Difference between revisions of "The Orcish Mines"
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== Strategy ==
== Strategy ==
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Revision as of 00:08, 2 October 2014
- Zombies. Not the worst monster here, but their high health and fairly high attack make them rather hazardous.
- Goblins. These guys suck for a Rogue, as always. They're still better than some of the other monsters here, though. They're also very useful for setting up dodges using Tikki Tooki, so if that's how you're killing the boss, keep as many low level ones around as you can.
- Animated Armors. These guys suck here. They will almost certainly kill the Rogue in one hit until you knock off a couple of Death Protections, as their attack is tied to the number of stacks of protections that they have. That doesn't help the fact that they're still likely to kill you in one hit. Unfortunately, you're forced to focus on them, as they are one of the few monsters in this dungeon to drop Wall Crunchers when they die.
- Minotaurs. These are the other monsters that you should seek out. As long as you can kill them in two hits (and survive their first), you have nothing to worry about from them.
- Bandits. These are the easiest monsters in the dungeon. They have subpar attack, and Curse stacks aren't something to really worry about, as you shouldn't rely on them in this dungeon to begin with.
- Goblin Miners. An uncommon monster, they have lower attack than normal Goblins, but have the traits Knockback (50% health) and Mana Burn.
Unique Dungeon Traits
This dungeon is a series of rooms(though caves would be more accurate) that are completely sealed off from one another. Wall Crunchers, PISORF, or ENDISWAL are required to navigate this dungeon. This natural obstacle makes life regeneration difficult, as one might find themselves in a small chamber with very few tiles to explore. Success in this dungeon requires the luck to stumble into the chamber that contains the needed powerups as soon as possible. You will almost certainly be restarting this challenge quite a few times.
There seems to be a guaranteed WEYTWUT glyph which seems to spawn in the first chamber. There will be 2 or 3 altars in the dungeon: Tikki Tooki is guaranteed, and you will have Binlor Ironshield and/or The Pactmaker as well.
Yohoho is a level 10 Orc (former adventurer) with 145 attack and 515 health. He has the First Strike and Curse Bearer traits. The curse bearer attribute means that you cannot effectively reduce his damage through physical resistances (which aren't easy to build up as a Rogue, anyway) without extremely careful popcorn management, and First Strike ensures that you will be unable to hit him before he'll hit you. Simply put, he is designed to make most standard Rogue strategies very difficult.
It is recommended to play as an Orcish Rogue, because damage will be important when fighting the boss. A Dwarven Rogue may also be viable, though it will require slightly different boss fight tactics. Other races may be more challenging, but probably nevertheless feasible with the right tactic.
Regardless of which Race you play, initially you will have a hard time killing monsters above your level. So make very good use of the WONAFYT glyph that seems to spawn in the first chamber. Whenever you have Mana, cast WONAFYT to bring in as many monsters as possible; the bonus XP you gain may just mean an extra level in the end. Once you reach level 2-3, you can start experimenting with higher level foes. In fact it is advised to spare as many low-health enemies, ideally Slowed, for the finale. Don't forget to strip the Animated Armors once you have enough Health to survive their initial hit; removing all of their Death Protections and Slowing them is a good first step for your future Piety (and XP) farm. One more advice: even if you see some really good stuff in the stores, I advise against buying anything but maybe the Fine Sword, Spoon or Gloves of Midas. You may need the gold for the endgame.
Use the Wall Crushers (and any other resources you find, PISORF / ENDISWAL come to mind) to navigate the dungeon. Break critical walls (those that appear thin) to gain access to neighboring chambers. Do not forget that you can take advantage of the Knockback ability of the Miners and Minotaurs - if you survive the monster's melee damage, the Knockback damage will never kill you, it will leave you instead at 1 Health but alive. This can be useful by attacking one of these monsters who is close to a wall, as being knocked into a wall breaks it.
The only guaranteed altar seems to be that of Tikki Tooki, which is essential to kill the boss. One of two other altars may spawn, either Binlor Ironshield or The Pactmaker, in essence these altars serve the same purpose: to give you extra piety. The level is much easier if you get Binlor, but still possible with The Pactmaker. Resist the urge to pick the Warrior's Pact (or any other pact for that matter).
If you got Binlor, start worshipping him relatively early. You will want to turn regenerated Mana into Piety by breaking down as many walls as possible. This has the added benefit of being able to convert the Wall Crushers, which can net you additional 200-300 Conversion Points, making the end much easier. If you do not see Binlor, only Tikki Tooki or The Pactmaker, ignore them for the time being, they will only be needed in the endgame.
Once you have explored the dungeon completely, and killed all the higher-level monsters you can (you may end up having to spare some level 8 or 9 Animated Armors), convert to Tikki Tooki and kill off the lower-level monsters you preserved until now. This should gain you considerable Piety. You may consider picking up a level of Tikki's Edge before the mop up (just make sure you have enough Piety for multiple Reflexes boons). If you play an Orc, generally don't worry about leaving any monsters for a mid-fight level up, unless you have for example CYDSTEPP. If you play a Dwarf, though, you should have enough Health to survive one hit from Yohoho, and in this case do save the last monster(s) for a level-up. If you did not find some means to gain Death Protection, it might make sense to leave a couple of low-level Goblins unslowed to cycle through the Quicksilver potion dodges. If you forgot to do so, try pushing another monster into a Goblin, this removes the slow from the second monster.
You will need to get the Reflexes boon twice (or three times) to beat Yohoho. If you converted out from Binlor, you should have 50 starting Piety, plus the amount you rack up from killing the weak monsters you left lying around, this will easily rack up another 50 Piety. If you did not get Binlor, but got The Pactmaker instead, use his Consensus boon at the right moment to gain (up to) 50 Piety (ideally, use it when your Piety is closest to zero, because it sets you Piety at 50 irrespective of previous level). Then drink up, and start bashing Yohoho. Obviously, don't drink the Reflexes potion until you know that you can hit Yohoho, always start with the Quicksilver potion. Don't worry about angering Tikki Tooki at this point, if you have Death Protection, use it shamelessly, because Yohoho already has first strike, and the Weakening Blow doesn't make him significantly more dangerous. If you have PISORF, you can push him around a bit, even using up your Mana Potions as needed to round up the damage. If you have WEYTWUT, you can Slow him for a free killing blow.
If you play as a Dwarf, most likely you will only have around 70 damage, so you will need to hit Yohoho 6+ times. If you can survive one hit from him, you are in a pretty good position, because you don't need to worry so much about your Quicksilver potion. Drink up, most likely you will get in 3-4 hits before he hits you, then level up and repeat. It helps to have either a layer of Death Protection, or WEYTWUT, or a bit of PISORF-ing to round up the damage.