Difference between revisions of "Ultimate Dragon"
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- Caveat to above: If you remort and thus lose the gear you | - Caveat to above: If you remort and thus lose the gear you | ||
can try again at Hero 500.<br> | can try again at Hero 500.<br> | ||
− | ''Note: Exchanging your girth for a Once-Sundered Ring does not | + | ''Note: Exchanging your girth for a Once-Sundered Ring does not count as the gear being 'lost'.''<br> |
− | count as the gear being 'lost'.''<br> | ||
- If you fail, you may not attempt the quest for another week.<br> | - If you fail, you may not attempt the quest for another week.<br> | ||
- All spell effects are cleared prior to starting the quest.<br> | - All spell effects are cleared prior to starting the quest.<br> | ||
Line 22: | Line 21: | ||
entrance.'' | entrance.'' | ||
− | + | == General and Maze Strategies == | |
− | |||
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− | + | * No outside effects are permitted from the quest start, which includes turning in of the quest (bless for example) tokens. However items the player brings in himself are permisable with no restrictions (quest potions, wands of restore, etc.). | |
− | + | * To ensure no affects are present, the Immortal which runs the quest will cast [[Ablute|ablution] on you - before the quest is started. This will clear all spells and their affects, and remove all gear, so remember to immediately reequip mana gear (if necessary). | |
− | + | * The timer starts once the player leaves the starting room and goes ''north''. | |
− | + | * The Maze is most easily completed by dropping a single coin in it's first room. '''You need to remember to bring at least one coin with you!'''. | |
− | + | * After the starting room is marked with this coin, go through each direction until you find the exit that '''does not''' lead back to the first room with the coin. Make sure to write this exit down. Repeat this procedure for every subsequent room - you will have to start from the first room each time you find an incorrect exit. | |
− | [[Category: | + | * The last room of the maze is unique and the UD will appear on scan - this room can be used to self-spell. |
− | [[Category: | + | * Self-spelling depends on the class, but most classes will lack [[Invincibility]], [[Barkskin]] and/or [[Steel Skeleton]]. These can be bought in shops or retrieved by turning in [[Approval From Your Ambassador]]s. For the other missing spells use the [[Suggested Spellcasting Gear]] page to find replacements. |
+ | * '''Be sure to familiarize yourself with your classes self-spelling capabilities.''' | ||
+ | |||
+ | == UD Fight == | ||
+ | |||
+ | Every class has a different UD, in terms of general health. Warriors, for example, face a much beefier opponent than archers. However, the UD is beatable through a clever optimization of three factors: | ||
+ | |||
+ | # HR/DR | ||
+ | # AC | ||
+ | # Saves | ||
+ | |||
+ | While in common gear setups (such as DR hitset, HR hitset, AC tankset) saves are largely ignored, a simple addition of -100 in Saves vs Magic (through, for example two [[Namure's Leather Collar]]s) can make a difference of five thousand hp worth of damage received less from breath attacks alone (during a warrior fight). | ||
+ | |||
+ | As such, familiarize yourself with [[:Category:Hero Saving-Throw Gear|Hero Saving-Throw Gear]] (though generally, two Namure Collars will be sufficient), and replacement mix-gear that combines AC with HR/DR. See [[Tanking In Hit Gear]] for some common alternative gear pieces. Of note are the [[Lizardskin Jerkin]], [[Darklinscale Lamellar]], [[Mega's Spark In A Bottle]], [[Smoldering Crown Of Dying Fire]] and [[Orkenfyr Signet Ring]], depending on weather you will be trading HR or DR for the AC. | ||
+ | |||
+ | For non-caster classes which are too busy casting to quaff potions - healing is done from the start by drinking ''double-healies'' such as [[Glacial Milk]], [[Herbal Remedy]], or if possible, divinity pots such as [[Panacea]] or the [[Red-Brown Vial Of Healing]] which can be found in lockboxes. For this reason, it is wise to collect and lockpick [[Small Wooden Lockbox]]es during the course of the game, and store the Red-Brown potions for UD fight consumption. | ||
+ | |||
+ | == Class Strategies == | ||
+ | |||
+ | Different classes will use different strategies. Here are some general notes. | ||
+ | |||
+ | * Warriors and other brutes cannot use poison and similar. Thus the fight will take a long time and some self-preservation should be in order. Solid saves, and -1000 AC should be sufficient. Berserkers should not ignore AC and self-spelling either, about half a spellup can be achieved through replacement pots and pills. | ||
+ | |||
+ | * Roguetypes should keep in mind that there is no link refresh in the UD arena and that UD will be on top of them. Thus quickstrike is out of question, and aside for the initial stab (if successful), there is not much to be done outside of poisons and quaffing. | ||
+ | |||
+ | * Archertypes should start with poisoned ammo as well, and then switch to explosives. As always, high AC is recommended. | ||
+ | |||
+ | * Casters cannot surge but can quicken. Depending on class and race, this usually means quickening 4, and reducing to 3, if and when appropriate. Full AC and freshly charged shield are suggested, of course. | ||
+ | |||
+ | * Healers can use charged shields as well, and many times this is in fact the primary offensive weapon for these classes. Heal self or quaff and keep blocking. | ||
+ | |||
+ | * Other types such as monks have different strategies - but these include using their own skills. It is imperative you are aware of your own classes capabilities and weaknesses. | ||
+ | |||
+ | == Practicing == | ||
+ | |||
+ | Going to [[Ouroborus]] in [[:Category:Lake Of Tears|Lake Of Tears]] is a good method to gauge your abilities. Self-spell and see if you can beat one of them using gear you would use in the actual fight. Remember, however, that UD is much tougher, and beating two Ouroboruses in a row could be constituted as a guaranteed success against UD. | ||
+ | |||
+ | [[Category: Mobs In Hero Quest]] |
Revision as of 07:22, 7 June 2012
Heroes may attempt to fight the Ultimate Dragon, a fearsome adversary. Successful combatants will receive a substantial prize. To attempt the quest, contact an immortal online to arrange a time. Here are the rules of engagement:
- Participants must be level 51 with more than 500 sublevels.
- The prize is non-transferable and is bound to the winner.
- You may only successfully complete the quest once.
- Caveat to above: If you remort and thus lose the gear you
can try again at Hero 500.
Note: Exchanging your girth for a Once-Sundered Ring does not count as the gear being 'lost'.
- If you fail, you may not attempt the quest for another week.
- All spell effects are cleared prior to starting the quest.
- The quest is a fight to the death.
- There is a 30 minute time limit to find and kill the dragon.
- Surge, augment, link refresh and track are disabled.
- It is up to the player to loot the girth and skin the corpse.
If you'd like a taste of what this quest entails, you can often watch battles with the Dragon in the viewing room one north of the Sanctum entrance.
General and Maze Strategies
- No outside effects are permitted from the quest start, which includes turning in of the quest (bless for example) tokens. However items the player brings in himself are permisable with no restrictions (quest potions, wands of restore, etc.).
- To ensure no affects are present, the Immortal which runs the quest will cast [[Ablute|ablution] on you - before the quest is started. This will clear all spells and their affects, and remove all gear, so remember to immediately reequip mana gear (if necessary).
- The timer starts once the player leaves the starting room and goes north.
- The Maze is most easily completed by dropping a single coin in it's first room. You need to remember to bring at least one coin with you!.
- After the starting room is marked with this coin, go through each direction until you find the exit that does not lead back to the first room with the coin. Make sure to write this exit down. Repeat this procedure for every subsequent room - you will have to start from the first room each time you find an incorrect exit.
- The last room of the maze is unique and the UD will appear on scan - this room can be used to self-spell.
- Self-spelling depends on the class, but most classes will lack Invincibility, Barkskin and/or Steel Skeleton. These can be bought in shops or retrieved by turning in Approval From Your Ambassadors. For the other missing spells use the Suggested Spellcasting Gear page to find replacements.
- Be sure to familiarize yourself with your classes self-spelling capabilities.
UD Fight
Every class has a different UD, in terms of general health. Warriors, for example, face a much beefier opponent than archers. However, the UD is beatable through a clever optimization of three factors:
- HR/DR
- AC
- Saves
While in common gear setups (such as DR hitset, HR hitset, AC tankset) saves are largely ignored, a simple addition of -100 in Saves vs Magic (through, for example two Namure's Leather Collars) can make a difference of five thousand hp worth of damage received less from breath attacks alone (during a warrior fight).
As such, familiarize yourself with Hero Saving-Throw Gear (though generally, two Namure Collars will be sufficient), and replacement mix-gear that combines AC with HR/DR. See Tanking In Hit Gear for some common alternative gear pieces. Of note are the Lizardskin Jerkin, Darklinscale Lamellar, Mega's Spark In A Bottle, Smoldering Crown Of Dying Fire and Orkenfyr Signet Ring, depending on weather you will be trading HR or DR for the AC.
For non-caster classes which are too busy casting to quaff potions - healing is done from the start by drinking double-healies such as Glacial Milk, Herbal Remedy, or if possible, divinity pots such as Panacea or the Red-Brown Vial Of Healing which can be found in lockboxes. For this reason, it is wise to collect and lockpick Small Wooden Lockboxes during the course of the game, and store the Red-Brown potions for UD fight consumption.
Class Strategies
Different classes will use different strategies. Here are some general notes.
- Warriors and other brutes cannot use poison and similar. Thus the fight will take a long time and some self-preservation should be in order. Solid saves, and -1000 AC should be sufficient. Berserkers should not ignore AC and self-spelling either, about half a spellup can be achieved through replacement pots and pills.
- Roguetypes should keep in mind that there is no link refresh in the UD arena and that UD will be on top of them. Thus quickstrike is out of question, and aside for the initial stab (if successful), there is not much to be done outside of poisons and quaffing.
- Archertypes should start with poisoned ammo as well, and then switch to explosives. As always, high AC is recommended.
- Casters cannot surge but can quicken. Depending on class and race, this usually means quickening 4, and reducing to 3, if and when appropriate. Full AC and freshly charged shield are suggested, of course.
- Healers can use charged shields as well, and many times this is in fact the primary offensive weapon for these classes. Heal self or quaff and keep blocking.
- Other types such as monks have different strategies - but these include using their own skills. It is imperative you are aware of your own classes capabilities and weaknesses.
Practicing
Going to Ouroborus in Lake Of Tears is a good method to gauge your abilities. Self-spell and see if you can beat one of them using gear you would use in the actual fight. Remember, however, that UD is much tougher, and beating two Ouroboruses in a row could be constituted as a guaranteed success against UD.