When leaving the Monastery, you will likely encounter a group of crabs not that easy to beat: Venom Crabs and Hardshell Crabs. Here’s how you deal with them:
Usually around 10-20 hp, needs close range to attack, will add up poison stacks on your party members (-AC / -hp per round).
These die easily, but there is usually a big number of them. Fortunately they are vulnerable to mental magic, so your bard’s lute as well as spells like Terror or Insanity will be great against them.
Also, they take good damage from fire realm spells, as expected.
If you have a source of area damage, that too will be a good idea.
And as you probably thought they would be: They are pretty resistant to water magic. So if you are just so-so with your paralyze spell, spare your round and your spell points.
Kill them whenever you have time for that in the group after the Monastery. They are not a number one priority, but they are bothersome nonetheless!
Going up to around 40 hp these are harder opponents and should be your number one targets as they have extended range. If you have casters or other weaklings in the second row, you should not come close to them but rather kill them from extended range.
They can hit pretty hard, usually double digits and are generally not easy to deal with when your party is still low level.
As for spells, go with the Venom Crab advice above: Weakness to mental and fire spells. Insanity is great on these.
Usually only around 20 hp and in large groups, they hit pretty hard and can fit into one spot easily. Their models don’t need much room, so on a minimal door, there would even fit 2 or 3 of them, like you encountered with the roaches and other bugs. They can hit pretty hard and you should kill them quickly because it is so easy and they do some significant damage for their low hp score.
You will likely have some source of area damage right now; use it against them. Also, mental spells will be great against the ants.
Don’t let yourself get surrounded, as this will likely be fatal for your casters or other back row characters. Use at least the “your back to the wall” tactic!
…where we return to Arnika with our bounty and Silver, the Mook ranger, gets invited over to the Mook embassy for a night (of scientific scrabble orgies probably, judging from Mook character), we also speak to a spaceship called Callisto – and we begin our way to Trynton.
Featuring many fights against plants like Acidvines and Crimson Poppies, as well as all sorts of Higardi Rogues. Such Loot (the Rogues), so money 😉
Have fun watching!
Small Spider (level 4 usually)
They have pretty low hp but are usually encountered in groups. Good to meet them though as they are easily disposed of – if they are alone and don’t have other monsters to help them.
You can just give them any damage and they will die quickly. If there are other mobs, by all means kill the spiders. They will ranged-attack you and have a high chance of paralyzing your party. So: While harmless if they’re your only opponents they are a menace if you have some high hp opponents to accompany them.
Wolf Spider (level 6 usually)
Low hitpoints, great XP. Don’t run from them if they are alone, you’ll be able to kill them with any party. If you have problems getting damage done, try to lure them to an edge and a doorway to avoid being constantly paralyzed.
That said, as with the small spiders: Beware of other monsters adding up. This will be dangerous.
Metallic Slime (around level 8+)
These blobs have around 100 hp and will shoot at you, but can attack in melee too (and will do more damage then). They can drop your party members unconscious and, if the party member is already unconscious, there is a chance your hero will just die. Just like that. Though the chance is low.
So while they are not dangerous for their damage, they are dangerous for their special effects. And because it takes forever to kill them: Their received melee damage is reduced by 50% – so good for you if you have magic damage (like the Lightning Rod for your Gadgeteer)!
It’s pretty easy to run from them after you’ve killed one or two and come back later when you have replenished your reserves.
Pustulant Slime (around level 4-6, mostly 5)
Hard to kill because they tend to nauseate(-4 AC / – 4 to hit / may miss a turn) your whole party with a green cloud, and nauseates and poisons (-AC / -hp per round) when attacking too. About 50 hp and you may meet them as early as level 3-4 if you’re unlucky. If you’re at that level and meet 4+ of them, you can try to kill one of them and then just run. Later, it’s a slugfest trying to kill them and it will deplete your resources – so make sure you’ll get no additional mobs if you encounter these. Lightning Rod or high spell damage helps here too.
Poison Seekers (around level 7-9, red texture)
If you meet these still in the Monastery, you may not be able to identify them but contrary to the usual green seekers, they have a reddish look on them. They’re pretty nasty opponents because they’ll have around 60 hp, stand around you, may still nauseate you but will poison you with nearly every shot. Especially your characters with low VIT will be affected, which is dangerous on its own.
The Poison damage per round can also ADD UP, so be careful when you get that hefty 6 or sometimes even 9 dmg per round in addition to their damage. Don’t underestimate them, make sure to lure them to a position where you can confront them one by one or at least not more than two at once (a door would be ideal).
Remember your Potions of Poison Cure, burst these seekers down and good luck if you meet them early 🙂
May you find fortune on your journeys,
have fun gaming!
…where our party makes its way through Arnika, going to all the “standard” shopkeepers, doing the “standard” things a veteran player would do first in Arnika: Getting some nice loot and some Credit Cards for later use, freeing a beautiful and valiant Valkyrie and making the acquaintance of a suspicious but friendly rogue: Myles
I’ve been using the weekend to play some more instead of writing, so take this to chill out a bit and look at robots being shredded.
…again! Our basic tactic! What is there left to say?
Up until now we were just running around in the Monastery, a pretty easy place for placement tactics. Just go to a door or an edge and you’re set.
But what about the outdoors? Now?
This is a schematic on what you will encounter in the outdoors. Red = Party, Green = Monsters that can attack your party.
A small guide to tactic safety in the outdoors.
You should always at least walk near a wall, so you can use the minimum defensive setup where at least your backline is safe (A)
If you are up against Monsters that will come to you, try to always move into optimal defensive positions even if this means you have to run (B or D) – as you can see, the area where the monsters can attack you is very small. This will be a great advantage for your party. In these cases, the monsters can only attack your direct frontline.
Even in the case of C, you are better protected than just against the wall, as only up to two monsters will be able to attack the sides. In A, the monsters can focus your side protectors which can be quite deadly for them.
And if you find any landmarks that will block opponents, use them too: Make trees, stones and edgesyour friends. They will block at least one of the monsters and so prevent the dreaded one-round-deaths.
Please share any more tactical tips and tricks you have on the Thoughtful-Gaming pages, I’m eager to know more!
And if you’re playing Wizardry 8 right now, have fun with these TLDR tactics 🙂