Sunday, 14 October 2012

Minotaur tips


It is fun to drink a polymorph and temporary become the most powerful creature in the game. I found two tricks to make playing a minotaur easier;

1. His major weakness is health recovery. But he can wear two healing gloves. Combining with the rest bonus from standing still will allow him to heal from 0 to full health in about 10 minutes, rather than 30 minutes. He also has a chance of consuming a normal healing potion.

2. He has hard hitting attacks but a slow attack rate. Axes about every 5 seconds and headbutts about every 10. This means hit-and-run tactics work well - running away from monsters, charging in to attack, then running away again.


I killed the Grand Shaman with help from another player. I think it is possible to solo the room as a minotaur with the right technique and items, I will post a guide if I manage it.

Dueling tip



In other words, if you fight to the last hitpoint, the poison can take that hitpoint off since it isn't cancelled by dueling.

I always advice anyone to not go under a quarter or a third hp in a duel anyway - unless the stakes are really high. At 1 hitpoint, even a bat could wonder indoors and kill you.

My custom shoe-prison


Eventually he remembered the makecamp command.

Saturday, 6 October 2012

New area pictures


Trying to work out what he meant, I found a passage of several doors in the orc cave, followed by a descent:



The feature which seemed to most impress people was the smooth lightning from the torches. Perhaps because it contrasts so strongly with pixelated graphics.

Unfortunately the final door closed as I was peaking through. All I could do was listen to the screams of Nightman, Vanner, and Jasimae:


Just joking, they survived:




The Grand Shaman has a spawn timer of about 25 minutes and is normally surrounded by Shamans. None of the new items dropped in the first two kills, but a few people stayed to farm him so I suspect at least one has been discovered by now.

I gather that the keys to the doors are dropped by shamans and disciples. There are many additional disciples in the lower level. There could be an emerging market for keys, but high-levels could also keep control of the circle to avoid having to unlock the doors.

The area would be a very high risk if sketchy players are online. The lower floor has just a single exit, with doorways narrow enough for one player to block. 

Monday, 24 September 2012