|










 |
Old Dungeon Tactics
Introduction
The Barracks
- HarryPotter85676: If you are a level 75 Wizard and a level 150 Warrior grouped and all you want is experience then just keep doing the first 2 battles over and over. Have the Wizard use Fear, Mass Hold, or Mass Beserk, or even Beserk them separately if you must. Have the Warrior move forward and do the fighting while the Wizard heals and uses the Myst spells as needed. This tactic works really well (I'm a level 50 wizard at the time of this writing). On the 2nd battle have the Warrior fight ONLY the Seraph Queen until she dies. She will take all her summoned minions with her. Then take out the guards. For a Wizard, Shift helps a lot. Make sure to use Invul and/or Greater Shield or Shield. Good Luck!
- RomanTurok: When Fighting the Guardian/King Kilrog combo's I have found it useful to go invisible during the fights to get the KK's to leave. This prevents The Guardians from doing a very bad thing, healing the KK's during combat.
- Vorlir: The Elementals can See Invis but the King Kilrogs and Daemon King cannot. Enter the fight while invisible so that the daemons flee combat and you only have the elementals to deal with. Then after they are dead you can pick off each of the KKs and DKs one at a time. The same idea applies to other mixed groups, such as with Guardians, who can see invis, and their minions, who often cannot.
- Cherokee: As Vorlir recommends, enter combat invisibly so that all but the Elementals exit the fight. Use Fear to try and drive all but one of the Elementals out of combat and then change over to WoG until the Elemental dies. You may find it benefical to Summon a few Deamons to keep the beast occupied while you kill it.
- Kamen: I have found that fewer keys are dropped in the Elemental battle if they are done separately (using invis tactic). After a full compliment of curses they will berserk quite well and keep busy on each other while you WoG 'em. Some self healing and recasting of berserk may be necessary for those that break from berserk. You will usually get all keys this way and the experience is better.
- BudWar: Well, fellow Warriors, once you have your GM in Sword/Axe and Expert Necro, The Barracks is the place to be. Go in, curse the Guards in the 1st fight and hack them up. Second fight: curse, smite the Seraph, and then kill the Guards. Exit and repeat. Remember to take Invul potions to protect against the Guards stealing too much experience (not that you care, you'll get several K exp from each battle). Indies are a must since Guards do not drop treasure. If going in a group, concentrate on one Guard at a time, it's faster. Once you are strong enough to take on a couple KKs, follow the above tactics. Remember, The Barracks are a Warrior's haven.
Cellar Quests:
- Relk: When you need some quick cash you can usually walk right past the monsters like in Crow's Celler. They wont let you out though, so if you have the home spell you can teleport home without taking any damage.
- Seomin: If there's a free dungeon in the game other than the Supply dungeons, it's the Troll Spit Cellar quest dungeon. Just walk in, get the diary, and exit to the menu. Then just 'port back to Troll Spit with the diary. You can get what's in the chest and never have to fight or cast a spell.
- LordTimaLar: You want money, right?! Well, if you're going to Troll Spit Cellar, and you're not a thief (judging by the skills), you only need 30 HP at the very most. You'll kill the rats before they have a bite at your soft, unprotected flesh. That dungeon is a breeze for even the low level and it gives good experience points as well, if you're level 2. You will probably want at least level 2 necromancy or thaumaturgy so that you can summon 1 or 2 monsters.
As for Wen Clothing... You'll need at least 150 HP. Get blessed. Get greater heal potions. Get invulnerability potions. And have something that does fast big damage. Level 9 and you're set. Note that wizards at level 9 and having master necromancy will not need that much health as their shadow warriors (wraiths) will already be an immense help. The first battle will be a light breeze as well as battles 2-6, I think. Then there will be: 1 rat and 2 desert rats, a battle which is only slightly harder. The battle with 1 swamp rat and 1 wood rat is where invulnerability starts to come in handy. The fourth battle (previously) is also where invulnerability will be needed. After the swamp rat battle its kinda' simple where you kill a rat. But the next battles... those are very dangerous for the low level. Get yourself blessed. Greater Shield and Invulnerability. Here's my advice for the various classes:
Adventurers: Hack away at them. But still try to keep your distance. If you get a bit of skill in necromancy, summoning zombies and doing drain life/poison bolts might save your life.
Wizards: Best be evil and have master necromancy as you are at your biggest danger if you get too close. But even if you are good, you stand quite a bit of a chance summoning wood nymphs. Neutral wizards are practically hopeless as they can't summon anything.
Warriors: Ah, the ultimate fighter (yet not my favourite class at all) should hack away at the monster and keep it at heel. Best develop throwing daggers, though mauls are quite damaging enough to be very quick and effective. With mauls you are opening yourself to damage, but you finish rats quickly, whereas with throwing daggers you keep your distance and can easily kill them. Level 7 is quite good enough for warriors.
Thief: Don't come near until level 14. And you best be skilful with throwing daggers. You want them dead.
Church of Damnation:
- Ekin: My little wizzy has been taking CoD since he was like 25 using a simple technique... summon a daemon, drink greater invisibility potion, summon another daemon and use Wrath of the Gods until the daemons are gone. In cases with 3 daemons or the Daemon King you should summon 3-4 daemons. If you are level 30-45 you should gain at least 2.5k per fight (even if you only do the first two fights) so 2 trips through got me a level until I was about 50.
- Glitso: Wizards - The Church can be really easy if you have 2 spells. You need Summon Daemon (GM necro) and WoG (GM Thaum). You also need to bring some Greater Invis potions along. Summon a Daemon and then drink the potion. Once you get about 3 daemons (daemons tend to summon, so this may take awhile
) WoG a few times and then use some offensive spells. This technigue works great in other dungeons as well as this one but do not try this in Fuloran's on the Fuloron fight.
- MrsRavenHawk: In CoD, you mainly need the WoG spell (Master Thaumaturgy) but if you are a lower level you should also have Summon Daemon and bring some greater invis potions with you. If you happen to have the unlock spell (a very rare book), you don't need to do the first 2 fights, you can go to the door and cast unlock on it. I have found this method to be much quicker.
- PaulM: Summoning Daemons and going Invis is a good idea but with the main guy (Room 006) you might try using Death Touch (Master Necro spell). This spell alone can quickly take a few thousand HP from him and then your daemons will be able to finish him off.
- Evilt: You can get to the Daemon King (room 006) without going through the whole dungeon. You need a group of at least 2 people, both able Gather. One person walks to the impassable spiky wall (room 005) while the other person(s) waits to be gathered. The one(s) who is waiting should move to the left side of whatever screen they are on. When they are gathered they should appear on the other side of the impassable wall. They can now simply walk into the DK's room and gather the rest of the party.
- Belgarion: Wizards: Well, what you're gonna need for this dungeon is "Summon Daemon" and either Greater Invis or some invis potions. For the first couple of battles, (1 Daemon/Flame Daemon and 3 Daemons) all you really need to do is Start combat, "Summon Daemon" and then go invis and keep summoning. If you have WoG (Wrath of the Gods) that's great too, but don't use it if you're evil or you will be killing yourself. For the last fight (Daemon King and a few rats) you might wanna use some Curses on the Daemon King before starting battle, then Summon Daemons and go invis, then sit tight and keep summoning. Give your Daemons Poisonus Touch and Invul to help them out. You might have to try this fight a few times because the Daemon King really hits hard.
Daemon Home:
- Mordruk: Try to get a 180 SDM wiz and Mass Bezerk Ezelberoth on the first turn so he kills the kilrogs and any others. After that, Ezelberoth is your only concern.
- BonifaceII: If Mass Berzerk does not work, you can always use Fear on the big group and take them out one at a time.
- Toumas: This dungeon is the longest and hardest to do completely. My advice: Ignore the west block and do only what is necessary to get to Ezelberoth, the rest is a waste of time (although some rare items may occasionally be found if you have the time to search). Once at Ezelberoth, curse everything there, enter combat, and mass berserk them... and then pray it works well. Summon a few Daemons to absorb some of the damage and then WoG to your heart's content (and more).
- CyberArrow: This is by far the hardest dungeon this side of Fuloran's that I have faced alone. Getting to Ezelberoth is not really hard but fighting him and his gang is another story. I did this when I was around level 70. WoG really pays off here. My strategy was to WoG and flee. This can be very risky but it worked. When neceassary after a flee, I could go up one screen and heal and invul myself until I was ready to again tackle the beasts. I kept doing this until they were all greatly wounded and then I picked them all off with my sword. I lost plenty of experiance doing this but made it all back, and more, up after I killed everyone.
Dark Gauntlet:
Eastern Ogre Caverns:
- LordTimaLar: Wizards - This was hardest dungeon I ever explored, considering my skill at the time. I didn't use much magic at the time, except for Summon Pixie to keep the Ogres busy while I tossed daggers at them. That's the key here for a wizard with low health. Deal damage from a distance. Ogres can do big damage with their clubs. Throwing daggers allow you to keep away from them. The dungeon was a breeze for my level 30 wizzie when I had a Stinger (FVESD + natural Venom) with level 2 Throwing Dagger skill and level 5 Sorcery and level 2 Thaumaturgy skills. The Sorcery provides you with Combat Teleport so that you can get away in case you get pinned down. Basically, this dungeon is a good place for throwing dagger practice. You will need at least 300 HP as the Ogres can hurt you. Did I mention that the Ogres can hurt you? Once you have gained Grand Master skill in Necromancy this dungeon becomes a breeze. Just Summon Daemons. Alternatively, you can Summon Daemons, go Invisible, and chill out at the back of the combat formation with a nice ale.
- DeBlairWitch: This is a fairly easy dungeon if you have GM Necro. All you have to do is Death Wish the critters and you will clean up the place. Of course, Summoning Dameons is a clever tactic, however, that tends to stretch the battle out, while DW allows you to finish a battle within 1-2 minutes.
- Disintagration: Skip the treasure room. There's nothing good in there and there's sometimes a trap and always a lock on the door. The Ugly Ogres in there don't give much xp to people like me who just go for the treasure there. Unless you're in desperate need of treasure (high-lvl chars) or xp (low-lvl chars) skip this place. Wizards definitely should avoid this place because of the heavy damage inflicted by the Ugly Ogres. If you just like watching Ogres melt go to Troll's Haven... better xp, better treasure.
Enid's Safe Haven:
- LilLightweaver: Nothing really threatening here for most players (in the suggested level range), except the 2 Seraph Queen battles. The first of these can be deadly if you're not careful, the second is only moderately difficult. Bring at least 2 invulnerability potions, and several regens (5 or more). For different classes I recommend different tactics, so I'll break them up:
- Warriors (of all races): If you've got a 2-hander or Maul, you're pretty much set. If you don't have one of those made of Obsidianite or better, try and find one, or beg one off a higher level player. (Just make sure you can afford to repair it, or get indestruction.) My tactic is to simply attack. Start with one of the seraphs that can summon others, or you'll soon be deluged with them. Thaumaturgists are horrible, because they love summoning, and Queens are worse. Kill them first. Then go for the Warriors, since they'll attack you. Lastly, kill off the big yellow birdies (regular Seraphs). Keep an eye on your health, and drink a regen when necessary.
- Adventurers: I have little experience with adventurers, but I had one that could clean out Enid's at level 30. He used an Admantium Maul, which a lot of people don't like for several reasons, none of which I'll go into here. I use the same tactics as for warriors, except, depending on how your toon is built, you might use Greater Heal instead of regen potions in battle. Another plus to Adventurers is that you could have Necro 3, and therefore have the ability to curse your enemies, making them much easier to defeat.
- Wizards: Pretty much hopeless in Enid's, unless you fancy using DeathWish, but by the time you've got DW (unless you're an all intel elf) you'll probably be too high-level to bother with Enid's.
- LordTimaLar: This is a difficulty alternative, but just as annoying as Thieves' Hole. Okay, it's good for treasure--sometimes. There is some chance of finding a Wrath in the sarcophagus but more often you'll get some obsidianite trinket. The battle with 3 Seraph Warriors, a Seraph Thaumaturgist, and the Seraph Queen will be the only one impossible for wizards around level 50. Well, not exactly impossible. My wizard can kill them after fleeing twice. If your wizard is properly equipped with skills, you can be successful. You only need Grand Master skill in Elementalism and Necromancy. The best way to deal with the Seraphs is to fireball them. It seems to be the only thing they're vulnerable to. Even electricity doesn't get them. That's all I can say.
- Xenan: This dungeon is a breeze if you have Death Wish, all the Seraphs drop easily when hit by a good DW.
- WOLFStorm: Wizards: An easy way to level after you've gotten through Lesser Hives with Elementalism is to curse the Seraphs/Faerys with electricity and then hit them with 1 or 2 Electic Furies. Quickly brings them all down. I did this until I got GM Necro and I was ready to move up to Festering Hate Pool (FHP).
- Dearborn: Wizards: Around Level 25 you should have GM Elem and Expert Necro. Get some Invulneravility Potions, enter the Dungeon, curse the 2 Warriors with Elec and then Elec Fury them until they die. Easy fight. Try to wear at least 1 End item and 1 Int item. Get out the dungeon and join again. This means, do first battle over and over. This is great exp until like level 50.
Faery Caverns:
- PrinceMatt: I remember this dungeon from when I was a lowly little warrior and it's warror's dream. Get a good weapon, a 4-permed is a must, and get the best armor you able. Most of the fights are easy, except the Dark faery group. Take some healing elixirs or potions. I earned my first 5 levels here in about half an hour.
- Afrosquad: This is a great dungeon for the low level Thaumaturgist. Most can match or better the enemy. Bring a lot of mana--you'll be using Summon Pixie and Faery on every battle. As long as you are Saintly, you shouldn't take much damage and they will heal you anyway.
Fenris Caves:
- Rilan: I broached this dungeon as all-intell Elven Wizard. Wear all endurance items for reasons explained below. At level 26 you probably will not be able to tackle the last two fights which are (respectively): 2 Gray's, a Blood, and a Hell Hound; two Howling Terrors and a Blood or a Hell Hound. If you cannot Indy watch your armor and Flee when it starts getting damaged. Lightning Bolt combined with Electric Curse for a single Fenris. Electric Fury in place of Lightning Bolt for the weaker groups. If you tackle this dungeon in sequence, by the time you get to the last 2 battles, your armor starts to wear down and you start taking more damage. Know your limitations. As a Saintly wizard I had no fear of Death Wish backfires, your situation may be different. When two or three Fenri start beating on you - you will need as many hit points as possible. Bring Regen Potions as well as Invun. One solution is to go straight to the last two fights to preserve armor.
- RebelAlliance: If you collect all the pelts, put them all down in the room before any big battles. That way you will not be so encumbered and will therefore get more attacks each round.
- Deathweaver: I've found that by running to the last pile of bones and out is a great way of getting magic items if your a mid-level wizard. Wands and Orbs tend to pop up and the pelts you earn from the 2 Grey, Blood, and Hell Hound fight will more than pay for the mana crystals and armor repair. If you're of a good align see if you can grab the loot before getting attacked.
Festering Hate Pool:
- HarryPotter85676: You basically need 2 spells to take out the entire dungeon maybe 3. Mass Berserk everything you can (not liches, they resist) and Electric Fury. If you have low hit points, Shift or Potions of Shifting are a good idea. Mass Berserk works well on almost everything, especially the groups of Troll Kings and Imp Kings. So use Mass 'Zerk then sit back and Electric Fury them to death.
- SimplySib : This is the dungeon I used to get money during those really tight spots. It's easy for a Wizard who has a GM in Thau or Necro. When you walk into the dungeon, pull the lever. Kill the two Furies. If your a wiz, summon Faery Queen or Daemon, and keep summonming till the furies are dead. They drop everything from amulets, to rings and magic clothes. After the battle, go up and hit the lever. Exit the dungeon. Re-enter. Repeat. I was getting about 10K gold for every 1000 mana.
- Whacko: This dungeon is the Wizard's dream. Mass effect spells and large groups of fairly weak enemies make it a good way for the up-and-coming low health point (HP) wizard to clean house experience-wise. You want 600 or more hit points, invulnerability, and probably shifting. A high SDM helps. You can do most of the cave with just GM Necro and GM Elem. Use Electric Curse on the Furies, Liches, Troll Kings, Imp Kings, and Storm Bats. Attack them, and Electric Fury them until they stop moving. For the Devils, you'll want Wrath of the Gods, but I have taken them with the above Electric Fury tactic. An alternative is to summon a couple of daemons and then go invisible. Let the daemons soak up the damage while you use your favorite mass effect spell to kill the bad guys. Electric Fury and Potions of Shift are both, in my opinion, fairly underrated. While Shift makes the battles take longer, you will suffer fewer hits since each time you are attacked you shift position and the monsters have to chase you down again. Electric Fury seems to be the most potent general-purpose mass effect spell, and Electric Curse counters any resistances monsters might have and gives Electric Fury that little extra kick. Some things to watch out for here: The 9 Lich room can be dangerous if you have low hit points. They will mass drain you, possibly taking 300 of your hit points in one round. But they will begin dropping with the third Electric Fury. You can use WoG on the Liches but I've found that Electric Fury seems to be more consistent with the damage it deals, and there's not much difference between a WoG and an Electric Fury on a Lich. The Bounty Hunters can be a pain, but Death Wish comes in real handy here. The BHs don't inflict much damage, especially with Invulnerability and Shift, but they have, relatively speaking, a lot of HPs. Some of them heal themselves and their companions. The treasure here is rarely anything special, though I did get a Ring of Endurance off a Storm Bat once.
- Humanity: Having trouble with the 7 imp kings group? I've found an easy way to win that battle but it will cost you 500 exp points each time you use it. When you first attack, flee once then there will be a group of 1, a group of 2, and a group of 4. If you have invunerability on maybe you could take it but I wouldn't fight this battle unless your character is over lvl 80, I almost died when I did this battle they got me down to 900 HP. Well you say thats a lot but I have 1.7k HP! So they started hitting me for -100 or more and it HURT! So please use this advice and you will get more exp than you lost. It's a lot of fun, unless you die.. and then its no fun at all. Be careful, the devils can equip and this can be especially troublesome in the 4 devil battle. At least 1 or 2 will equip something like a maul or a club, usually mythril or tempered steel, and every once in a while an admantium weapon will appear in one of the devil's hands.
Editor's Note: I may be mistaken, but I believe a combat group does not break up unless its leader is killed. Please correct me if I am wrong.
- TinyTolkien: If you are carrying iron daggers and give them to all the medusi and the devils, regardless of if they have a weapon equipped or not, they wont hit you at all, and you can kill them at your leisure.
- LordTimaLar: I find this dungeon only requires 2 spells: Summon Daemon and Greater Invisibility. The only other thing you need is enough health to endure a few hits from the monsters. Every battle can be won by the following formula: Summon Daemon, go Greater Invis, Summon Daemon, repeat, repeat, repeat. If you're bored and you're fighting non-evil stuff you can DW to speed it up. I am level 53 with just 432 HP's, but I do fine there.
- Adira: I will arm the devils with knives, as another person suggested. But now and then, I miss a devil. When this happens, I Combat Teleport myself to a corner of the arena which is on the same side as the devils(usually lower right) for my second move. By this time, the unarmed devil is way ahead of the armed ones, and they will get to me at first. The armed devils will blockade me from the unarmed one and protect me from him. All he will be able to do is pace back and forth until an opening forms. Fireballing the unarmed devil seems to dispatch him quicker, as well.
- Mandragorn: I hear a lot of people say that the best way to deal with the group of Furies in room 057 is to kill one and run. Here's another tactic. Use Shift potions, coupled with Poison Sheild potions. Have two or three Cure Poisons as well. With Shift you will spend more time in the fight but you wont be hit as often and that will save you from massive amounts of posion as well as the usual damage. Draw back is, if you do attack, you won't hit as easily either. Use the Electric Curse and attack liberally as well. The same tactic works well with the Lil K's as well. Side note: Treasures can range from PoI's to RoI's, and even BoNs and Glowies. I have even found 2 Wraths with the Troll Kings in one fight!
- Sithlord: This dungeon is the best place for a mid-level wizard to gain experience. An elf wizard, with all attributes into intelligence, will need the following: Good armor, Poison Shield and the other shields that are life savers, 2 endurance rings, GM Necromancy and all of its spells, GM Thaumaturgy and all of its spells. The basis of my tactic is: Don't Die
. By level 52 I could solo this dungeon. I use Death Wish on everything. Against a Fury it takes about 2 DWs to kill one, so when tackling the big group in room 057 Summon 2 Deamons to tie the Furies up and then DW the Furies that threaten you first. In the Bounty Hunter fight (room 028) the key is to keep the BHs occupied while you DW then. Summon Daemons. You'll want 3 or 4 of them. Use the same tactic against the Imp Kings in room 055 and the Troll Kings in room 015. Summon a few Daemons and then DW your way to victory. Devils are immune to Death Wish, so you need to use a different spell, but the same idea applies here. Prior to entering combat, give each Devil an Iron dagger. They will equip the dagger and their ability to hit you, as well as the damage they inflict, will be reduced. Summon 3 or 4 Deamons and then use WoG till they are all about to die. Finish them off with your weapon or whatever attack spell you are most comfortable using. For the Liches (room 048), who are also immune to DW, you need at least 550 health points to survive their Mass Drain spells. Liches are very fond of casting Mass Drain. Summon a few Daemons, placing them as close to the Liches as possible. Your Daemons will often force the Liches to Combat Teleport to the other side of the screen. This places them in prime range to Death Touch you. Move to the middle of the screen after you get your Deamons out to avoid this problem. To kill the Liches just WoG them and use Light Darts to finish them off. The Medusas (room 034) are handled just like the Devils; iron daggers, Summon Daemons, and WoG. If you have good armor, lots of enchanted shields, and enough mana and magics, this place is a cinch. It takes an hour or two to do the whole thing but it can give you 3-4 levels a run between 52 and 65. One word of caution: learn the limit of your Invulnerability shields. Watch the damage it takes and when you think it is close to faltering cast another one. Better to cast Invulnerability too often than not often enough. The nasty creatures in FHP love it when you don't have one on .
- 0Matrix: I have found the best way to deal with everthing in this dungeon is:
- Electric Curse everything
- Summon a Deamon or two
- Cast Electric Fury the rest of the time, or mass drain if you are low on HP.
- JoeyTheWise: not much to add combat-wise, but this dungeon has been the kindest of all to me treasure-wise. The bone pile by the 5 devils has given me at least 6 Wraths, and sundry other trinkets. Although I've yet to pull an EA out of here, but I trust in my dungeon.
- Halam: If you're a warrior just go through and kick butt! Wizards should Summon Deamons or Faery Queens then go Invis and let the summoned ones do the dirty work. This strategy usally works. I know because it works for me.
- Sarkan: This is for Warriors, since that's what I use for FHP. Carry a couple of Invul potions to cut down on the damage at places like the 5 Troll Kings and the Devils. It might help to take a few Regen potions as well, just in case you really get socked a few times. After that, you can just walk through taking out the groups you want. I don't waste the time on the Medusa's and the Bounty Hunters so I can make about 2 trips in the time it would take to go thru once if you fought everything. If you want to get to the sarcophagus the liches are guarding it's best to just to use the lever in the control room. Indestruct on all your equipment is almost mandatory, unless you like to paying out over 20k in repairs (that's what it usually takes for my equipment).
- SuddenDeathIII: Simple if you're a wizard. The 2 spells you need are Death Wish and Wrath of Gods, and maybe Electric Fury for lil fights. This cave good for finding BoCs, Wraths, PoIs, BoDs, Fangblades, Stingers, and yes, I have even pulled out Intel items off the Fury fight. τΏτ Happy hunting
- HolyDaemon: This dungeon is very easy for any up and coming wizard. Having GM elem and Necro works very well. Before the big fights, hit 'em with Elec Curse. Once in battle, Summon a Daemon, go invis, summon a few more, then Electric Fury the enemies to death. This tactic works on everything in FHP.
- Aldente Von Tino: A spell I manage to use a few times on every trip thru FHP is one that is often less used but really works well for any good wiz is Fear. In multi-enemy battles it will undoubtedly result in fewer to attend to. (Other Dungeon Users, take note : Try it, there sometime!) Dispatching fled foes after the origonal battle is simple, at best, but can be annoying if they are still suffering the effects of Fear. I usually dispell them, then re-curse them. Note: I haven't tried this on all the multi-foe battles here yet, but it does have functionality. **smiles** Good Luck!
Forgotten Dungeon:
- LordTimaLar: Just kill. I assume that people will have some enchants such as Immo. The screen with 3 kill to open passages might be hard for lower levels -- I got killed there once. On that fight be wary. Try to keep away from summoned zombies and get closer to the necromancers. Not too close! They hit hard enough to kill a low level pretty soon. Look out for large groups of undead. They will be quite damaging. Cave rats bite extremely hard for low-levels. About 20-40 damage. The battles with crypt keepers are very nasty for low levels. The skilled mage will succed there. Summon a few creatures. Wraiths will do. Now go invisible. Then enjoy the ride.
- Cairpre: Bring along lots of greater invisibility potions. For the screens with groups on them, always kill the Undead Necromancers first; the zombies that they summon will then disappear. Then kill all other monsters (except Wraiths). If you need to heal, drink an invisibility potion - when the Wraiths can't see what they're fighting, they'll exit. Wait to heal up and then cast dispel magic (to become visible once again). Exit the cloud and battle and kill the Wraiths last. I started using this tactic after I ran out of greater heals early on in the dungeon. It seemed to work pretty well and helped me get through the entire thing.
- PaulM: My best advice is to stay away from here. The baddies are hard to kill and give low experience. The only practical purpose for coming here is to better your alignment. When you do fight them... use Charge on what you want to attack, that way you will be guaranteed to actually hit what you are aiming for. (Very useful when dealing with Undead Necromancers.) The last battle is too hard for most people and by the time you can take it you are too strong to worry about this cave.
- FerahgoAssasin: My old Thaum wiz did pretty good here. Basically, as soon as you hit master of Necro or Thaum you can go here and get good experience. Summon your best creatures (Shadow Warriors or Nymphs, for example) and they should do most of the work. If a Thaumaturgist, use WoG to damage everything. The final fight, with the Liches and their Mass Drains, is quite difficult. I don't advise fighting them until you have plenty of Endurance rings and such. The treasure I've gotton is not good, but I have found a PoI.
- TheDarkVision: This dungeon is great for leveling a warrior! I came down here at level 4 and reached level 10 in one trip, but you need good armor (like mythril) and a decent weapon (I used an Adm 2-hander permed with fire, ice, and poison damage). You need the Iron Jailer's Keys to finish the place (look at them to see which block they go to), the B block key is gotten from Jobo (give him bread or kill him, he's level 1 and very easy). When up against the Necromancers and Entombed Ones, get them first. I suggest Invul throughout the dungeon. Liches and Crypt Keepers, on the other hand, are a tougher fight and you might want to wait til you have plenty of hit points. Enjoy the place and good luck on the loot.
Fuloran's Abode:
- ElderChild: Now that Fuloran can pick up his maul the rules have changed, but only a little bit. Here is how my wizard does it:
- Curse fuloran with everything you have.
- Curse the liches with fire curse only.
- Just before you start battle cast extend.
- First round freeze Fuloran. Then chuck fireballs at the liches till they die.
- They will die in around 4 rounds giving you ample time to summon 3-5 daemons before Fuloran breaks from the Freeze spell. Then all you need to do is watch your health and keep the demons in between you and him, they will soak up all his attacks most of the time.
- Then just venomous touch the demons and sit back and cast WoG.
It doesnt seem to take very much longer actually. If you wish, you can cast invisibility before entering combat and cause the Liches to leave the battle. You can then deal with them separately after Fuloran is dead.
- Flufle: First Fight (Room 506): Cast both Fire Curse and Immolation on all the monsters before the battle starts. In battle cast Mass Berserk, Summon a few Daemons, and then cast WoG until victory is yours.
- FlameDragon: First Fight (Room 506): enter battle and cast Mass Beserk. Since the Lich is the leader of the group, once he is dead the group will disband so... cast Mass Beserk and let the KKs do the work for you. For the first few rounds your main goal is simply to kill the Lich. Once the Lich is dead cast Invisibility. Any monster that is still beserked will stay in combat until the spell runs out or they die, so you'll have to protect yourself until then, but once the lich is dead the group is disbanded and you can pick the remaining monsters off one at a time.
- LordTimaLar: This dungeon is exceptionally long and boring (Fulorn takes ages to kill). A few tips to kill Fuloran: Fuloran's maul does damage ocassionally. Not always 500 - 1k, but he does do it, so if someone can cast fumble fast and with a high success rate, do it. He might be occupied, re-equipping his maul. He is suscetible to stun. Do that too. He isn't Hercules (and his armor is off Hercules' back). So: Kill, kill, kill all day, a beefy warrior's life, and your wizard friends cast stun + fumble and someone else does WoG.
- PaWraith: Second Fight (Room 509) - Curse Fuloran with everything you've got. Go into combat Invisible to separate the Liches, they can eat up your daemons so deal with them later. Freeze and Mind Shackle Fuloran, then Fear him. Summon Daemons and WoG him. He will be dead in no time. Note: This can be accomplished easily and without any harm to the player, but it may take a bit longer than other tactics. A 180 SDM wizzie of level 130+ can do this all day long.
- Randacus: First Fight (Room 506): Everyone talks about how their wizard can beat Fuloran, but what if you're a thief, or an adventurer, or warrior? It's going to be a little different. Regardless of what class you are, you need to be a high enough level to take on the monsters, and you need to be fully dressed in armor and have the biggest sword you can use. It is also highly advantageous to wear an Amulet of Death Magic Protection, if you have one. You also need Invulnerability and Greater Heal - by potions if you must. Casting Defenselessness (Def) on the King Kilrogs helps - buy some scrolls (found at Marvin's in The Labyrinth) if you don't have the spell. When you start the fight you should concentrate on the King Kilrogs. Watch your health and try to ignore any Summoned monsters they throw at you. Often the KKs won't cast anything right away, but instead will move to the attack. If you need to, flee from combat (it's only -500 pts) to regain your health and renew your Invulnerability.
- Garag: I have recently noticed that Fuloran's hit points change. One trip he may have 90+K while the next he may be closer to 40K. Example: went through once and hit Fuloran with WoG. It did 24K points and it said he was hurt badly. Four rounds later he was dead. Figure he had about 45-50k health. Next time I went through, I hit him with WoG again and did about the same damage but he wasnt even hurt. All together that trip he had about 85-95k health.
- WOLFKain: Regarding Garag's paragraph, I too have noticed a large variance in Fuloran's life total. I've WoG'd him for 25k and then again for 10k and he was still not hurt! It wasn't until another 10k that he was finally reported as being hurt. Obviously this makes him even more deadly for the up and coming fighter. I would not attempt him solo till at least level 150.
- Toumas: With the Decrease in the power of WoG, killing Fuloran is virtually impossible for a solo wizard. The best tactic is to have at least 1 High Strength Warrior in your group. Curse Fuloran with everything, and go invis before the fight. The Warrior whacks away at Fuloran until he dies, with the assistance of Daemons that the wizard summons. Best with groups with 2+ warriors.
- Mardon: WoG is now weak for Fuloran, so you're probably wondering how a solo wizard can kill him. Well, I've got the solution
. This is fairly easy but will take a long time (1.5 hours or more). When you get into combat immediately freeze Fuloran, do this first thing. Once Fuloran is posing for his statue, fireball the liches until they are all dead. Summon as many Daemons as you can, 4 or 5. Try to keep at least 3 Daemons in combat at all times. Sit back and Rust Fuloran, weakening his defenses and letting your Daemons inflict more damage. When he's all rusted up, you can attack him with your weapon (you should have at least 2.5k health, invul, and greater heal ready). If you are a high level wizard try using a Wrath, assuming you have GM 2-hander skill and at least 3 critical strike. If not, use your Stinger. Even though Fuloran easily shrugs off poison, consistent use of your Stinger will keep him taking poison damage. Well back to fighting Fuloran myself, good Luck to you .
- KillerKatt: 2nd Fight: Curse Elec on Lichs, and Def on all. On Fuloran Curse Fire, Cold, Poison (Deamons use poison), and cast Elec Shield. This will let you EF after Fuloran is hit with Extended Freeze on 1st round... if you take exp. slaves into battle, make sure they know to stay away from Fuloran! I've seen many a newbie die from walkin' around the screen. As soon as you can start rusting Fuloran. As some members of your party EF the Liches the others should be rusting. Make sure to reFreeze Fuloran every 10th round or so or someone may get hurt. When you've rusted off all but Fuloran's plate armor start to bring on the Deamons. Get your Daemon helpers invul'd and after Fuloran takes damage dispel him to remove the Elec shield. Recurse him (average curse lasts 20-25 rounds) and keep 1 party member rusting as the rest bring in more Deamons, get them Invul'd, and Venom Touch them. A high SDM can keep Fuloran Myst'd, hurrying along his death. Happy Hunting All. -=Katt=-
Holy Caves:
- You need to have the Death Wish spell, and be able to use it effectively, to make Holy Caves a trip worth taking. Leave your armor at home, you don't need it here and its weight will only slow you down.
- Retna: If you dont have at least 120+ SDM you should wear an Amulet of Death Magic Protection to protect yourself from the frequent backfires. An AoDMP can make a giant wizard with its high endurance and potent Death Wish and Holy Caves beating machine.
- Anonymous: With the recent changes to the Paladin's logic and abilities you need to be cautious in here. The Paladins are smarter now and will WoG more often and they have a new spell... the Justice spell that can take up to half the life of someone wanted.
- TheBlackRose: First of all you need at least 1000+ hp, second you need the spell Death Wish... wear an AoDMP and if you insist on wearing armor get it indied.
- Earic: This dungeon is a necromancer's dream. Anyone who has GM necro can beat this cave easily. All he or she requires is a little HP. What I do in this cave is fight the two paladins in the entrance, then go down and fight the three other paladins and the cleric. This fight is not easy and can take alot of time but there is a way to only fight one paladin at a time but it costs you 500 exp per use. First, kill the cleric somehow, and then flee. The paladins should ungroup and then you can chop them up one by one.
- DusksDawn: You can easily beat this dungeon with one spell and three types of potions. First you must have GM necro to get Death Touch and Death Wish spells. Next either make yourself evil by killing guardians outside of West Leinster, get your SDM above 120%, or get youself an Amulet of Death Magic for those nasy Death Magic backfires. Then get yourself a bunch of Shift, Invulnerability, and Greater Heal potions. Take the Invulnerability and Shift right before battle. When you are in battle kill everthing but the paladins first with Death Wish. Then you need to work on one paladin at a time by hitting them with DT first then DW until dead. Repeat until done. Dont forget to use a heal potion when your points get down because DW damage is equal to your hit points. Also you will need another shift and invul potion 3/4 way through the battles so be prepared. I cleared this dugeon with a lvl 70 Wiz with only 800 hp. Happy Hunting.
- LordTimaLar: Ever since they implemented the changes, this dungeon is easier than ever. Wear minimal armor, Indy everything, get Invul'd, get Greater Invis, and kick booty with DW. This dungeon is now infinitely simple. All you have to worry about is the mysticism magic of the Wizards of Light. So people are content with the competence of this tactic, DW must be above 1000, SDM above 120, align saintly. Nuff said.
Imp City:
- LordTimaLar: This dungeon was levelling haven for me between levels 16-25. Though I am a wizard, it was warrior skills and my Stinger which worked for me here. Therefore, I suppose this dungeon is most well suited for warriors. Best be using a maul, axe, or a 2-handed sword as those weapons will inflict big damage. Imps have about 350 or so health. The stronger imps, such as slavemasters or the nasty king, will probably have closer to 500. And they all will inflict damage ranging from at least 25-120. If you're not properly armored, the Imp King will probably hit you for up to 250, or even 300 in rare cases. And if he connects with a good Critical Strike, and you dont have the proper defense... see ya. A good set of armor is a necessity in this dungeon. Imps, like most creatures, are vulnerable to melee attacks. A wizard will not succeed here unless he is either GM Necromancy or GM Elementalism. Summon Daemon or Electric Fury. It also helps to be evil.
- Warrior/Adventurer: Hack away at the enemy. As I said, Imps are terrified of a well wielded sword. Just keep attacking. (Suggested HP: 250)
- Thief: GM Throwing daggers. If you don't have that, don't come here. Or else... and you know that means.
(Suggested HP: 450)
- Wizard: Either have a little of all such as expert throwing daggers, master thaumaturgy, expert necromancy or just GM necromancy or elementalism. With the first arrangement you'll have multiple methods of inflicting damage. With the second you will either Summon Daemons or cast Electric Fury. (Suggested HP: 300-350)
Oh yeah, and don't be put off by the sign: "King's Chambers. Do not enter unless on official business." After all, you are on official business. You're there to kill.
- BNDWiz: I used Imp City to level my 180 SDM wizard from about levels 20-50. The best way to do this cave for a low level wiz is by using EF with electric curse. Very basic, but effective. Very low level toons (15-25) should skip the Imp King fight (room 107 in the Fifth Floor) until they are more powerful. Toons higher than level 40 should skip the mine section of the cave (Third Floor), it's not worth the time. At that level the experience is too low for the time it takes to curse and EF them. This cave should still give good exp untill around level 55-60.
Imp Haven:
- Cloud999: Summon Deamons then go Greater Invis. WoG until either your Deamons or you kill the enemy.
- Toumas: Ignore the 3rd floor completely, it has nothing worth killing, and no useful treasure. This Cave is best for one thing: Treasure. In order to get as much as you can as quickly as possible, ignore all fights other than the two you have to do to get to the sarcophagus. The 4 imps are pretty easy to kill, just use EF, or attack with a Wrath. They die pretty quickly. For the King Kilrog/Imp King group it is best if you are GM Necro, GM Thaum, and have some skill in a weapon. Imp Kings are neutral so DW is the best way to get rid of him. Summon Daemons to keep the KK away from you and use WoG and DT to get him about to die. DT and WoG don't deal that much damage once the enemy is about to die, so either let the Daemons hit him, or help them out a bit with a Throwing Dagger or 2-Hander.
- Evilt: Someone with GM necro is really helpful for the KK fight. Make Daemons, DW the Imp King, and when the KK comes into close combat, hit him with Death Touch. Three DT's can do around 6k damage.
- Cammando: I come to this cave once in awhile for one thing, the treasure the King Kilrog is guarding. Players with GM in Necromancy can use a tactic which is simple and foolproof, something which is hard to achieve since fools tend to be so ingenieous in their profession. When ready to confront the KK, lay all the curses on him. Don't forget to zap yourself up with all those little things you do to make life easier. Enter combat. Summon a Daemon, cast Improved Invis on yourself, and then keep Summoning Daemons. That's it. It's that easy. Even a level 25 GM necro wiz can beat thos 800+ level King Kilrogs this way. Just always remember--and never forget--to go invis. I forgot once and ended up taking a dirt nap.
- CyberArrow: I too come here for good treasure (found 2 PoI's in 2 weeks, pretty good huh?). All you really need is GM Necro and maybe level 1 Elem. That's about it. For the KK fight, curse him with everything. I usually extend the defenselessness spell then DT the Imp King and Summon Deamons after. Go invis (some high level KK's just go for your deamons only) and cast Venomous Touch and those elemental grasp spells on your Deamons (you might also want to invuln them). The KK will take so much damage from the upgraded deamons that the poison damage will go through the roof. This is a very easy way to kill him. Good luck!
- necroman: Lower level wizards can summon their way to victory. You must have at least Level 1 Sorcery and some Greater Invisibility potions. Upon entering combat, summon something. For example, if you are level 2 Necro then summon frequently, if level 3 then summon Night Friends and pray you get at least 1 Swamp Ratling (and if your Swamp Ratling falls in combat, summon more Friends until you have replaced him), if you have level 4 Necro then summon Night Friends and then for each one that dies summon a Wraith, and if level 5 Necro then summon Night Friends and for each creature that dies summon a Daemon or a Wraith. Summon in this manner throughout the dungeon and after summoning on round one, go invisible on round two and return to summoning thereafter.
The Labyrinth:
- PaulM: Just run to the sarcophagus (on the 4th floor, room 046). It usually has junk but every once in a while you find something cool like a Wrath. The two battles you have to fight to get to the sarcophagus will be sufficient to give you a reason to keep coming back until you are around level 45. If you want to fight the battles along the way you can get pretty good experience from them as well. The Laby should be taken by Warriors and Adventurers at around level 25. Curse the Shade and WoG if you got it.
- Ringbearer: If you decide to fight Marvin, Poison Curse him and then enter battle. Summon a few Daemons and then Cast Venomous Touch on them and let them take care of business.
- Lord (Guess): The Marvin Killa FAQ:
Q: I started fighting Marvin. What next?
A: Summon daemons.
Q: I summoned a few but suddenly I'm hurt... what the?
A: Can't you see your screen sh-sh-shaking? Earthquake, maybe? Heal yerself.
Q: Well the daemons get him just below hurt badly then he heals. What am I to do?
A: Get 5 daemons.
Q: It still doesn't help. What next?
A: Venom Touch two of 'em and wait for the results.
- Tiger69: The sarcophagus in the dungeon is the only good treasure and it's really good (most of the time). I've been there about 10 times (sounds like alot huh?) but in those ten times I've found a Defender, Cowl of Density, Life Leech, 2 Belts of Carrying, and 2 Plates of Density (it's true: ask Manchild). But that's not the only treasure. There is an Imp Guard and an Imp Warrior with a Flame Rat. DW will take out the imps. They've dropped Tempered Steel items (good cash), a Ring of Endurance, and a Ring of Intelligence, so it's a good place for magical treasure. There are 2 "Kill to Enter" passages on the way to the sarcophagus but they're easy. #1: Skeleton and Flame Rat. #2:(this one is sorta tough) a Shade, Skeleton or Lost Sailor, and 2 Danged Ones. Kill those and get the treasure. Then keep doing this and you'll soon be financially secure.
- Kapp: Run straight for the sarcophagus and get the goods. If you kill the imps along the way with the 2 'KILL TO ENTER' screens you should come out with a large amount of exp. along with the treasure and be well on your way to success.
Lesser Hive:
- Since Wasps of all forms are naturally susceptible to fire based attacks, use fire as much as possible.
- Sahashlara: Wizzies: if possible, use EF (cursed or not) if not use fireball, and aim for mid-upper portion of the screen, either way, bring cure-poison.
- MidgetWiz: Evil wizards should curse before the battle, preferably including Poison Curse, then enter battle and summon your best creatures and use Poison Bolts to smite your enemies.
- Lissajay: Since wasps are inherently weak against fire, as long as the player has Immolation enchanted on something they are wearing - and has a minimum of Flame Blade permed on their weapon - this dungeon is no problem. Having Poison Shield and Regen enchanted on something also helps.
- SoulBreath: As a level one you can clean up in this dungeon. To do it you need Invulnerability, Immolation, and Poison Shield. You'll need the assistence of a higher level player to obtain these. From the entrance go south until you reach the 3 Wasp Warriors (red). Fight them to gain 10k experience and an instant level. Then fight the next group, you will also gain alot of experience here. Next do the Queen Wasp and her minions and then check the bones for treasure. Leave the dungeon and repeat. This can be a real power levelling dungeon for newbies. You can get 10 levels in 45 minutes if you are fast.
- Xeriella: This is the place to take your level 1 wizard provided she has Poison Shield, Immo, Regen, and good armor. The Immo alone can kill the wasps even if your spells are ineffective. Leave the Queen for last, by the time you get to the queen you should have advanced to about level 8 or 9 as you get really good experience in here at low levels. To kill the Queen Summon whatever you can to keep her busy and then use your best offensive spell (poison bolt, light dart, etc) and target the queen with it. Kill her first and don't worry about the lesser wasps, your Immo will take care of them. As soon as the battle is over be sure to drink a Regen potion (not the spell, use a potion, the spell doesn't operate in the same manner as the potions), or use Cure Poison (by either potion or spell). You don't want the poison those nasty wasps have injected into you to kill you before you can get back to town.
- Seomin: A level 6-8 warrior can get though this dungeon easy. Find someone to enchant your armor with Regen and Immo and you're all set. If you want a little more insurance, get a flame blade put on whatever weapon you're working with at the time. You need to buy 2 or 3 Cure Poisons, even if you have poison shield since the shield will not stop all the poison you'll get from the little stingers. Start out by cleaning all the lesser groups and single wasps out and then start to kill the bigger groups. Finally go for the queen, and if you have any sense in your little warrior head, kill the queen first. While you are doing that all the other wasps will be trying their luck on you and a few will kill themselves on your Immo. You won't get much in the way of treasure but, after finishing the Lesser Hive, you should be high enough to easily tackle Naktos's Morgue.
- PaulM: This is the perfect place for newbies. Get a higher level player to give you something with Immo and Poison Resistance and you will be all set. Come in here at around level 7 or 8 and keep coming. The only battle that is difficult is the queen battle (Room 017). The wasps will kill themselves on your Immo and you can attack them too. Bring a lot of Cure Poisons and Health potions.
- Paratanko: This area is no problem. All you need to do is purchase some scrolls of Monster Summoning II and then cast them out to divert some of the wasp's attention while you attack the others. Works everytime. Also make sure you Immo yourself--and why not the monsters that you summon from the scrolls while you are at it. Be sure to take some Cure potions (Cure Poison or, better yet, Regeneration) and some Greater Health along and when you get low drink up.
Naktos' Morgue:
- ReallyCalm: Be aware that a lot of the sarcophagi are trapped and will pull you straight into combat with the undead. You can pick up the first 3 Necromancy skill books here, no need to quest for them.
- Shining: Name: The Fire-with-fire tactic. Make good use of Immolation. If you have Necro, use the spells Summon Zombies or Summon Undead then shift to some weak offensive spell, such as Light Dart or Multi-blade. Let your summoned creatures do the killing for you. If you don't have Necro then just open up a good old can of wup azz and kill them with a enchanted weapon (if you like seeing pain then use a regular weapon, the pain won't be only theirs).
Snake Pit:
- WOLFKain: I conquer the fights in rooms 044, 130, 009, 031, 109, and 037 with a simple technique (make sure you have at least 1.5k or more health, use endurance stuff): first cast Invulnerability on yourself and then curse the snakes (def and poison most important). When you enter combat cast Mass Beserk on the first round; generally this will cause 2 snakes to fight and one will go after you. On the following round Death Wish the one going after you and then continue to DW until all the snakes are dead. Remember to keep Invul and Regen potions handy. If you get worried due to a bad zerk than just flee, it is only 500xp. I have been able to gain about 3 levels an hour this way.
- LordTimaLar: If you think that you've got plenty of health and that you're up to this test of immortality and you have, say, 1029 HP, you're wrong. If you go in this dungeon make sure you have the home spell in case you're about to die after a battle from poison and make sure you have around 7000 health. If not, get out while you can!!! Get invulnerability and be ready. I have used a test character to observe just how nasty the snakes are. Baby Dragons can sometimes hit someone and the invulnerability aura will absorb 1000 damage! Think how hard they can hit! And if you're trying to reach that chest, forget it. You must, I repeat, you must have Death Wish. It really hurts the non-evil snakes. You also must have a great deal of Mysticism knowledge. It is vital for fights with evil snakes. Use DW only to kill the smaller snakes (Cobras-King Cobras). Forget about your little puny Wrath. For snakes it's like pricking a newbie with a needle. While you're at it, you will need something equal to the power of snakes. No I'm not talking about Daemons. The snakes will kill the "weakling" in, at the very most, four hits. None of you can wait for Summon Doppelganger, eh? You'll definitely need it. Berserk is the best thing you can have for large fights. When you 'zerk 2 Baby Dragons you better hide at the top of a stalagmite. Once one Baby Dragon is dead, don't relax. You want the rest of the group to kill the remaining one. For other groups think big damage in one go. Yes, DW. Trust me, you don't want snakes to even come near you. And don't try learning that the hard way--you might end up regretting it for your now very short life. Just pretend you only have 2 spells: Death Wish and Berserk. And never... ever... ever forget... to curse snakes and bless yourself. Oh, one last thought: If you don't have Regeneration potions, you might as well cast home now.
- Oherb: Shift can help reduce the amount of damage you take by making it more difficult for an opponent to hit you. This can be particularly helpful against poisonous serpents but against a dangerous group one rarely has the time to cast this spell. The solution is to plan ahead. Choose an easy target, such as a single Cobra and cast Extension prior to entering combat. On the first combat round cast Shift. On the following rounds kill the snake as quickly as possible using, for example, Death Wish. Exit combat. The Shift spell should still be active, depending on how proficient you are in Sorcery and how long you were in combat. Move quickly to the next fight. Curse the opponent(s) as usual and get into combat. Deal with the snakes as you normally would but you now have the advantage of Shift reducing the damage you will have to endure.
- WanderingPhoenix: From a warrior's standpoint, the Snakes can be very easy provided you're fighting only one or two at the most. Hopefully you can curse the snakes, as you must be so high to be able to have enough health to outlast their blows. Perhaps the most interesting thing about a fight with a snake is that you're guaranteed one round of strikes with no fear of retaliation from the snake. When entering combat... simply guard the first round. The snake will come all the way up to you, yet be out of movement points to attack... and you can trounce him. I dare not say this would work on a Baby Dragon solo as I have yet to muster the courage to try, but I have slain all other snakes (ungrouped snakes mainly) in this manner. Just be sure to have invul and curses and you'll be set!
- Toumas: A character with over 3500 health can level very quickly in this cave if they have DW. The King Cobras in rooms 008 and 044 are neutral so they can be Death Wished, and have under 7000 health. With a decent SDM, so it doesn't backfire, DW can give you a quick 500-600 exp in 2 rounds. I wouldn't suggest going further into the cave until you have quite a bit more health.
- Windling: Many of you may not believe me, but an all dex elf thief with GM in Mysticism can keep a group of snake hunters safe. The group: 1 or more person with 7000+ hps to cast DW, 1 thief with SDM over +50% and dex over 35, and whoever else you want to bring to help the experience. Have the thief cast extension before combat and mass hold on the first round. Due to the thief's high dexterity, he/she will cast the Mass Hold before the snakes can move one third of the way across the screen. If you have several other low level warriors with wraths, they should guard in case one of the snakes breaks the Hold too early. Do not let anybody in your group use throwing daggers and take no action that will break the Hold. The person with the 7k health will be the one to actually kill the snakes by repeatedly casting Death Wish. If 1 or more of the snakes breaks out of the Hold at the end of the 1st round, the thief needs to recast the spell. If not, the thief ought to cast a harmless spell that has no real affect (such as placing venomous touch on a partner). This tactic works very well for all the King Cobra and Lava Snake (non-evil) battles. We have not tried it on the Baby Dragons and I suggest that you don't either (BDs are immune to DW). This is by far the safest way I have come by, but nothing is completely safe in the Snake Pit. The experience is also very nice since the thief is usually a lower lvl character. One warning however: if you don't think you can handle it, don't try it!
- Rilan: Send the highest level toon in your group alone into a room to curse the snakes. Cast Invulnerability before every battle. You will need to re-indy before the BD or Stone Guardian Battle. Bring potions of Regen and, if you are carrying any other type, for goodness sake ID them so you don't drink the wrong one. Use Zerk and WoG on the Stone Guardians and the BD's. Remember that Hell Snakes and Baby Dragons are immune to Death Wish. Watch your Invun. Once the amount you take exceeds the amount being absorbed you need to think about re-casting next round. Found that Invun cast in battle does not last as long as Invun cast out of battle. Nor does a potion drunk in battle last as long as Invun cast out of battle.
- Emonious: Here's a guideline when fighting Baby Dragons: Make sure you have extended Invul on yourself before you begin the fight. This is a must. Curse the snakes fully, hit them with everything you have to weaken them prior to entering combat. After the fight begins Mass Zerk and then flee (only 500 exp). If your Zerk worked (checked the combat text to see how many of the BDs were affected) then start the fight again. The zerked snakes will be safely across the screen from you and will immediately attack each other. Killing Baby Dragons is more about getting them to kill themselves than it is about frontal assaults. Use WoG to help them along their path to the grave (make sure you're wearing AoDMP if you are not Saintly). No matter what your level, you'll get a lot of experience for these fights so, if you have to flee, then flee. When in a fight with BDs and other snakes, such as Lava Serpents, don't DW the lesser snakes. Zerk 'em. Make them work for you. They can be your best ally against those Baby Dragons.
- Lapsis: This tactic is for wizards and some lower level warriors with Death Wish. For some really easy experience and fast battles just take the 6 single snakes in the "H" (rooms 001, 002, 008, 005, 004, and 044); the Cobras, Spitting Cobras, and King Cobras. These snakes can be hit with DW and don't take much to kill. It's a quick in and out with good experience and respectable treasure to sell.
- Lapsis: Simple trick. Myst. Anything at all in SP is easy to kill if you have Mysticism. DW has to be used for the smaller fights, like solo cobras and such, but a good D'less and PC with Beserk can take anything down. Best bet is to make sure you cast Shift the next round after 'zerk if you don't already have it on. Usually the Snakes will hit you and throw you away from them far enough that the next time they attack each other. If Zerk slips always renew. On tougher fights like the BDs, Zerk and summon daemons. Venomous touch the Daemons and let 'em play. DT works to soften 'em up a little. Most wizards that go to SP are evil though so WoG is actually a bad thing. That's pretty much it. Remember to wear good armor and refresh those invuls.
- Raiven: A very useful tactic I found in Snake Pit recently has helped me gain a lot of good treasure and levels, all you have to do is when you come to the multiple BD fights (with the 3BDs in the first L and the second with the 2BDs before the chest) is cast posion curse on them and then do the quite daring thing of casting venomous touch. Be sure to be shifting, poison shielded, invisible, and invulned (in the fight with the hell snake as well you can also cast hits on the hell snake) if you cast this then in the first round cast Mass Zerk, if u get the BDs they will rip up the battle screen in a matter of rounds, if your mass zerk fails, then lets pray your shift works shall we. with this technique the BDs start to have -1k to -2k posion damage a round which quickly finishes them off, even when its you 1-1 with the last BD all you have to do is run basically and then it will die leaving you with a wad of exp (I get between 5k-8k at level 200) and access to the chest at the end if thats the fight you're in. good Luck.
Targoth's Tomb (aka The Bat Cave):
- HarryPotter85676: This Dungeon is really a waste. Everybody says there is very good treasure here but I have been through it 15 times and all I ever got was a magical dagger... which you can buy at Marvin's. It also is a pain to get all the switches and levers. If you really want to go through here I suggest that you wear some endurance items because the last battle is dangerous. They can steal life for 350, killed me at level 24 as an all-intel Wizard. They also like using Poison and Death Wish. Wear an RoE, another RoE, and AoDMP.
- Ashaya: This one is pretty simple, once you figure out you have to hit all the buttons and flip every lever to get the whole dungeon opened. The last fight can be trying for some mid-levels, but it's easy enough to survive and the treasure usually is decent.
- Callidius: Did this one as a 30th level adventurer. HyJinks' comments are right on the money. Went though the majority of the dungeon like a hot knife through soft butter. Hit the Liches/Crypt Keepr and got too close. They DW'd me and I dropped. Forewarned is forearmed.
- GoodDarkness: Be sure to hit both of the buttons (room 027 and 038) or you'll never get anywhere.
- Justicia: I love taking my little thieves through this dungeon beginning at around level 20. A thief with throwing dagger skills makes quick work of all those bats, and if she's wearing two endurance items she can even finish the final fight in the dungeon by killing one of the undead necromancers in the first round and then fleeing, then taking out the high level undead one by one. I've only died once doing that. Of course, dying at level 20 isn't a huge problem, and the little bit of risk is greatly outweighed by the heafty experience points.
- Dearborn: The good thing about this dungeon is the treasures. All the Mystic Spells, including Fumble, can be found here, and of course, the Wrath. I've gotten several Wraths here. Just run as fast as you can to hit the buttons and kill. WRATH!!!
- Jaeson: If you want treasure, come here. It was simple. I did all the switches and fought what I had to to get to the big guys. I found an Exp Bauble and 3 mundane amulets, and I am going back in for a Wrath. Interestingly, I received the amulets and the bauble from the zombies, not the high guys. If you have any Summon spell, or Thaumaturgy, then this is a good place to go.
- Holter: The way I beat the Lich with my level 20 warrior was I first killed the Undead Necromancer, which is the Group Leader. After you Flee from combat, you can fight each member of the disbanded group one on one. To beat the Lich hit him, then next round Move away, then hit him again, and Move away. When you use Move to put some quick distance between you and Lich he can't cast Death Touch on you.
Test of the Soul:
Thieves Hole:
- Biggoron: Have Immo and Missile Resistence enchanted somewhere on your equipment. With those two spells working for you, you can't be pick pocketed and the throwing knives only do about 1-4 damage. If all you want is soem treasure, you can run through Theive's Hole over and over, without fighting at all, and just snag the loot from the chests. Warning! This makes the dungeon very stale!
- Renark: It is very important you target one thief at a time. Kill one before moving on to attack another. If you get a thief down far enough, they flee. The chances increase if you bring them all down little by little and try killing them off in one round. Venom on your sword is usually helpful in most fights, but when poisoned thieves flee from combat they often die before you can get them back into battle. A thief's death outside the combat cloud equals zero experience. This causes stress and we all have enough of that in our lives.
Invul, Immo and Missile Resist are your friends here. If you can easily take Thieves Hole and you feel you aren't getting enough experience, it might be time to move on to Festering Hate Pool.
- Xeriella: This is a great place to take your low-level wizard, provided you have either Master Thaumaturgy or Grandmaster Elementalism. Make sure you have Immo enchanted on at least one piece of equipment and have a good armor rating (mine was 90%). I was able to defeat this dungeon from about level 13, which was as soon as I had mastered in Thaumaturgy. Simple tactic: since all thieves are evil you can just Wrath of God 'em to death. If you are GM Elementalism you can use Electric Fury, as others have already mentioned. Be aware that missle resistance is a good idea in this one, it will help protect you from all the throwing daggers thieves like to toss at you.
- Thundak: You can also be GM Necro to beat this... at the time of this writing I am level 40 with GM necro and level 2 in the other schools of magic. Just keep Immol and Missle Resist up, cast a Daemon and let it do the dirty work. Slower than attacking it with direct spells, but more efficient in the end.
- Jak: If you plan it well, the Thieve's Hole can be very easy. I'd even classify it a low level dungeon. As an Adventurer, I was able to handle most of the Thieves from level 15, but the following advice relates to my current level of 26. First, go out and buy some Invulnerability potions. Better than Missile Resistance if you ask me. Also, make sure you have at least Familiar Elementalism, but preferably Proficient or better. Also I'd suggest making sure you are Proficient or better in Thaum, giving you healing magic. And get your blade venomed or venom it yourself. Now go to Thieve's Hole. Basically, just make sure your health is good and that you have an Invul field on all the time and start hacking through the thieves. I've found the best general strategy, when dealing with more than one thief, is to summon up some pixies or faeries (or I guess Zombies, etc. would work but I don't use Necro) to distract the annoying little throwing dagger guys. They can really wear down your invul shield and health. When you get a bunch of the non-throwers near you, you can either hack them with your sword or cast Sandstorm or Ice Storm to cut them all down to size at once. It generally does at least 30 damage a shot for me. While this is happening, your venomed weapon and your Immo field will wear them down as well. If you can't summon anything, use your magic (Sandstorm, etc) on the throwers first. Your Immol field won't hurt them and they can be pretty tough. Don't get discouraged, their daggers degrade fast and they are forced to resort to bare hands. The treasures aren't much, but the experience is good and I've heard that at times the chests contain Belts of Carrying and Glowing Boots, although I haven't found those myself.
- Foxhald: This dungeon is a joke with Summon Daemon. Summon as many Daemons in front of you as there are thieves with throwing daggers. They will soak up the damage and, since they're in front of you, often attack the other thieves, saving you grief. Don't waste mana on WoG, I doesn't do that much unless you're fighting the big group. If you're damaged or it's taking too long, just Mass Drain. It's often as good or better than WoG.
Tor's Crypt:
Troll's Haven:
- Lexis: This place was a leveling "Haven" for my wizard from levels 35-60. Invuln and WoG are a must for a wizard, curses help too. I presume a Warrior could handle this place just as easily. Don't worry about the Devil's stealing experience, you gain more than enough after the fight. Don't forget to give youself a good rating of armor.
- Foxhald: This place is great for leveling necromancers if you have night friends. Just poison curse everything, use Night Friends (not Summon Daemon), and Poison Bolt 'em to death. The devils can be a problem but use Night Friends, kill off any of the Devils buddies, and while they're killing your rats sneak up on them and hit 'em with Death Touch -600 or so. If you have Mass Drain it helps also. Just remember to only use Night Friends or perhaps Summon Undead, because they make more targets for the enemies.
- CryptKiller: I started to hunt here at level 10 with my warrior. I recommend that you hunt with a level 10 partner for a while until you know what you can kill alone. I used a Wrath but an Admantium sword would work. I simply attacked all the Trolls and Ogres that I saw, except the Ogre Chief and the Ogre and Hell Hound group. I died against the Devil but I got 5k exp when I finally killed him. Make sure you have Heal and Invul potions on you. I hunted here until level 18 or so. You can probably kill the Devil at level 17 or 18, if you can Summon Undead or cast Night Friends. WoG will help a lot too.
Troll's Hideaway:
- Balthasar: As a Low-level, all-intel, Necro elf wiz, with a high SDM, I started this dungeon as soon as I got the Death Wish spell. Using all endurance items and good armor (78% Armor Rating), I could almost do every fight. I Summoned Deamons on the harder groups (the ones with Fenri especially) and Death Wished away (beware, it backfires a lot under 100 SDM). It was remarkably easy this way. Take a lot of Greater Healths!
Tulor's Caverns:
- EViL0nE: Since this dungeon went KK happy, the whole dungeon is great for experience. All the fights follow the same rule: Daemon, Invis then Summon Daemons until they can survive a round, then simply Berserk and let them kill each other, making sure to keep the Daemons and WoGs going until the enemy is practically dead. Then just go in for the kill with your preferred attack.
- Aganazzar: Here is a little tactic that I use when I am going through Tulor's solo. In the battles that include both Kilrogs and King Kilrogs, you can freeze the Kilrog(s) and then take on the King Kilrog one on one. Freeze only works on Kilorgs, it will not work on the King Kilrogs. Also be sure not to use WoG - casting WoG will unfeeze the Kilrog(s).
- Szwart: If you're a lower level, using Fear can make the fights easier and quicker than fighting 2 Kilrogs, or more, at once. Also, when you fight Tulor, start the fight with Invis on so that the Furies leave combat, and take the big guy on by himself. This can save everybody lots of time since being battered by Furies while you are repeatedly bezerked, confused, and stunned round after round is not, I think it safe to say, anyone's idea of a good time.
- LordTimaLar: Like above, since this dungeon went KK happy, come with a partner! Assuming you are the wizard, have your partner enter combat while visible, you enter invis. On the first round your partner goes invis while you Summon Daemon. In the following rounds summon as mnay more Daemons as you think necessary. Two wizards would do great. Fear out the KK's... unless you're so bad you can do The Barracks naked. The Kilrogs are easily sorted by the Daemons. Freeze/Stun the Kilrogs and either have 'em cursed with elec before battle (and defensless'd) and bombard 'em with EF (Daemonkin seem particularly susceptible to electrical damage). If you feel it'll do better, WoG like there's no tomorrow. For a really quick fight just Fear everything out except for one opponent. When you get to Tulor don't let him come too close to you, unless you have an AoDMP. As above, Fear the Furies out.
- Kevuda2: This dungeon is a biggie now. If you want to succeed you'll need GM Thaum, GM Necro, GM Myst, a pretty high weapon skill, and Greater Invis. That may seem like a lot but this dungeon can be experience heaven for a warrior who wants some excitement. Most of the battles are grouped, so you'll want to Summon a Daemon and then go Invis. If you're someone who can take the hits, beserk works wonders! On the 3 Ice Daemons and 3 Fire Daemons, you are in better shape if you can zerk or at least mass hold. Then summon daemons to help ya hit 'em hard. On Tulor, go invis and let his minions flee. Then you can kill him by himself, much less stressful that way.
- Tiger69: Have a good GM necro wizard and 2 high leveled giants to use as tanks. Summon Deamons. If you are going for the treasure in the middle, there is a KK and that's the hardest battle (for that treasure). If you're going for the other tresure chests, you'll want a group (like above) with each member at least level 100. Against Tulor and many other devils (Tulor is lvl 950!) I suggest being careful. (hint: Tulor can see invis so don't waste a potion.)
- Merf2: This dungeon is pretty exciting for soloing wizards as well. Since the invis change took place and monsters can now see invis, it is a good idea to either have the spell, or potions, of Shift. Go into each battle invis'd, cast Shift (if you didn't drink potion prior to battle), then Summon Deamons. I have found that second round Zerk'n works better than Freeze and Fear, especially against the higher number groups, i.e. the KK and his 5 devils... a good 'zerk and the KK takes out most of the devils. While the KK is taking out the devils start summoning daemons to keep KK off you, if this does not keep him off of you then venom touch your deamons and let them poison him while you either death touch or electric fury him. This tactic has yet to fail me and makes the long fights go quicker. WOG works well but not as well as Death Touch, especially against KK. One Death Touch against him takes around 2-3k while with WOG you migh get 1000 if you are lucky.
- EViL0nE: The rules of this dungeon have once again changed. Now that myst has been attacked, the easiest way to take out the majority of the fights is to take an Adventurer (or giant wiz) and an elf Wiz, have the elf wiz Mass Stun/Zerk and the Adventurer Summon Daemons until the majority of the bad guys are stunned/zerked... then have the Adventurer go in and swing while the elf EFs/WoGs/any-other-good-mass-damage-spell.. :)
Undead Stronghold:
- Whacko: Every room in this dungeon requires that you kill all of the baddies to leave it. This dungeon is a series of pushover battles punctuated by the occasional toughy. I used this dungeon to gain experience points until I became powerful enough for the Festering Hate Pool. Use Electric Curse and Electric Fury liberally. Wrath of the Gods helps with the Devils (the Ramulon Brothers). The Crypt Keepers have been known to use Death Wish, but for some reason they have never used it on my 120 SDM Wizard. There is a free Defender in the big room with the Kilrog and Daemons (room #035). When you get to this room, keep fleeing if they attack. When you are jumped, you don't lose experience for fleeing as long as you do it first thing. Once you get the Defender, teleport home. Once you get strong enough to handle the Kilrog and his buddies, the rest of the dungeon is such a bore that it's not worth hacking through all the lesser undead to get to this room.
- UNREALBelder: This is a tip that can be used in all battles against critters that you think might tear you apart. If you are a wizard with Shift, cast it the first round of battle and then when they try to attack you, obviously you go *POOF* to somewhere else on the screen, forcing your opponent to track you down before striking. This can cut down on the number of attacks you must suffer in a round as well making those attacks less painful.
Warrior's Abode:
- LordTimaLar: Rust/Mass Rust is very helpful for the wizard here. Although Summon Daemon works wonders, many wizards tackling this dungeon may not have that spell available. The groups with the Paladins are the most dangerous for the mid-level player. To cut down on the odds against you, go invisible. The Paladin, who can see invisible, will remain in combat. The Warriors, who cannot, will flee. Paladins can Banish and that means everything you summon is vulnerable to a one round kill. But don't be overly concerned about this, they don't usually start banishing until they are low in health. Death Touch is a good spell to use here in the early rounds. If the Paladin comes after you, rather than the creatures you have summoned, DT him once or twice. Careful, they don't hit all that hard but they hit often. The Paladin should be badly hurt, or even close to dying, after a couple solid DTs. Keep the pressure on. If he banishes your summoned creatures, bring more on. If he attacks you, hit him with you most offensive spell. Once you have dropped him you can pick off the rest of the Warriors one at a time.
- Tigris and Arkens: As mentioned above, DT works wonders for the paladin fights here. However, my brother and I found a tactic that works well and it doesn't involve invis potions or having to be a high level. You need one person to have a high level Thaum, high enough to greater heal, and another with GM Necromancy. Use the Necromancer to attack, using DT's every turn, while the Thaumaturgist heals him every turn.
- Garamonde: A warrior of level 20 to 50 is well suited for this place, as long as you pick your fights wisely. It is possible to gain around 1000 exp per battle. Be sure to bring lots of Greater Health and Invul potions to see you through. I don't suggest the warriors tackle the paladins just yet, wait until you are stronger. Just keep hacking it out in here and try the group of Warriors if you think you can take them. Good armor is a necessity and don't try to stay too long, you'll need to repair often, so indying would be a good idea.
- FerahgoAssasin: My Elf-Warrior came here at about level 34 and had fun. The greatest lesson I learned was not to fight the Paladin. I didn't have DW at the time and my Indy had worn off. From that experience I would suggest not tackling the Paladins unless you are indy'd, invul'd and have DW. The bone piles and chests do not carry much at all, I got all my treasure from the Warriors (lot's of Master skill books for Magic). Basically, you should indy, do the left door, then do the right door all the way through, skipping the Paladins, then teleport out (OoT or "Home") and do it again.
- StudWar: I went here from a suggestion at level 34 Warrior. It was great! The loot was enough that I still made lots of money even when I was using a Wrath I had to repair. One suggestion, get indied if at all possible. Also I would suggest you have lots of health before enterring the dungeon, sometimes I see over -100 hits. The warriors however don't dodge and you can kill them fairly easily, I would also suggest you have regen working for you, always helpful. Other than that, have fun and watch the levels fly!.
- Majick: Simple dungeon guys. My wizard, at level 70, could walk through this one easy. Invul, GH, and Indy are a must, just as is Death Wish. In the bigger groups I used Summon to keep the warriors and such occupied while I DW'd everything in sight. Not an extreme for the experience but good enough. I suggest that if you can do this one then Festering Hate Pool should be where you go next.
- MajorBumber: This is a dungeon for any level 15-25 warrior. Get an adm weapon which you have proficient skills in and try to find an honest chanter to make it f/i/v/e/s. Ask the gossip channels to make sure they're honest. I have found that you musn't be afraid to use your weapon. You will want to have 200+ hps before trying this dungeon. If you have less, look at the enemy to see it's lvl and make sure its not to high. Enter the dungeon and USE your weapon. Good Luck and happy huntin'. (o)(o)
- Tea: I started this one as a level 1 all-strength giant warrior. Just get a good armor rating (Plate of Invuln and chanted mythril stuff) and at least a 4x maul and memorize maul books as you go along. Get invis and invuln and the fights become very easy. You might have to do the first fight a few times to get to a decent level before you go in further. I wore 2 RoE's and an AoC and never died. I got the cap of experience (10k) in quite a few fights. This place will give you good experience thru lvl 30 at least. Have fun!!
Site Search Engine
Click on the word "Search" on the graphic to initiate the task. The "All Words" option corresponds to a logical AND, i.e. any entry containing all the words in the search term will be found. The "Any Word" option corresponds to a logical OR in the search, i.e. any entry that contains one or more of the search terms will be found.
http://www.realmoracle.com/tact-old.htm
Comments and feedback:
Webmaster
© The Realm and related graphics are the property of Codemasters, Inc.
© website and all maps contained therein copyright 1998-2003 by TheOracle and HyJinks.

|










|