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Re: Murkon's Refuge: Still stuck on level 10
Posted By: commie_bat, on host 206.167.227.2
Date: Tuesday, April 16, 2002, at 13:59:48
In Reply To: 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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