things I've noticed
Posted: Sun Nov 07, 2010 6:25 am
Various things that you can do early in the game to make things... easier on yourself
- For alchemists - and this one works well with your "conga line of the damned" technique for unloking the undead races. Immediately after chargen, kill your golem (with a combination of siccing him on any enemies that show up and blasting him with your staff) leave the initial dungeon, head down to the southern part of the map, and walk back and forth until you find the elven ruins. Go in. If you see a monster of the appropriate type, walk up to them and die. Perhaps you will unlock the undead race that you crave. If you see any other monster (other than a nonmoving nonadjacent melee-only one) leave the dungeon, step away a square, and step back a square (thus resetting the monsters) then go in and try again. If you find yourself alone, resummon your golem. Eventually, you'll wind up with a character who lucked into an entryway that was *actually* empty (as oppose to the potentially lethal "only looked empty" and you'll successfully get off your golem summons - at which point you'll have a level 30-something golem to breeze through the first set of dungeons with - and if he dies, he's the same inflated level when you resummon him. This both means that he's treendously powerful to begin with, and that you don't have to wait for mutual leveling to give him the stats necessary to wear the gear that you want him to wear. Disadvantage is that you're walking around outside with a golemless alchemist of low level - which means that you may trigger (and be forced to abandon) the Trapped quest, and thus may lose out on the merchant. Of course, if that happens, you can just let yourself die to an appropriate undead in Tol Falas, and you're fine. Other disadvantage is that he takes huge amounts of time to heal - frequently measured in days if you don't burn gems on it, and your healign ability doesn't give him back all that large a percentage of his base HP.
- Again for alchemists: it's worth noting that the staff that you get from the shade is nice and all, but it may *still* worth handing it off to the apprentice rather than hoarding staves. 8-10 seems like a lot when you get it, but there are consistently staves for sale in the wizard-town that do double that. Mind you, the spellpower boost is better than you're likely to see for a while, which makes the staff a lot more appealing for anyone who uses actual spells as their primary damage source, but the straight damage is easily topped.
- For newbies in general: take a quick trip to Bree at the very beginning of the game (and hope to avoid the Trapped! quest). Just walking into the scroll and potion shops will do good things for your knowledge of potion and scroll drops, and you can pick up a few pieces of relatively affordable armor, which will help your survivability a fair bit. Grind the first floor of the trollmoors a few times, until about level 3, then grind the second floor a couple of times, and so on. Being overlevelled will make it significantly easier to keep those escort quest alive, and they give permanent advantage. Taking out Bill can be tricky for some character types, and the combination of erratic paths with painfully short sightlines makes it really painfully easy to lose track/control of escort quest characters. Fixed artifact useful for two-handed weapon wielders and alchemists, others may wish to consider going elsewhere for a bit first.
Edit: edited for a greater understanding of Angmar's staff.
- For alchemists - and this one works well with your "conga line of the damned" technique for unloking the undead races. Immediately after chargen, kill your golem (with a combination of siccing him on any enemies that show up and blasting him with your staff) leave the initial dungeon, head down to the southern part of the map, and walk back and forth until you find the elven ruins. Go in. If you see a monster of the appropriate type, walk up to them and die. Perhaps you will unlock the undead race that you crave. If you see any other monster (other than a nonmoving nonadjacent melee-only one) leave the dungeon, step away a square, and step back a square (thus resetting the monsters) then go in and try again. If you find yourself alone, resummon your golem. Eventually, you'll wind up with a character who lucked into an entryway that was *actually* empty (as oppose to the potentially lethal "only looked empty" and you'll successfully get off your golem summons - at which point you'll have a level 30-something golem to breeze through the first set of dungeons with - and if he dies, he's the same inflated level when you resummon him. This both means that he's treendously powerful to begin with, and that you don't have to wait for mutual leveling to give him the stats necessary to wear the gear that you want him to wear. Disadvantage is that you're walking around outside with a golemless alchemist of low level - which means that you may trigger (and be forced to abandon) the Trapped quest, and thus may lose out on the merchant. Of course, if that happens, you can just let yourself die to an appropriate undead in Tol Falas, and you're fine. Other disadvantage is that he takes huge amounts of time to heal - frequently measured in days if you don't burn gems on it, and your healign ability doesn't give him back all that large a percentage of his base HP.
- Again for alchemists: it's worth noting that the staff that you get from the shade is nice and all, but it may *still* worth handing it off to the apprentice rather than hoarding staves. 8-10 seems like a lot when you get it, but there are consistently staves for sale in the wizard-town that do double that. Mind you, the spellpower boost is better than you're likely to see for a while, which makes the staff a lot more appealing for anyone who uses actual spells as their primary damage source, but the straight damage is easily topped.
- For newbies in general: take a quick trip to Bree at the very beginning of the game (and hope to avoid the Trapped! quest). Just walking into the scroll and potion shops will do good things for your knowledge of potion and scroll drops, and you can pick up a few pieces of relatively affordable armor, which will help your survivability a fair bit. Grind the first floor of the trollmoors a few times, until about level 3, then grind the second floor a couple of times, and so on. Being overlevelled will make it significantly easier to keep those escort quest alive, and they give permanent advantage. Taking out Bill can be tricky for some character types, and the combination of erratic paths with painfully short sightlines makes it really painfully easy to lose track/control of escort quest characters. Fixed artifact useful for two-handed weapon wielders and alchemists, others may wish to consider going elsewhere for a bit first.
Edit: edited for a greater understanding of Angmar's staff.