In Trynton, you probably want to help the Trynnies to get rid of the Rattkin Breeders. Now these are monsters doing monstrous damage; but they also have good loot available. Around Level 10, even earlier sometimes, you could be able to beat them (on expert); depending on your group and equipment it may be easier – or harder.
They are in a room with 3 Rattkin Archers, but these are no problem compared to the Breeders. So, I’m not going to write anything about the archers. Basically, if you have the Breeders under control, you have won the fight. So here goes:
They are weak to Fire and Mental Magic, so you should really try to spam higher level Insanity or Fear on them to keep them under control while killing them. (If you have the Jack in the Box for your Gadgeteer or the Siren’s Wail for the Bard, that is mostly a safe option). You can watch an example fight on expert difficulty here.
Otherwise they are doing really good melee damage and can knock your guys unconscious as well as poisoning them or paralyzing them – so watch out, kill them quickly and keep them under control. If you cannot kill them quickly, don’t take a chance and try to remove all negative status effects from you party as soon as possible as well as heal up. It will help you survive the fight.
It is recommended you use special equipment you found in this fight. Especially buffs will work well, like a Scroll of Haste. Also, distribute potions and sneeze powders on your party members in case of hp troubles or someone going unconscious.
Have fun beating the rats
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:
- Venom Crab
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!
- Hardshell Crab
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.
- Soldier Ant
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!
Have fun gaming!
Deal with it: Two out-of-reach sorceresses paralyzing your party while a bunch of mindless morons and troublesome thugs supplies you with a thorough beating!
Also: Locations of the starting items in Trynton (as we’re reaching it).
Playing that part was a bit of a nailbiter 😀
So have fun watching & happy gaming!
As for our 8-legged friends we encountered in the Monastery, that’s how to get rid of them:
- 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.
See you around,
Happy gaming for you!
Some of the last “slimey” encounters we had on our “bad last day” at the Monastery. Kill with care!
- 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!
And see you soon,
…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 edges your 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 🙂
…where our party meets all kind of crazy monsters. The Monastery does its best to keep some tension in the air. So we’re showing off some slick fleeing and “salami” tactics in this one.
Of course also getting all the nice items in the Monastery by breaking the glass, including a very often overlooked and powerful cloak (+2 AC +5 Senses).
Monsters featuring: Metallic Slimes, Poison Seekers (Level 8 what the…?!) 🙂
Story featuring: A robotic messenger of the Cosmic Lords and Phoonzang and his dark counterpart.
Will we finally get out?
Have fun watching & gaming
A quick post for some pests that are not at all dangerous if well mistreated:
- Gnawer Rat
Don’t let yourself get surrounded by these rats. They often roam around cloaked in the Monastery, so make sure you’re at least close to a wall. If they attack, just kill them one by one, weakest ones first – or use area damage, if you have it.
- Rabid Rat
Additionally be extra careful. If there’s a big number of these, make sure to use your crowd control if you’re not safe in a doorway getting to mow them down one by one. They can make your guys unconscious, nauseous or even paralyzed and will hit quite a bit. If you’re up against “mixed rats” and these are the highest level ones, kill them first always.
- Dusk Bat
Different to a standard bat, they can scream and make your party feel afraid. The extra timid guys may also fall unconscious but that’s a very rare occurrence. More important: They are less likely to be crowd controlled and hit harder than the standard bat, so don’t let yourself get surrounded and kill these first if you’re up against mixed bats.
Have fun and bat down all these monsters quickly, cause I’m going to bed now.
See you next time with a Video!
The Menace of the Monastery needs to be beaten to continue to the next “zone” there. It is
- Gregor, the Giant BugYou can usually choose the fight. The tunnel from the room of King Crab leads up to his room. How he got there or who put him there is not known. But sure thing: He has killed many, and eaten plenty, to get to this prodigous size.
So how to beat him? Easily! Of course. You need to pick the fight when you’re ready. You shouldn’t have party members much lower than 30 hp. Your party needs to be fully healed and have all Scrolls or Potions put to their respective users in fight. It pays to use everything you have, especially if you’re not sure if your party has enough damage to cope with him.
You need to kill him quickly. The longer the fight lasts, the higher is the possibility of getting affected by his special effects: Blind, Poison, Unconsciousness, Paralyze. All pretty bad. An affected character can be one-rounded by him, even if fully healed.
You will need to heal once you reach 20 hitpoints with a character, because he can, and will, one-round you otherwise pretty often. He is melee, so let him come to you until you start beating and firing on him. Don’t hold back – if you can, use a Scroll of Haste (which you have a high probability to find) to speed your party’s attacks up a bit, especially if you have a Samurai with you as I had. Lightning Strikes will say “Goodbye Gregor” like no other.
If you don’t have specialized spellcasters, don’t waste your time trying to put control spells like Paralyze or Fear on him: They won’t work.
Keep beating down on him and he will eventually fall. Your party should at least be Level 5 for you to try Gregor for a serious attempt on higher difficulties. And even if you are not the “reload” kind of guy, it pays to save your game before the fight. I didn’t, in the playthrough, though 🙂
Have fun beating the “Boss” of the Monastery, the most difficult single encounter here.
- More Monsters: Languid Slime, usually Level 2-3, few hp. Try to kill these from a distance, and quickly. They have single digit hitpoints and are usually addon spawns of more dangerous opponents – but the special effects on their ranged attack can be a plague if you’re unlucky (unconsciousness and the like are no joke if you’re stuck in a bunch of rats).
- Small Spider: A group of these can quickly web and ranged attack your whole party, but don’t despair – they usually don’t do much damage and you can kill them one by one. Even if the fight takes long, if you’re not seriously wounded, just run into the group of spiders and melee them down one by one. They rarely have more than 20 hp and will go down really quickly. If you’re wounded though, make sure to lure them around an edge so that not many of the group can attack you.
See you next time with a Video,
Have fun gaming!
…where we are in desperate need of opponents to level our girls up to 6! Who doesn’t want 6?
But when we find them, we’ll find plenty!
Tactics against many ranged opponents in enclosed areas – done easy 🙂
We also encounter a new type of opponents: Seekers – devious two-legged reptiles spitting dangerous spittle at us. And we even meet a party of them (6) which would be pretty dangerous if you’d face them head on. But we… see for yourself! (Or read soon).
Also: Me arguing with myself if it’s already time for Gregor K., the giant bug blocking our progress (it is not… yet!).
Have fun gaming,