. This character is current level 28, has a con of 40 and barely breaks 300 hp. The low health will most likely be the death of this character when I run into an OOD ranged monster that can one shot me.
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 5:39 pm
by Final Master
Ah, so, he's a mage. Good. That means, he's a mage.
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 5:49 pm
by Sirrocco
Part of the point of the Infinite Dungeon is that you're deprived of all of those random bonuses. You don't get custom rings (let alone quest rings). You're missing the Sandworm Queen's reward. You can't get antimagic. You don't get health unless you start with it. No escort quests - and so on. Obviously, some of these will affect certain characters more than others. Specifically, true mages (who have the magic to make some of those escort quests really shine, and who don't have the health skill) get hosed, and anything equilibrium-based suffers for lack of antimagic.
If you really wanted those things, couldn't you start a character, get them, and then head into the ID?
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 6:29 pm
by Hachem_Muche
I wasn't aware it was possible to take a normal character into the ID. How do you do it? Next beta perhaps?
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 6:49 pm
by Sirrocco
Well, there's the entrance (with the great big "do not enter" sign) in the unlocking dungeon. Personally, I didn't go in with the one character who's made it that far because I had other things I wanted to do with him, but the possibility is at least implied. Is it possible?
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 6:51 pm
by Zonk
Sirrocco wrote:Is it possible?
No.
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 8:00 pm
by Sirrocco
should it be? Would it be feasible/reasonable for it to be? This is the ideas thread, after all.
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 10:22 pm
by madmonk
Sirrocco wrote:Well, there's the entrance (with the great big "do not enter" sign) in the unlocking dungeon. Personally, I didn't go in with the one character who's made it that far because I had other things I wanted to do with him, but the possibility is at least implied. Is it possible?
It does not allow you to enter... or at least I have not been able to get in that way!
Re: Skills for Infinite Dungeon
Posted: Thu Dec 09, 2010 10:52 pm
by greycat
It would be "unfair" to build up a character with Maj'Eyal's benefits (escort quests, Last Hope weaponsmith, Zigur antimagic, Sandworm Queen's heart, delicious equipment) and take it into the Infinite Dungeon to "compete" with characters who start out there and lack those advantages.
There's something laudable, I think, in the "purity" of the ID, and I think it should be kept that way.
Re: Skills for Infinite Dungeon
Posted: Fri Dec 10, 2010 3:28 am
by Sirrocco
Oh, I don't think they should be judged on the sam playing field at all. Also, it would be obvious, since the non-pure characters would have completed quests.