Dungeonmans: Difference between revisions

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* Quirks! The quirks vary wildly in power at time of editing and can have a massive effect on your play experience.
* Quirks! The quirks vary wildly in power at time of editing and can have a massive effect on your play experience.
- The good ones are Electrolyzed, All Weather (if you're playing as a wizardmans), Tireless, and Mad Thirsty(!). Mad Thirsty is by far the strongest quirk, allowing you to quaff a potion each turn as a free action.
** The good ones are Electrolyzed, All Weather (if you're playing as a wizardmans), Tireless, and Mad Thirsty(!). Mad Thirsty is by far the strongest quirk, allowing you to quaff a potion each turn as a free action.
- The okay ones are Southern Born (for the stun resist), and World Champion (so long as you respect it).
** The okay ones are Southern Born (for the stun resist), and World Champion (so long as you respect it).
- Everything else is bad, even the one that gives you 20% more turns for 15% more damage taken (your health can drop to zero in a bad situation shockingly quick already, and it can be weird playing around the world moving at a slightly different pace from your character).
** Everything else is bad, even the one that gives you 20% more turns for 15% more damage taken (your health can drop to zero in a bad situation shockingly quick already, and it can be weird playing around the world moving at a slightly different pace from your character).


[[category:games]]
[[category:games]]
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