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(8.6) Town/dungeon related hints -------------------------------- -Before going as deep as 1000 ft (ie dungeon level 20) or deeper, make sure that you have 'free action' because many monsters will be able to try and paralyze you. -For Mordor make sure you have the four base resistances and also free action. You might also want to get nexus resistance as soon as possible because nexus attacks can swap your six character attributes randomly. -For Paths of the Dead you should also have nether resistance and 'hold life' because many undead monsters have nether-based attacks or can drain your experience points. -When going even deeper the next resistance you want is probably chaos, since it can deal excessive damage and potentially deadly side effects (experience drain, hallucination and confusion) all at once. After that maybe comes disenchantment resistance to protect your equipment, or sound resistance to avoid getting knocked out by certain attacks such as sound, and especially water and plasma (hound packs of those types can knock you out quickly). -In Gondolin mindcrafters and archers may spawn. You should enter the local inn if you want to go AFK so you don't get killed by their ranged attacks. -Minas Anor, Lothlorien and especially Khazad-dum can spawn swordmasters or even grand swordmasters, which can disarm you and deal heavy damage. Beware. -Before challenging a dungeon boss, look it up in the monster lore (press ~7) because dungeon bosses sometimes have extraordinary abilities or stats that you want to be aware of. They do give extraordinary amounts of experience points and sometimes special item drops too.
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