Re: Murkon's Refuge: Still stuck on level 10
commie_bat, on host 206.167.227.2
Tuesday, April 16, 2002, at 13:59:48
Re: Murkon's Refuge: Still stuck on level 10 posted by Joona I Palaste on Tuesday, April 16, 2002, at 12:31:15:
> > > > My Wind Elf Druid, The Savior, has now learned all 72 spells. He keeps being the first to die. > > > > > > I'm confused as to why you're still dying at all at this point in the game. Occasionally, maybe, but by now your characters are at a pretty high level and have lots of hit points and spell points. I'm thinking there's some fundamental element of strategy that's missing here. > > > > > > Do you cast HEALTH during combat when hit points get low? Do you target monsters in combat that do the most damage (usually breathers) first, and with sufficient offensive power that they all die before they can get a move in? Do you cast HEALTH (or weaker healing spells if those are all that are necessary) in between battles, so you can go into the next one fresh? Do you run from battles that you can't win (and, if you fail, do you continue to try to run until you succeed)? > > I don't usually run from battles, as it won't be of much use anyway. If there are 4 or more groups of monsters they usually hold off my escape. > You shouldn't have to run from battles. You should be able to kill six times nine of anything out there. Concentrate on taking out the monsters, one class at a time. For example, hit a group with two of your strongest unavoidable-damage group attack spell. That usually wipes it out. Have your front three attack the same group, if they're not fast enough to take it out by themselves. Go for the biggest group first, unless a smaller one is more dangerous (e.g. paralyzing or breathing).
> I always cast HEALTH in battle if even one of my characters shows red hit points. I also sometimes cast HEALTH between battles even if I still have over half of my hit points left. > Red hit points is too low. Casting spells takes longer than swinging a sword, and it's possible for your red guy to get killed before the spell is cast. You might want to consider RESTOREing or HEALTHing around 100-150 HP.
> > On a side note, Sorcerer spell #36 rocks. Use it twice per turn. > > I do. I have two spellcasters at the back end casting it at the first move, and they keep casting it until fewer than 5 groups of monsters remain. > Perhaps one of them should cast an AC spell at the first round, to avoid paralysis.
> My party is now strong enough to get to the fourth patrol of Murkon's elite guards. What lies behind them, I shall see tomorrow, when I enter level 10 again, this time with a level 37 Assassin and two Knights of levels 45 and 46. These should be strong enough...
They should be strong enough, but are they fast enough? Your front three should all have Speed 13 or so. Equip them with Light Armour, Light Sword, Gloves of Speed, Boots of Speed, whatever is enough for them to take out nine dragons in one attack. Once they're fast enough to do that, use Items of Agility so they can hit first and perhaps ambush. If your front three can each wipe out a class by themselves, you won't need your spellcasters in battle at all. In an ambush, your front three will kill off eve
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