Post by mithrilcoat on Mar 7, 2012 14:28:03 GMT -5
copied from =oubhints on cyber1
Level 10 is a special place. The monsters are tough, the
map is challenging to run, and the teleport block
complicates SR/ing and resque operations.
The good news is that Rune/TP and Rod/TP will take you
and your party straight down to lvl 10, which can be very
helpful after your entire party has been STONED by the
15 Beholder SR.
The Bad News is that nce on ten, you will have to walk off
the level by exiting to level 9 stairs in the NE corner
of the map. Depending on where you are starting from,
that can be a very, very long walk. Needless to say,
walking anywhere on ten without a leader is highly foolish.
So here are the rules of fight club!
(cont)
1) Have a Hobbit/Pixie leader.
2) Have at least 2 raise/heal type chars.
3) Have at least 2 chars capable of alito.
4) Try to run in parties of 4 (or more) whenever possible.
5) Run a mage with a wiz staff. dbl spell storing is NOT
a luxury on ten.
6) Carry an extra wiz staff in the bag. They will burn.
7) alito everything dangerous with the mage.
8) "dangerous" is defined thusly-- if you can't kill it
b4 it gets a single option, and it can kill you with
a sepll or breath weapon, then it is DANGEROUS.
9) Dangerous means different things to different players.
10) Sheinoget works better on Orcus/Snake Demons than alito.
11) Sheinoget only works if you can type it, so practice.
12) Beholders SUCK. 15 Beholders suck massively.
Being suprised by 15 Beholders mostly equals death.
13) Get a guild buddy and keep an eye on his hits. Carry a
gem/healing to keep him alive.
14) Always, Always, ALWAYS have companions. if you are out
Don't wait to charm something good, like Titans...
just charm/summon something that will save you.
15) Always have a back up plan.
16) Always have a back up back up plan.
17) For an effective resQ, always know where you are.
18) Walk your resQ party directly above the deaders, then
use the rune/tp to effect resQ.
19) Always have a spare leader, raiser, and alito tosser.
20) Try never to take any one to 10 that isn't at least
lvl 66.
21) If all else fails, you can send lvl 1 Clerics with
staff, full raise and rod/traveling to 10.
22) There is always a chance the room will be empty.
(yes I have done this-- It does work-- stay lawful.)
I once had my main party dead, a resQ party landed and
got scragged, and my third string chars did as well.
I had a lvl 50 sage, that I sent down, he bit as well.
So i started rolling clerics, and the third one landed
on an empty room. Yay!
23) Always have your leader with fieal on him/her on ten.
if you die once, you keep the dex until you die
again, or leave the game. Remember to recast.
24) Geitorga is nice, but not really required on 10.
25) Horde boots of levitation and lodestones.
26) Pick up your deaders before you raise them.
27) Use TERM anytime you have to pause for any reason.
28) Sometimes it is best to Shift STOP out of bad SR's.
Nothing is more frustrating than PERMing a char to
the Defender or Cloak/Darkness SR.
29) Check your companions often. Make it a habit.
30) Check the map. Make a pattern to your SR and use it.
31) There is a pattern that works well. There are many
patterns that do not.
32) Ask for help when you need it.
33) Give help whenever you can do so.
34) When you finally get a coat, it goes on the mage.
35) Buy Rune/teleport from the store. Keep 15+ around at
all times. Pick up random scrolls for the same
reason.
Any questions?
Level 10 is a special place. The monsters are tough, the
map is challenging to run, and the teleport block
complicates SR/ing and resque operations.
The good news is that Rune/TP and Rod/TP will take you
and your party straight down to lvl 10, which can be very
helpful after your entire party has been STONED by the
15 Beholder SR.
The Bad News is that nce on ten, you will have to walk off
the level by exiting to level 9 stairs in the NE corner
of the map. Depending on where you are starting from,
that can be a very, very long walk. Needless to say,
walking anywhere on ten without a leader is highly foolish.
So here are the rules of fight club!
(cont)
1) Have a Hobbit/Pixie leader.
2) Have at least 2 raise/heal type chars.
3) Have at least 2 chars capable of alito.
4) Try to run in parties of 4 (or more) whenever possible.
5) Run a mage with a wiz staff. dbl spell storing is NOT
a luxury on ten.
6) Carry an extra wiz staff in the bag. They will burn.
7) alito everything dangerous with the mage.
8) "dangerous" is defined thusly-- if you can't kill it
b4 it gets a single option, and it can kill you with
a sepll or breath weapon, then it is DANGEROUS.
9) Dangerous means different things to different players.
10) Sheinoget works better on Orcus/Snake Demons than alito.
11) Sheinoget only works if you can type it, so practice.
12) Beholders SUCK. 15 Beholders suck massively.
Being suprised by 15 Beholders mostly equals death.
13) Get a guild buddy and keep an eye on his hits. Carry a
gem/healing to keep him alive.
14) Always, Always, ALWAYS have companions. if you are out
Don't wait to charm something good, like Titans...
just charm/summon something that will save you.
15) Always have a back up plan.
16) Always have a back up back up plan.
17) For an effective resQ, always know where you are.
18) Walk your resQ party directly above the deaders, then
use the rune/tp to effect resQ.
19) Always have a spare leader, raiser, and alito tosser.
20) Try never to take any one to 10 that isn't at least
lvl 66.
21) If all else fails, you can send lvl 1 Clerics with
staff, full raise and rod/traveling to 10.
22) There is always a chance the room will be empty.
(yes I have done this-- It does work-- stay lawful.)
I once had my main party dead, a resQ party landed and
got scragged, and my third string chars did as well.
I had a lvl 50 sage, that I sent down, he bit as well.
So i started rolling clerics, and the third one landed
on an empty room. Yay!
23) Always have your leader with fieal on him/her on ten.
if you die once, you keep the dex until you die
again, or leave the game. Remember to recast.
24) Geitorga is nice, but not really required on 10.
25) Horde boots of levitation and lodestones.
26) Pick up your deaders before you raise them.
27) Use TERM anytime you have to pause for any reason.
28) Sometimes it is best to Shift STOP out of bad SR's.
Nothing is more frustrating than PERMing a char to
the Defender or Cloak/Darkness SR.
29) Check your companions often. Make it a habit.
30) Check the map. Make a pattern to your SR and use it.
31) There is a pattern that works well. There are many
patterns that do not.
32) Ask for help when you need it.
33) Give help whenever you can do so.
34) When you finally get a coat, it goes on the mage.
35) Buy Rune/teleport from the store. Keep 15+ around at
all times. Pick up random scrolls for the same
reason.
Any questions?