![]() I am currently at creature level 120-ish with this build, at max realm depth and walking all over enemies several levels higher. Anything beyond that usually will not survive a second wave of exploding Wights. Anything that survives is usually quite easily dispatched by your now stat heavy Tanukrook. Most battles, even against much higher level creatures only last a turn or two. Some other stuff can happen too, depending on what other traits or abilities you've decided to throw in, but that's about it. Tanukrook starts his turn, kills all the Wights and then all the enemies die from Woe, which has procced five times. Their trait, called Woe, does damage to all enemies when they die equal to 50% of their Max HP. Main perks for this build are all your Resurrection based abilities, specifically the one that gives a chance to resurrect each dead ally at the end of each creatures turn.ġ: Tanukrook, at the start of his turn he kills all his allies and gains 30% of their stats.Ģ-6: Gravebane Wights. I have played it with Doombringer as well, but that is a very high risk high reward strategy and requires specific considerations. The list of specializations and perks is from the guide on Steam.Thought I'd share my build, even though I'm sure this it is nothing new it worked well for me and is kind of oddly fun to play.Ĭleric is pretty key to this build. This tool is not affiliated with Thylacine Studios.Ĭreature sprites, creature stats and the mapping between trait -> creature sprite are sourced from the Siralim Ultimate API. If you have any other comments/feedback feel free to message me on Discord - BeratedBert#6292. Please feel free to fork the repository and/or submit pull requests/issues etc. The software is licensed under the open source GNU GPL 3.0 License. If anybody knows a database that maps monster names to their respective sprites, please let me know! Find a way to add the monster sprites to the planner.Allow import of builds from the game (this may be tricky).(it's as tidy as it's going to get for now) Tidy up the source code (it is a bit messy - it needs refactoring/commenting/documenting etc).Incorporate creature stats into the app.Make the creature selection table sortable.Improve accessibility of the site (ongoing).Build a back-end app to allow for more features such as artifact stats and nether stone traits.The list of features to do/completed are as follows: So it is a somewhat long-term goal at the moment. This would mean I could no longer host it for free on GitHub pages, and would need to think about security, maintenance etc. The only way to achieve this would be to have a back end app, such as a Flask app, that could encode a build into a short URL (like how Grimtools does it). Such as artifact stats, nether stone traits, etc, but this is simply not possible without causing the build string to grow to ridiculous lengths. I would like to add other things to the app TODOĪt this stage I've pretty much reached the limit of what I can do with a pure front-end app. ![]() The relic codes are two characters, corresponding to the 6th and 13th character of the relic's name, after removing any non-alphabetical characters (because those two particular characters did not have any collisions). I don't think the order of the perks within a specialization will ever change but if they do, it will only be a minor the first perk in Bloodmage, "Bleed Out", has the anointment code BMA, the second perk "Blood Clot" has BMB, and so on. That the perk belongs to, and the third letter is a letter representing the index of the perk within the list of that specialization's The first two characters is the specialization code ![]() The anointment codes are three-character representation of a particular perk. For a list of them, see data/steam-guide/specializations.csv. The specialization code string is much simpler - it is a two-character identifier for a specialization. The name of its trait changes at some point. Iron Golem just happens to be ef5667 and will always be ef5667 unless its family, creature or String that represents each monster, e.g. I chose a hash length of 6 (in order to minimise potential collisions). This should be more robust as the family, creature and traits don't ![]() So instead I decided to take the hash of the family + creature + trait. Then any builds loaded from previous versions of the Compendium would break. If a creature was added before creature 123, for example, But this would cause problems later down the line when new creatures are added. ![]()
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