Tips on surviving the Maggot?
Posted: Wed Dec 16, 2020 6:11 am
The Maggot, the optional horror starting dungeon, is one of the hardest in the game, largely thanks to the low sight range and the deadly boss. Here's what I've found makes it more survivable (setting aside whatever talents your specific class may give you).
- Get some inscriptions from the shops. The boss has plenty of HP, and between Bone Grab and the range on Dark Whispers, hit-and-run is unlikely to be an option, meaning this will be a battle of attrition. Make sure you have at least two, preferably three, of Healing, Regeneration and Shield, in any combination. A lantern of health would also be helpful, but the inscriptions are higher priority.
- Wands of conjuration and similar are dirt cheap, but will greatly increase your damage output at this stage.
- Expect to be blinded a lot. Unless you have a physical Wild ready, always retreat left until it wears off. Only one enemy can do meaningful ranged damage, and none of the others are fast enough to move and attack you on the same turn. If you have a Shield rune set to "use whenever enemies are visible", don't forget to turn it on manually.
- Speaking of which, plasmic disruptors (the round green blobs) are your priority target. Their slime spit can do massive damage relative to your starting hit points.
- Check the little rooms off to the top and bottom as you go. Auto-explore sometimes misses them, and you'll want to kill their inhabitants to make sure you get to level 3 before you reach the boss. (It can be killed at level 2, but you want every advantage.)
- Ignore the bloated oozes. They do trivial damage, they give no XP, and they disappear a few turns after their master dies.
- DO NOT OPEN THE DIGESTIVE SACK. I cannot overstate this. The sack will usually contain a unique+ monster which will obliterate you. The reward is not worth it. If you must open the sack anyway, do it after beating the boss and fully exploring the area, and make sure you have your Rod of Recall counted down to a very low number so if you find the Maggot's bitten off more than you can chew, you just have to survive for a few rounds and then you'll be out of there. Note: do not use Teleport: Kroshkkur for this, as it won't trigger if there are enemies in LoS.
- Get some inscriptions from the shops. The boss has plenty of HP, and between Bone Grab and the range on Dark Whispers, hit-and-run is unlikely to be an option, meaning this will be a battle of attrition. Make sure you have at least two, preferably three, of Healing, Regeneration and Shield, in any combination. A lantern of health would also be helpful, but the inscriptions are higher priority.
- Wands of conjuration and similar are dirt cheap, but will greatly increase your damage output at this stage.
- Expect to be blinded a lot. Unless you have a physical Wild ready, always retreat left until it wears off. Only one enemy can do meaningful ranged damage, and none of the others are fast enough to move and attack you on the same turn. If you have a Shield rune set to "use whenever enemies are visible", don't forget to turn it on manually.
- Speaking of which, plasmic disruptors (the round green blobs) are your priority target. Their slime spit can do massive damage relative to your starting hit points.
- Check the little rooms off to the top and bottom as you go. Auto-explore sometimes misses them, and you'll want to kill their inhabitants to make sure you get to level 3 before you reach the boss. (It can be killed at level 2, but you want every advantage.)
- Ignore the bloated oozes. They do trivial damage, they give no XP, and they disappear a few turns after their master dies.
- DO NOT OPEN THE DIGESTIVE SACK. I cannot overstate this. The sack will usually contain a unique+ monster which will obliterate you. The reward is not worth it. If you must open the sack anyway, do it after beating the boss and fully exploring the area, and make sure you have your Rod of Recall counted down to a very low number so if you find the Maggot's bitten off more than you can chew, you just have to survive for a few rounds and then you'll be out of there. Note: do not use Teleport: Kroshkkur for this, as it won't trigger if there are enemies in LoS.