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Spectres - Spectres cast death, stun, and blind. They are permanently hidden and can only be seen when in the same or an adjacent hex.

Wights - Slightly less powerful than wraiths, they usually cast curses and often will be fighter types.

Wraiths - Their favorite spells are blindness and death. In the Oakvael undead level, there are many wraiths who are fairly high level MAs and can do considerable damage with punches and jumpkicks.

18.2: Lair Critters

Most lair critters require the use of magical (blue glowing) weapons. In addition to this, some may also require edged or pointy weapons, blunt weapons, silver weapons or in the case of the Axe icedragon, a silver greataxe.

If you start a fight and get a 'hits with little effect' message, it is time to beat a hasty retreat, since you are using the wrong weapon.

Hit point ranges are hits taken with icescale, robe, Griff skull and 4 +3 shielders. Difficulty rating (DR) is 1 - 10 with 10 being the most difficult.

18.2.1: The Kesmai Dragon (Daisy) DR = 4

Found in the -4 level of the Kesmai dungeon, this is the beginners version of a dragon. She usually hits in the 25 to 40 point range, with frequent knock downs. A Knight with 90 hit points can usually be successful in a fight with Daisy. The reason knights are interested in Daisy is she carries the gem necessary to complete the first knight's quest. She is not a foe to be taken lightly, however, and all players must exercise extreme caution with her, as with all lair crits. Liar items include the agate, dragon scales from her corpse, F/I ring, Dragon skull (F/I protection), a robe, a youth potion (YP), silver daggers, a +4 long sword, a +1 strength bracer, shields, gems, coins and a few other misc. items.

18.2.2: The Trog (Kesmai) DR = 2

The trog is one of the weaker lair critters, but can still do damage comparable to what an Ogre would do. He hits in the 10 to 20 point range with frequent knock downs. Lair items include a ram skull, +1 strength rings, shields, assorted gems and coins, +1 dex ring, +1 blind resist ring and a silver dagger.

18.2.3: Ydnac the Evil Thaum DR = 4

Southeast of Hermann's, Ydnac can be found in his little niche. He has the hardest hitting death spells of any NPC. His Death spells do roughly 100 points of damage without protection. He occasionally likes to move around and sometimes stops in to see how Hermann is doing. His Lair loot includes: an occasional rhammer, a wisdom potion (50% chance), a robe, a few gems, and a bit of gold.

18.2.4: The Axe Giant DR = 5

In Axe on the 60' level is the Giant's castle. The area surrounding his castle is often swarming with NPCs, as is the interior. An altar on the second floor of the castle often holds a returning hammer. The Giant can, kick you, stomp you and generally pulverize the unwary. He can hit in the 20-80 point range and connects for stuns often. He cannot (usually) move and hit in the same round, and some players have used that fact and the castle terrain to fight the giant; few stand toe-to-toe and slug it out with him. The Giant wears dragon scale armor.

18.2.5: The Axe Drake (Sparkles) DR = 7

The drake lives in a lair atop the 230' level. Coveted for the DP he carries and for the wealth in his lair, the drake is a fearsome foe. He strikes with lightning (to which he himself is immune) for as much as 100 HP, and often stuns for several rounds. His strikes with tooth and tail are no less furious, and he moves and hits in the same round. He hits in the 60 to 85 HP range, but hits for over 100 are not uncommon. When not fighting and cursing the presence, the Axe drake will fly up to see how Mama is doing. Lair items include a mana restore potion (MRP), FF boots, +3 shielder, +6 strength bracer, +2 dex ring, dragon skull, +3 black iron staff, drake potion (well it isn't named a drake potion for nothing), drake scales from corpse, and misc. items.

18.2.6: The Axe Ice Dragon (Mama) DR = 10

The ice dragon lives in a lair above the drake's lair. If the drake is a tough opponent, the ice dragon makes him look like a baby. Without top notch ice protection, you can expect 100+ HP ice storms. Hitting with tooth, horn, and claw, this dragon can do 120+ hits per round. Mama has a tendency to visit the yeti. The goodies in the hoard are nice too, with a magic restore potion (MRP), FF boots, Griffin skull, +3 shielder, Glower, Griffin Figurine, SD Brooch or Shield bracer coins, gems and other miscellaneous items.

18.2.7: The Axe Yeti (Yoric) DR = 9

This is a case where getting to the lair is harder than the actual battle with the critter. The Yeti is located in a lair past the Axe ice dragon. For a thief with a good hide spell, this is not a big handicap, but everyone else will have to deal with the drake and ice dragon. The Yeti can cast ice storms no less potent than those of Mama, but is more noted for the ferocious attack with tooth and claw. He averages 50 to 80 HP. The main items of interest in the Yeti's hoard include the dagger he carries, necessary for the second knight's quest, and the night vision helm (bear skull). The NV helm is essential for anyone who plays in the undead level, since one of the most frequently cast spells there is darkness. Other items include FF boots, a brown robe, mana restore potion (MRP), breathe water bracer, +3 black staff, +5 longsword, gems, coins, and other misc. items.

18.2.8: King Wolf/Kwolf (Fluffy) DR = 6

Kwolf is a critter without a lair. He wanders the mountains and caverns of Axe Glacier and is often hard to find. Kwolf hits hard and is difficult to defeat. Prince wolves are often mistaken for Kwolf because they too hit hard and are difficult to defeat. The prize for killing the Kwolf is an obsidian egg which is used to obtain a returning axe. The weapons that are effective against Kwolf are the silver great axe (SGA), the hummingbird sword, rdaggers, silver daggers, the ice spear spell, and the death spell. Concussion and stun spells are said to also have an effect on Kwolf.

18.2.9: The Leng Drake DR = 9

A beefed up version of the Axe drake, the Leng drake has more HP, harder hitting lightning, and has a venomous tail. The most notable feature with this lair critter is the company it keeps. The Leng drake lair area is loaded with Manticoras, Minotaurs, and death casting Liches. The critters regenerate so quickly that in the space of five minutes you can go from no crits at all to a full blown zoo. The Leng drake is seldom hunted because of his loot, or rather the lack thereof. His only loot is his hide, a DP, and 30% of the time, he will have the coveted lightning resist ring.

18.2.10: The Leng Dragon (The Great Kosh) DR = 8

Kosh is a fire dragon and, of course, casts fireballs. This dragon averages 70 HP per attack, occasionally doing 100+. Kosh is located atop a cliff, and by wearing feather fall boots, you can jump out of the lair to drink balm and regroup, although sometimes the dragon will follow you down. Searching the dragon corpse yields a drake or dex potion and death resist ring. Other lair items include a winged NV helm, a fear/blind protect bracer, a raise dead staff, a red robe, and other misc. items.

18.2.11: The Leng Ninjamaster (Shidosha) DR = 6

The Oakvael Serpent is considered to be a 'lair' critter without a lair. In this case, the Ninja lair is a lair without a critter. What it does have is swarms of ninja warriors who can dish out a severe beating. Due to variations in the generation of critters and NPCs, you can see remarkable differences in damage potential in this area. The ninja guards are roughly 6th dan in skill, and travel in groups of threes. Shidosha himself is roughly 7th dan, but the fan he wields severely restricts his hitting and blocking potential. He is usually easily subdued by even a first dan MA. Woe if he drops his fan, as he does occasionally. Be prepared for a fearsome battle. The area is accessible only to thieves and MAs through two teleports. Anyone who enters this area should bring a lot of balm; they will need it.

18.2.12: The Leng Sand Serpent DR = 4

This is another fairly weak critter, which most intermediate players should be able to handle fairly easy. It's hoard is not worth much, but does usually have one or two +3 shield rings in it, which does make the fight worthwhile.

18.2.13: The Leng Vampire (Vlad) DR = 10

The dark tower is the most feared area in the game. Like the drake lair, it has an unreal regeneration rate for the critters. There are four levels to the tower, with the vampire at the top. The vampire himself is a force not to be trifled with, and the zoo that keeps him company is unparalleled. There are always two very high powered griffins there, one high powered salamander, and a lich that likes to stun anything he can. All but the Lich are immune to fire and ice. The vampire and lich are completely invisible, unless standing on the same hex with you. Vlad can cast continuous death spells and ages you with just a touch. The vampire also has a vicious bite and can punch for 100+. Overall, this is without a doubt the most hazardous area in Leng. Lair items include an untied SGA which is dropped by the lich, a bear skull, ff boots, f/i amulet, a +3 shielder, a torc, and other misc. items.

18.2.14: The Oakvael Doom.Orc (Doomy) DR = 5

While the Leng vampire is the most dangerous lair, the Doom.Orc may well be the easiest. The only serious trouble you can get into in the Doom.Orc lair is with the stun-casting presence. Most of the time, there will only be several archers in the area, but occasionally a griffin or bear will wander in. Cudyll the Knight trainer occasionally stops by for a visit. The Doom.Orc himself is a wimp, but a wimp carrying a +4 blue glowing steel crossbow. The crossbow is highly prized by thieves since they can use it from hiding and kill considerably tougher critters than they could otherwise handle. The entrance to the lair is a night portal and will not allow wizards or thaums to pass.

18.2.15: The Oakvael Lich Twins (Larry & Moe) DR = 8

Found in the southwest corner of the undead level in Oakvael, the biggest challenge is often just getting there alive. The undead level is possibly the toughest playing area in the game. The foyer to the Lich's lair usually has a couple banshees, two scorpions and occasionally an MA wraith or two. The biggest problem is dealing with the secret doors into the lair. As soon as you open the secret door to the inner lair, depending on what mood they're in, the lich twins will either cast a fireball at you or jumpkick you. The Lich twins are not particularly powerful. They punch in the neighborhood of 30 to 50, although with frequent knock downs. If there is no major zoo in the inner lair, the best thing to do is jump for the middle hexes and give them hell with your weapon of choice. There is usually at least one NPC spell caster in the lair. Loot includes a +3 strength bracelet, ff boots, a dex potion, a +3 crossbow, a mana restore potion, a f/i amulet, a dragon skull, a yellow robe, a cure wounds wand, an ice storm wand, and a few other misc. items.

18.2.16: The Oakvael Whirlwind Dragon (Wendy) DR = 6

This dragon is primarily the final part of the second knight's quest. This is another case where getting to the dragon is harder than the actual battle with the dragon (see section on knight's quest). Wendy's specialty is casting the whirlwind spell, which is usually cast only once during the battle. Once you get past the WW, this dragon is not much more difficult than Daisy. The lair, however, is guarded by a pair of wyrms, several serpents, a trio of spectres, three or four minotaurs, and a pair of stalkers. : )

18.2.17: The Oakvael Serpent (Cecil) DR = 7

This is a rather unique lair critter, since it doesn't have an actual lair. The serpent wanders the central portion of the Serpent Lake level in Oakvael among the black foetid fogs. This is a very tough critter who can stun you repeatedly with bites, and it can strike twice as fast as other crits. It also requires blue glowing weapons to kill it. However, the serpent moves relatively slow - two hexes at a time maximum, so a player armed with an rhammer, raxe, or halberd can run 3 hexes, poke or throw, then run three more hexes. The serpent will often be carrying a most coveted drake potion, although thieves often steal his potion, and, having no limbs to speak of, the serpent occasionally drops the potion when startled.

18.2.18: Carfel's Giant Spider DR = 9

The giant spider is the guardian to the entrance of Carfel's lair. Her lair is located on the Yasnaki level of the UK dungeon. You know you are close to her lair when you find yourself in a room with an alter and a secret door with a dagger on it. Only thieves can pass into her lair. (These thieves may not be carrying corpses, in case you've any mischievous ideas). Her lair is permanently webbed and has a few Yasnaki hanging around. She has a pretty good bite but is better at poisoning her opponents. The entrance to the passages leading to Carfel's lair is located in the north section of her lair. The only loot to be found in her lair is whatever the Yasnaki drop.

18.2.19: Carfel The Master Assassin DR = 7 (1?)

Carfel is a master thief, with a permanent hide spell and a permanent speed spell that lets him attack more than once per round. His lair is located beyond that of his pet spider in the UK dungeon. It is difficult to keep track of Carfel due to his permanent hide and speed spells. Although he is a 6th+ dan, he is currently unable to see in the dark, which severely limits his effectiveness in battle. Beware: your darkness spell won't last through the battle. His main treasure are two (2) +5 silver returning daggers. Also in his lair can be found a charisma potion, glowers, whale gems, silver daggers, white robe, dragon skull, and coins.

18.2.20: Overlord (Ollie) DR = 10

Said to be the most feared lair critter in the game, the Overlord has his lair on the lowest level of the UK dungeon. Getting to him is as much of a challenge as fighting him. The last corridor leading to his lair is fraught with extreme danger. You will have to the concussion traps that are placed in a diagonal pattern in the floor while walking in permanent darkness. Beware that casting a light spell may expose you to even more danger. Each safe hex is directly in front of a wraith casting fear (which it need not warm), and 100+ HP curse spells. If you're lucky enough you will get to the blood hex at the end of the corridor. This blood hex portals you into his lair. Once inside the fight begins. He casts ice spears which range in potency from 40-120 HP. The Overlord also has the ability to age you, and there is not a weapon made that will hurt him. Magic is the only thing that will harm him. It is said that figs are very useful here, but beware the bonfires in the four corners of his sanctuary. He carries the Staff of Blocking (Stormhalter, OL staff) which is the envy of all MU's. The staff has the special property of increasing the MU's mana regeneration rate by one point. Added to the two points a robe gives, it will increase mana at a rate of three points per regeneration round. Other items in his lair are ice dragon scales, a purple robe, protection from stun and death bracer (oak leaf), bear NV skull, white robe, youth potions, a DP, three glowers, a +3 three staff, a +5 longsword, a +4 greatsword, silver daggers, a protection from poison amulet with 20 charges (small dagger on a chain), and coins. Be sure to bring lots of friend on this lair hunt.

18.2.21: The UK Wandering Drake (Rover) DR = 8

Another lairless critter. He is found (he finds you) roaming the Wyvern Plains east of town in the Underkingdom. The drake's blue color allows him to blend in with his surroundings. He's a hard hitter but doesn't cast lightning like his counterparts in Leng and Axe. The only item he carries is a DP.

18.2.22: The Skeleton Swordmaster DR = 7

The Swordmaster is found around the fountain of blood in the undead level of the Underkingdom. He is usually surrounded by banshees, spectres, ghouls and other undead crits. He doesn't have a lair so he doesn't have much loot. The only item of any value is the +4 steel rapier, which is a very hard hitting weapon. Thieves like this weapon because it doesn't break hide like most other weapons.

18.2.23: Troll King DR = 9

The Troll King is located in his palace in the Underkingdom. Surrounded by elite troll guards, TK hits hard and has plenty of HPs. Most weapons will harm Troll.King. He carries a hummingbird shaped amulet which contains 20 charges of protection from stun and death. The amulet is also used to acquire the hummingbird sword. Only other lair loot to be found is a +4 greatsword and whatever gold the guards drop.

18.3: Poison/Venom

Certain critters have the ability to poison you. These include ghouls, the scorpions, manticoras , UK gargoyles, lurkers, orugugras, and the Leng drake. The ghouls, gargoyles, lurkers and orugugras bite, and the others use their tails for the poisonous attacks.

Poison has a delay period before it is activated. The ghouls', gargoyles', lurkers', orugugras', drakes', and serpents' poisons have a two round activation delay; the scorpions' and manticoras' have a one-round delay. Once activated, the poison will hit for several consecutive rounds in decreasing measure. The ghoul's poison, for example, will hit for 15 points damage two rounds after the bite. On the third round, it will hit for 14 points, on the fourth for 13, on the fifth for 12, and so on until it runs it's course. If one were to be bitten twice by the ghoul, the poison could be hitting for above 25 points in every round, coupled with any other damage being received. This can become quite serious very quickly.

There are several ways one can deal with poison. One is for a thief or thaum to cast neutralize upon you, eliminating the poison. Another is to buy some "sprigs" (sold in Kesmai outside the Apothecary shop and east of the stairs near the temple in Oakvael). Sprigs can be taken from the sack and eaten in one round, and will cut the poison damage by about 5 points. A neutralize poison amulet worn around the neck or held in the hand can be used by typing "cast neutralize" in the command line.

A very effective way to combat the effects of poison sounds a bit strange at first - that is to drink another poison, with a long activation delay. Wine, which can be bought at a tavern, is a mild poison (does 1 HP of damage) that has a 10 round delay. Since no poison is injected into the system until the delay period of the last received poison is finished, a poisoned player can drink some wine and get a 10 round respite from poison effects; enough time to locate a thief or thaum to come to the player's position with a neutralize spell, find a neutralize amulet, or to get a pile of balms together in anticipation of the coming damage.

Section Nineteen: Expanding Your Horizons: The Five basic game segments and Facets

The five (5) basic game segments are the five different lands: Kesmai, Leng, Axe Glacier, Oakvael and Underkingdom. The lands have six (6) different facets; Agate (where everyone new starts), Beryl, Corel, Diamond, Emerald, and Garnet. Think of each facet as a Monopoly board. If you have six (6) facets then you would have six (6) Monopoly boards side by side. You would have players in each facet playing but they could not play with each other unless they were in the same facet. Each facet is played separately from the others. If there are too many players in one facet then try another, commonly known as faceting.

19.1: Moving Between Lands

Movement between the lands of Kesmai, Leng, Oakvael, Axe Glacier and Underkingdom is accomplished via portals. To use most of the portals all you have to do is double click on the portal or, if you prefer, type "ashtug ninda anghizidda arrflug" in the command line. Each land has its own color for its portal:

Blue - Kesmai
Yellow - Leng
Grey - Axe Glacier
Green -- Oakvael
Purple-- Underkingdom

A general description of the portals in each land follows.

19.1.1: Leng

There are two portals from Kesmai to Leng; the first is in a room on -3 that is west of the pit rope, east of Ironbar's. This is a one way portal to Leng. At the other end of the portal you will arrive northeast of town standing in a bush. The second portal to Leng is in the far eastern section of the surface of Kesmai, which transports you to another portal in Stonehenge in Leng. The trio of portals you appear on will take you to various lands as per the color code described above. There is another portal in Leng which portals to the Serpent Lake level of Oak. This is a one way portal, protected by power troll who carries a key that opens the door to the portal. The troll isn't too hard to defeat and the key isn't really necessary to unlock the door; the door will open regardless.

19.1.2: Axe

The portal from Kesmai to Axe Glacier is inside the limestone cavern on -3. This portal will transport you to Axe Town proper. The trio of portals you appear on will take you to various lands as per the color code described above. Another portal in Axe is in the temple in Chaos Town. It is located at the top of the stairs in the ceiling. This is a manual portal which means you must type in the portal chant to activate the portal. It will portal you back to the eastern section of the temple in Kesmai. The return portal to Axe from the Underkingdom is located in UK town north of the town plaza.

19.1.3: Oakvael

The portal to Oakvael is in the garden on level -4 to the west of Daisy's lair. At the other end of the portal to Oakvael, you will find yourself next to the right of an altar. The trio of portals you appear on will take you to various lands as per the color code described above. The town in Oakvael is to the west of the portal and is located in the trees above the surface.

19.1.4: Underkingdom

The only portal to the Underkingdom is near Chaos Town in Axe Glacier. No other portal to the UK is available. NOTE: You will hear the voice of a singing woman as you near the portal. A siren's call?

19.2: Kesmai

Kesmai is the beginning scenario. It is advisable that you remain in Kesmai until you feel comfortable and confident of your skills and abilities. There is no set time or level when someone is ready to move on to the other lands.

The dungeon is made up of four underground levels; the top level is designated -1, the bottom one -4. Level -1 is the easiest level, and the best place for the new player to get accustomed to the game. Skeletons and kobolds are the easiest crits on this level, and they can only move one hex at a time. Kobolds will run from you when badly wounded. Orcs are archers and fighters. They are a bit harder to kill, but are worth 4 times the experience points of skeletons. Wyverns are tough opponents and fast flyers, able to move 2 hexes at once. Trolls are perhaps the toughest of all, although they are still confined to 2 hex movement. They are worth the most experience points, and will also run when badly wounded. An occasional wight may be encountered; wights stay away and cast curses, but do not do much damage.

Level -2 has much the same selection of crits, but they each hit a little harder than their -1 counterparts, and are tougher to kill. Some of the orcs on -2 can cast fire at you, which can do a lot of damage to an unprotected character. Still, -2 fires are tame, and most characters will be able to get out of them alive, even without protection. Goblins are found on -2 in the form of archers and fighters.

Level -3 has a few changes. Few skeletons or kobolds will be encountered. Most orcs will be fighters, and more fierce than any previously encountered. The wights' curses hit harder. Trolls become very powerful. In addition, some new crits will be encountered: hobgoblins are larger and much more dangerous than the upper level goblins; wraiths are crits that stay away and cast spells. Death spells can do as much as 40 points of damage on this level.


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