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- kaosthafeared
- Apprentice
- Posts: 35
- Joined: Wed Jun 04, 2003 10:03 pm
- Location: Chicago
- Contact:
Woot!!
I completed the game with Gothmog solo. (ironically this is the first time I ever played the game through) No cheats trainers or nothing..
I carried 2 chests for most of the game still I got acesss to the main stairwell. then just one.
(Reincarnated)
Expert Fighter
<< ninja
Expert Priest
[] wizard
450 life
360 sta
165 mana
55 str
67dex
64 wis
46 vit
72 anti-mag
74 anti-fire
Full lyte amour (drac was too heavy)
Inquisitor
Kept my cloak of night
Interesting feats: Killed dragon not being hit once.. (that took a lot of patience =)
I carried 2 chests for most of the game still I got acesss to the main stairwell. then just one.
(Reincarnated)
Expert Fighter
<< ninja
Expert Priest
[] wizard
450 life
360 sta
165 mana
55 str
67dex
64 wis
46 vit
72 anti-mag
74 anti-fire
Full lyte amour (drac was too heavy)
Inquisitor
Kept my cloak of night
Interesting feats: Killed dragon not being hit once.. (that took a lot of patience =)
If it moves, KILL IT!!
- sucinum
- Pal Master
- Posts: 872
- Joined: Wed Apr 18, 2001 1:00 am
- Location: Karlsruhe, Germany
- Contact:
nice one, but you can still work on it 
the chests are quite useless imho, 4-5 drumsticks as a ration plus the food you find will feed you safely until the rat-level. then (latest) all food-problems are gone for good.
as armory for sologames i prefer mithril combined with boots of speed and nerra crown.
cloak of night is ok around the neck, but i prefer pendant ferral, which makes up for smoking next to playing
master ninja is quite nice, i guess you prefer diamond edge over hardcleave.
very defense style of playing if i interprete the low priest level (few shields and potions) correctly
- can also result in the dodging ability you got in solos.

the chests are quite useless imho, 4-5 drumsticks as a ration plus the food you find will feed you safely until the rat-level. then (latest) all food-problems are gone for good.
as armory for sologames i prefer mithril combined with boots of speed and nerra crown.
cloak of night is ok around the neck, but i prefer pendant ferral, which makes up for smoking next to playing

master ninja is quite nice, i guess you prefer diamond edge over hardcleave.
very defense style of playing if i interprete the low priest level (few shields and potions) correctly

- kaosthafeared
- Apprentice
- Posts: 35
- Joined: Wed Jun 04, 2003 10:03 pm
- Location: Chicago
- Contact:
Inquistor was my main choice of weapon just on its wait.. and faster swinging alt attacks.
Beserk is nice when it actually hits... but when it doesn't that does leave you a lot of time to toss a few fireballs.
As for Master Ninja that was very easily earned on amours and golems and other high AC monsters. Seriously I never understood the point of beserking for 15 dmg and waiting 15 seconds for it to light up.. Just punch it for 5-10 dmg x 30 in that period and its more damage per second.
Fists are prob my favorite weapon next to Inquistor or Hardcleave (sigh ... heavy....)
EDIT: I killed amours just going through 2 Top level heal pots at most just using barefisted tanking. Same for golems.
Barefists are SERIOUSLY underated... you can make up for the pittiful damage real fast when you have no downtime....
Beserk is nice when it actually hits... but when it doesn't that does leave you a lot of time to toss a few fireballs.
As for Master Ninja that was very easily earned on amours and golems and other high AC monsters. Seriously I never understood the point of beserking for 15 dmg and waiting 15 seconds for it to light up.. Just punch it for 5-10 dmg x 30 in that period and its more damage per second.
Fists are prob my favorite weapon next to Inquistor or Hardcleave (sigh ... heavy....)
EDIT: I killed amours just going through 2 Top level heal pots at most just using barefisted tanking. Same for golems.
Barefists are SERIOUSLY underated... you can make up for the pittiful damage real fast when you have no downtime....
Last edited by kaosthafeared on Wed Oct 20, 2004 7:00 am, edited 2 times in total.
- kaosthafeared
- Apprentice
- Posts: 35
- Joined: Wed Jun 04, 2003 10:03 pm
- Location: Chicago
- Contact:
As for leveling... Yes I could prob develop my toon quite more... I have bout 30 drumsticks and 10 dragon steaks on the dragon floor before tangoing with Chaos. However I figured since I really had no need for more hps or mana... Just charge right in and end the game.
Clearing the demons out of the Chaos chamber was very difficult...
Had to resort to old everquest tactics of pulling mobs to camp and nuking the piss outta them...
Yes... Cleric spells really had not much use other then max level heal/cure poison/ and resist buffing.
Gothmog was high defense BFG with an uzi as alt weapon.
Clearing the demons out of the Chaos chamber was very difficult...
Had to resort to old everquest tactics of pulling mobs to camp and nuking the piss outta them...
Yes... Cleric spells really had not much use other then max level heal/cure poison/ and resist buffing.
Gothmog was high defense BFG with an uzi as alt weapon.
- kaosthafeared
- Apprentice
- Posts: 35
- Joined: Wed Jun 04, 2003 10:03 pm
- Location: Chicago
- Contact:
- kaosthafeared
- Apprentice
- Posts: 35
- Joined: Wed Jun 04, 2003 10:03 pm
- Location: Chicago
- Contact:
I tried to have some fun mechanics in RTC where the dragon had a 'tail' so that it took up two squares, and if you were standing at it's side and it turned it's back on you, you'd be swiped sideways and damaged
a cunning plan, with only one tiny flaw (no monster directivity on pads)
another one i'd love to do but seems quite intense would be a breath cone. So if the dragon fires a fireball you get some geopmetric expanion so from the start as it cones out - so if it came on you unexpected, you better dodge fast.
coupled with this, maybe fireball explosions generate fire elementals (like flames from the heat) so you can get pinned in or burned from a near miss.
I'd liek to make monsters harder by having geographical or very logical mechanics as reasons for them being toucher...
a cunning plan, with only one tiny flaw (no monster directivity on pads)
another one i'd love to do but seems quite intense would be a breath cone. So if the dragon fires a fireball you get some geopmetric expanion so from the start as it cones out - so if it came on you unexpected, you better dodge fast.
coupled with this, maybe fireball explosions generate fire elementals (like flames from the heat) so you can get pinned in or burned from a near miss.
I'd liek to make monsters harder by having geographical or very logical mechanics as reasons for them being toucher...
- BloodFromStone
- Expert
- Posts: 287
- Joined: Sat Oct 30, 2004 4:56 am
Yeah, it would be cool to see some mechanics like that to make monsters more difficult, rather than the harder monsters just having more hitpoints and deal more damage... As much as that can make dancing around them more exciting, because if they do land a hit, it really counts, it's still just the same thing with bigger numbers and more time.
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- Novice
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Breath cones would probably be easier to implement in a 3D environment. Wizardry 8 is an example of cone spells, not the best but it's an example nonetheless.beowuuf wrote:I tried to have some fun mechanics in RTC where the dragon had a 'tail' so that it took up two squares, and if you were standing at it's side and it turned it's back on you, you'd be swiped sideways and damaged
a cunning plan, with only one tiny flaw (no monster directivity on pads)
another one i'd love to do but seems quite intense would be a breath cone. So if the dragon fires a fireball you get some geopmetric expanion so from the start as it cones out - so if it came on you unexpected, you better dodge fast.
coupled with this, maybe fireball explosions generate fire elementals (like flames from the heat) so you can get pinned in or burned from a near miss.
I'd liek to make monsters harder by having geographical or very logical mechanics as reasons for them being toucher...
- Ameena
- Wordweaver, Murafu Maker
- Posts: 7550
- Joined: Mon Mar 24, 2003 6:25 pm
- Location: Here, where I am sitting!
- Contact:
That was kind of a problem in EQ - by PoP/GoD (two of the expansions), most mobs were hard only because they have a shitload of hps and hit for, like 1k or whatever. But there are some interesting fights in the planes, because they're scripted events - when the mob gets to a certain % of hp, stuff happens. For example, the goddess of Nightmares (Terris-Thule) spawns a bunch of extra mobs when her hp gets to, like 50% or something, and when she's at about 25% or so, four gargoyles at the corners of the area come to life (and are generally kited round by the Rangers or whoever to be killed after TT goes down).
There's another interesting mob which slowly breaks down into smaller mobs - every 10% health or so, he shrinks a little bit and an extra mob spawns beside him.
I know stuff like that would be hard/imopssible to do in DM, but that's the kind of thing that makes a fight interesting. Maybe some people can come up with cool ideas
.
There's another interesting mob which slowly breaks down into smaller mobs - every 10% health or so, he shrinks a little bit and an extra mob spawns beside him.
I know stuff like that would be hard/imopssible to do in DM, but that's the kind of thing that makes a fight interesting. Maybe some people can come up with cool ideas

Yeah, i wanted to do soemthign liek that in reverse...an enchanted mudman fight, like you have four attackign you, then when you defeat then there is enough mud for two mudmen, but there are 150% comparfed to the previosu (strength, size), then after that fight there would enough mud that one 200% creature would form, then when you beat it it slowly reduced down to 150 then 100 then dies...but this 200% creature would have other powers that it can use (since the magic is only havign to bind one mud creature)
Would have been fun!
Would have been fun!