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If you want to have some great fun, you should try unlocking the Brawler class :D

Here's how to unlock it in-game:

Find a dungeon called "Hidden Compound" on the world map.

Be around level 14-15, maybe 17 or so just to be on the safe side.

Get to the end and make sure to have 150 gold.

Make sure to win the fight with the slave (it's easy" and you're done :)

I have to say the Brawler is like a steamroller of fists! I am playing a Skeleton Brawler and I am having more fun than with the Doombringer. First, you know how you get some artifact cloth gloves and you think to yourself "Man, these are usless to me!" when playing a sword swinging class? Well, for a Brawler every pair of gloves is useful as the artifact ones tend to have 2-3 on hit effects and most of them are pretty nasty. For example, the Spellhunt Remnants. For most classes these are useless as they are anit-magic and they cause an anti-magic disruption. Well, as a Skelly Brawler, you still get the AM disruption but since you really don't have anything magical, it does nothing but pop a new icon under your sustains. For bosses, the Spellhunt Remnants are great as they tend to destroy magic AND they will silence them.

Unlock the Brawler and punch everything that moves and if it doesn't move make it move so you can punch it! :D

I used this guide for build-related stuff for my Skelly Brawler:

http://forums.te4.org/viewtopic.php?f=52&t=42854

And here is my level 22 Brawler who died ONLY because I opened a vault door in Dreadfell and let out a herd of creatures that were 20+ levels above me :/

http://te4.org/characters/140587/tome/aa725ac8-075f-42b8-adff-6e0219aa8dfc
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JudasIscariot: Be around level 14-15, maybe 17 or so just to be on the safe side.

Get to the end and make sure to have 150 gold.

Make sure to win the fight with the slave (it's easy" and you're done :)
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rtcvb32: Odd, i think i have the brawler class unlocked, and i got it from observing another NPC using the skill, same with the summoner class...
Weird because I unlocked it via participating in the Blood Ring in the Hidden Compound and I fought Brawlers and never saw an unlock message.
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mothwentbad: I still like Wyrmic, but dear god, that Equilibrium builds up way too fast when you really start to get rolling. By the time I was 20, I thought it was funny that I used to debate whether those sustain costs were worth it - it's just a drop in the bucket now.

I've had so many fails that I've almost forgotten what it's like to play a Mana class and suffer between Manasurges. I guess it's all the same, eh?

I might like Stone Warden better after all, just because they have a cheesy resource replenisher and do a lot of damage while doing nothing for free.

Also, I did think about doing Skeleton Brawler when I unlocked Skeleton because of the stat bonuses. The image in my mind seemed far too ridiculous, though. I went with Cursed Skeleton, but it kind of sucks early and seems like a late bloomer to me. (I went full-on Cursed, not Cursed-lite. I'm paying a huge XP penalty for an extra Generic category I won't have enough points to use well for a long time....)

I think a Skeleton who serves Zigur would be the most delicious irony ever. The animated dead fighting in a crusade against magic. Maybe I'll give that a shot if I ever get around to brawling.
Skeletons cannot access Zigur since they are inherently magical and, thus, are considered anathema to Zigur. You won't even see Zigur on the map. You also don't receive the "betray escort to Zigur" option when an escort makes it to a portal.

You can use the Spellhunt Remnants quite easily though since as a Skeleton Brawler you have no arcane talents or sustains to disrupt :)
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JudasIscariot: Skeletons cannot access Zigur since they are inherently magical and, thus, are considered anathema to Zigur. You won't even see Zigur on the map. You also don't receive the "betray escort to Zigur" option when an escort makes it to a portal.

You can use the Spellhunt Remnants quite easily though since as a Skeleton Brawler you have no arcane talents or sustains to disrupt :)
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mothwentbad: Interesting. They're not fooled by the cloak? Would've been a fun little scam...
It's because you have a rune (Shielding) inscribed from the start and they don't like runes :)
Speaking of classes, I've been trying out the Necromancer lately both vanilla and modded with Necromancy+ ( link to said mod: http://te4.org/games/addons/tome/necromancy )

Playing as a vanilla Necromancer gets kind of boring, for me anyways, as you mostly spam Invoke the Darkness while waiting for your room clearing spells to come off cooldown. Souls are a resource but they can be hard to replenish if you have a particularly nasty boss (Weirdling Beast is one of these) that drains all of your resources and the only spell that helps you restore them is in a locked category on top of that.

I've experimented last night with this mod and I have to say that it makes a world of difference for me at least as far as the Necromancer is concerned. You get more spells to put in a rotation, you can heal your minions (not sure if it works with husks, though) AND, this is the good part, the soul replenishing spell is still locked but it's been combined with another spell (Shadow Tunnel) so you can now call your minions to you while summoning two creatures with a Curse of Hate on them that, when killed, restore 2 souls.

Another interesting take on this is that this mod removes the Armor training and Weapon Mastery category so you can't exploit wearing Light Armor with a small STR investment :)

If any of you are playing Necromancers, let me know what you think of the mod I linked in this post :)