Those danged candles got ne good in the beginning. Now I carry 3 acid and fire proof boxes. Made the from silver. Make statue of silver deconstruct for logs and profit
Also one thing to note. Early game dual wield is great because it let's you hit twice in a turn at a massive cost of accuracy. Which is fine because monster don't have very much dodge value (DV). But once you hit level 50+ monsters. Hit rate with Two-Handed is just about the only viable mid to late game way to use melee. It get's really hard to justify using anything else than magic/ranged with special ammo + shield or two-handed melee with a very high hit rate/armor pen weapon. I'm not even close to have half the hit rate with dual wield compared to Two-Handed. ''Altho to be honest my DW is now lower at lvl 78'' but even 10 more level in DW would still be WAY too weak. After i hit level 300 in the void dungeon hitting became ridiculously hard even with end game gear + the Goddess Horome Muramasa for the 60% armor pen rate + Tactic, two-handed and long sword between 91 to 95. *That's 244% hit rate without buff and it's barely enough... You will end up using some magic.* Since building up skills takes forever focusing seems the right way. If only someone could have told me this before. Otherwise, great video. I just urge people wanting to go melee to not make the same mistake i did and invest too much in dual wield (except to level Dex by hiting a dummy). o,.o
Thats the thing though, the game is balanced around the base cap of 50. It is much like ELONA where eventually you pass "the wall" and then numbers and rationality goes out the window. I hope the game holds to this principal and keeps Void + Adventure License well out of reach for people as it is now so they can CONSCIOUSLY make the choice to break things the closer we get to 1.0 release. Pretty much ANY build and any playstyle can work with proper leveling and general preparation. No need to min-max or theory craft, just play and enjoy. Im 200+ hours into my first character and its been a blissful last 2 weeks.
@@WhatWillYouFind I have to agree. It gets crazy at some point. But before you hit 50 ''heck even 50-80 wasn't bad'' every thing seems quite well balanced. The further you reach the more magic becomes the best way to keep go.
Carry a watering can in one of the 5 slots just above your lantern/light source slot is always useful. easily refillable if you put water in your tent too
Random tip for people in the comments, if you bring a item that things cant stand on, example the little bonfire you can make at the start for cooking, you can place them in a dungeon to block off paths and even use it as a "door" if you need to get a little rest and meditate or sleep by digging into the wall and making a little room or just blocking off all entrances Probably wont stop things that can teleport, things that hit teleport traps and randomly appear in your little space, or things that have ranged attacks so be sure to make a little turn so there is no line of sight.
once you save up enough gold bars you can buy a tent from the tinker camp and then grab a bunk bed that only weighs 8 pounds from any town you got furniture tickets in and put it in the tent! your own private instance. if you get lucky use a paper material hammer on your tent and everything you put in the tent will be 15% of its normal weight. I have a whole kitchen, storage and even an altar in mine and it only weighs 37 pounds. you can also use paper material hammers on the items inside to further reduce the weight. its basically a deployable base and anything you put in it weights way less.
Those danged candles got ne good in the beginning. Now I carry 3 acid and fire proof boxes. Made the from silver. Make statue of silver deconstruct for logs and profit
Hell yeah another guide person has spawned!
Another to add to the list of my recommended
True
Also one thing to note. Early game dual wield is great because it let's you hit twice in a turn at a massive cost of accuracy. Which is fine because monster don't have very much dodge value (DV). But once you hit level 50+ monsters. Hit rate with Two-Handed is just about the only viable mid to late game way to use melee. It get's really hard to justify using anything else than magic/ranged with special ammo + shield or two-handed melee with a very high hit rate/armor pen weapon. I'm not even close to have half the hit rate with dual wield compared to Two-Handed. ''Altho to be honest my DW is now lower at lvl 78'' but even 10 more level in DW would still be WAY too weak. After i hit level 300 in the void dungeon hitting became ridiculously hard even with end game gear + the Goddess Horome Muramasa for the 60% armor pen rate + Tactic, two-handed and long sword between 91 to 95. *That's 244% hit rate without buff and it's barely enough... You will end up using some magic.*
Since building up skills takes forever focusing seems the right way. If only someone could have told me this before. Otherwise, great video. I just urge people wanting to go melee to not make the same mistake i did and invest too much in dual wield (except to level Dex by hiting a dummy). o,.o
Thats the thing though, the game is balanced around the base cap of 50. It is much like ELONA where eventually you pass "the wall" and then numbers and rationality goes out the window. I hope the game holds to this principal and keeps Void + Adventure License well out of reach for people as it is now so they can CONSCIOUSLY make the choice to break things the closer we get to 1.0 release.
Pretty much ANY build and any playstyle can work with proper leveling and general preparation. No need to min-max or theory craft, just play and enjoy. Im 200+ hours into my first character and its been a blissful last 2 weeks.
@@WhatWillYouFind I have to agree. It gets crazy at some point. But before you hit 50 ''heck even 50-80 wasn't bad'' every thing seems quite well balanced. The further you reach the more magic becomes the best way to keep go.
u can wet urself for dont lose item made by paper or wood by fire , whit a potion or water .
big brain moves, im loving Elin for this " realism" in tactics
Carry a watering can in one of the 5 slots just above your lantern/light source slot is always useful. easily refillable if you put water in your tent too
Random tip for people in the comments, if you bring a item that things cant stand on, example the little bonfire you can make at the start for cooking, you can place them in a dungeon to block off paths and even use it as a "door" if you need to get a little rest and meditate or sleep by digging into the wall and making a little room or just blocking off all entrances
Probably wont stop things that can teleport, things that hit teleport traps and randomly appear in your little space, or things that have ranged attacks so be sure to make a little turn so there is no line of sight.
once you save up enough gold bars you can buy a tent from the tinker camp and then grab a bunk bed that only weighs 8 pounds from any town you got furniture tickets in and put it in the tent! your own private instance. if you get lucky use a paper material hammer on your tent and everything you put in the tent will be 15% of its normal weight. I have a whole kitchen, storage and even an altar in mine and it only weighs 37 pounds. you can also use paper material hammers on the items inside to further reduce the weight. its basically a deployable base and anything you put in it weights way less.
@@gage824 I’d recommend the hammock from the tinkerers camp, only weighs .2