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(7.7b) Useful low-level forms for weapon-based mimicry and more --------------------------------------------------------------- Mimicry users who use weapons have less choices for forms than martial artists who do not need to rely on humanoid forms and can just utilize easy-to-get forms such as fruit bat, wild cat, spiders, birds or hounds right away to great effect. To use weapons however, the form must be humanoid or very close to it, which rules out animal forms. To make form-hunting a bit easier in the beginning here is a list of useful low-level forms that are humanoid and allow the player to wear/wield full equipment: -- Note: Forms usable by shamans are marked with an asterisk '*'. -- Forms you can already get in Bree town: --------------------------------------- Village idiot 1 It's pretty weak and has slightly erratic movement which can be a bit annoying but it gives a speed bonus which can be somewhat useful when fighting. Mean-looking mercenary Battle-scarred veteran 1 They can improve your initial HP (hit points) and AC (armour class) fairly well. They both have slightly erratic movement though. Further forms: -------------- Note: Nearly all of these actually occur in packs (although some of them might also sometimes appear on their own) making them even easier to attain. Small kobold 1 Actually very weak, but it has poison resistance. This way (or normal kobold) this form may help you to kill Rotting corpses (see below) which have poisonous melee attacks. ;) Not really useful other than that. *Blue yeek 2 Very weak, but has acid resistance and can actually pass (or *brown yeek) tree terrain, making it useful in dungeons with lots of trees allowing for an easy escape from danger by simply retreating into trees - except against enemies that can also pass trees of course, eg any animals. Novice mage 2 Sort of weak but has 'Blink' spell (aka Phase Door) and more. It occurs solo at depth 2, but in packs at depth 6! Novice priest 2 Sort of weak but can cast fear/curse and self-heal spells. It occurs solo at depth 2, but in packs at depth 6! *Poltergeist 3 Useful only for shamans because it has no limbs! This form can pass solid walls and makes you invisible! Also gives fear/confusion/cold/sound/insanity/time resistance, free action, poison immunity, and you won't bleed from cuts. However, since Poltergeister are invisible, finding them might prove troublesome. An easier to spot ghost form is the 'Phantom warrior' (see further below). Novice ranger 4 Can pass trees easily. Gives an extra shot with slings or bows. This can be pretty powerful early on if the character has a decent 'Bows/Throw' ability or has a bow that is well enchanted to-hit. It occurs solo at depth 4, but in packs at depth 8! Novice mindcrafter 4 Free action, resists confusion and slightly insanity too. Can cast blind/slow/confuse/fear spells. It occurs solo at depth 4, but in packs at depth 8! Large kobold 5 As all kobolds it has poison resistance. It also has a lot of hit points and very good AC for its level. Bullywug 7 This doesn't have particular advantages except for being smart (+INT bonus), but it is actually aquatic. That means you can use it to roam deep water areas without drowning. (Aquatic forms cannot be used outside of deep water or you would suffocate because your body cannot breathe air.) Rotting corpse 8 Free action, resists confusion/fear/cold, poison immunity, brands melee attacks with poison, decent AC. Despite its lack of physical thoughness this is a very underrated form considering all the beneficial abilities. *Phantom warrior 8 Useful only for shamans because it has no limbs! This form can pass solid walls! Also gives fear/sound/insanity resistance, free action, poison immunity, and you won't bleed from cuts. Shadow Creature of Fiona 10 Somewhat rare, gives free action and resistance to poison, darkness and confusion. Tengu 10 Moves quickly, high HP, good AC, can blink/teleport and more, resists fear and fire, can levitate. A secret tip for form hunters! (Does not occur in packs.) Even if you have a better form already, you can still use this form's teleportation (or any other) ability by making a macro in the macro wizard that changes to Tengu, teleports, and then changes back to your previous form. *Master yeek 12 Although everyone knows that Yeek = weak, this particular kind of Yeek can cast some interesting magic spells. And as a plus it's actually immune to acid. *Air spirit 12 Useful only for shamans because it has no limbs! Since this is an 'E' form, shamans learn it very quickly. An insanely powerful early shaman form, since it gives a big speed bonus, levitation and invisibility! It also gives free action and resists fear, confusion, light, dark, bleeding (cannot be cut), insanity, electricity and poison and grants immunity to either electricity or poison. Illusionist and Druid 13 These two have an array of spells at their disposal, one of them being 'Haste Self' which speeds themselves up temporarily, which can be a very powerful asset. These two monsters appear somewhat rarely though. (Later on, 'Mage' is a mid-level form that also provides haste spell and is actually more common to find.) (These two do not occur in packs.) *Ogre 13 This strong form can cross forest and mountain terrain. Note that Ogres also count as giants which means that shamans can use this form too. (This monster occurs somewhat more rarely than the others.) Black orc 13 Good HP, good melee damage, +1 extra shot w/ slings/bows. *Black Ogre 15 Slightly stronger than Ogre but cannot move through woods. Lizard man 16 Good HP, can swim easily, resists water, immune to acid. (This monster occurs somewhat more rarely than the others.) *Ogrillon 16 Very high HP for its level, good melee damage. Note that Ogrillons also count as giants which means that shamans can use this form too. (This monster occurs somewhat more rarely than the others.) Uruk 16 Good HP, good melee damage, good AC, +1 extra shot w/ slings or bows, poison immunity. *Umber hulk 16 Shamans can use full equipment in this form, others cannot. Since this is an 'X' form, shamans learn it very quickly. It's not really strong but it destroys walls just by moving into them, allowing you to tunnel easily without any digging tool. Also it is immune to poison, paralysis and confusion, you won't bleed if you get cut, and its melee attacks may have a confusion effect (which makes fighting it in close combat a bit dangerous). (Does not occur in packs.) *Forest troll 17 High HP, good AC, can pass trees, and like all trolls (and hydras by the way) has extraordinarily fast HP regeneration (2x as much as and not stacking with REGEN flag). *Earth spirit 17 Useful only for shamans because it has no limbs! Since this is an 'E' form, shamans learn it very quickly. Similar to Air spirit (see further above) this form comes with very useful abilities (and more hit points), even though it is less speedy than Air spirits. Earth spirits can pass solid walls and also fly, giving them ultimate mobility. It gives free action and resists fear, confusion, light, dark, bleeding (cannot be cut), shards, fire, cold, electricity and poison, and gives immunity to one of fire, cold, electricity and poison. Elite uruk 20 Good HP, very high melee damage, good AC, +1 extra shot w/ slings or bows, poison immunity. Dark-elven Lord 20 Good HP, resists darkness but is susceptible to light-based attacks. Moves fast and even has a 'Haste Self' spell in his array of spells that boosts his speed further. This monster occurs somewhat rarely. (Does not occur in packs.) Even if you have a better form already, you can still use this form's haste-self (or any other) ability by making a macro in the macro wizard that changes to Dark-elven Lord, hastes self, and then changes back to your previous form. (The number is the monster level and therefore the amount of monsters you need to kill to learn the form.) Some of these forms have useful abilities, mainly teleport, haste self and heal which you might want to use even though you already use another, better overall form. The solution is to just create a macro (using the macro wizard is the easiest way) that polymorphs into the form with the useful spell, then casts it and then polymorphs you back to your previous form, all in one macro, ie in one keypress! Of course some of these forms might also be useful for martial arts users. (Note that martial artists cannot make use of ranged weapons except for boomerangs or of any melee weapons in general though, without losing their excellent bare-handed melee skills.) Commonly seen advanced forms: Bloodletter of Khorne, Storm Giant, Dragonriders.
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