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Normal and Nightmare victories, with Hell continuation

Normal Difficulty
Dlvl 1 - A mage's delight - 2 CB, 1 HO, 4 HB. Staff HB x 2, FB and 7 half blues

Dlvl 2 - Book - FB, Heal. 4 half blues 2 full blues. Creepy Shrine on 2.
Tough going for awhile due to archers. I'd avoided them till near lvlup then go back to rush a small pack at a time. This worked quite well; I was still able to live on lvlup alone.

Dlvl 3 - 1 full and 2 half blues. Book - 1 Fwall, 2 Inferno. Staff of Healing 28 charges. Used 5 pots against Leo at lvl 9. First time any pots are used. Leo dropped a 12 AC kite shield :)

Dlvl 4 - Hard leather AC 12 from a barrel :)
Book - Firewall, CB, FB and 2 TP
Fleshclan archer, Plague eater, Burning dead, Horror, Hidden.
No problem with anything other than packs of Fleshclan archers. Used 2 Heal scrolls. ID Deadly Claymore before entering 5. All lvlup points all to Dex until maxed. Even tho I found a Heal book and stick Before facing Leo, putting points to magic is out of the question.

Entered dlvl 4 at clvl 10 with 5 to magic. Have problem stunning Fleshclan Archers, but that wasn't a problem since I am not getting hurt. Can almost stand there all day to block. Did I tell you Dex rules? Clvl 11 2 more to magic for heal spell and stick, 3 to str plus 2 from Creepy gave enough str to use Claymore. From then on, I plan to put all points to str to stay on top of the Stunning curve, then an occasional point to magic to keep up the heal spell. One ID used for the Deadly Claymore dropped by skel boss. This gives me bastard sword damage with only 35 str, so I can afford (cautiously) to up keep the heal spell :)

Dlvl 5 - Book of Firewall
Black death :( Hunters bow took care of them.
ShadowBeast and Fleshclan Archers again. But this time they die quick :)
StoneClan is a different story. 2 on one is trouble. AC 34..Got to get to 50 str soon to use Kite shield dropped by Leo QUICK

Dlvl 6 - StoneClan Archer - Ouch!
Overlord - boss dropped book of CB
Acid beast - A little target practice with my SBBow took care of the boss and pack nicely :)
Familiar and Glooms - Familiars are a pain in the butt... Luckily Glooms on Dlvl 6 has no boss.
Ac 34 until middle of clear to clvl 13, equipped Kit shield from Leo for a total of 40 AC.
Staff of SC from chest. And finally, something for the warrior - 3 Goat, a Hidden and Religious shrine. Saving for later.

Dlvl 7 - Boo! First room was empty except for a (after Id after the game) Snake Staff of Res :\ Why do I only find these beauties in solo Ironman when no self-res is allowed.
StoneClan and Gargoyle - Boss dropped Ring
Familiar - These bats from hell had cost most of the HP drain. Good thing there's a cleared long hallway to lure them into for some good target practice again.
Book Of Firewall, CB and 2 TP, 2 ID
Divine and Goat shrine.. Going down to 8 to burn up mana and HP first before returning for Divine. I am starting to worry at this point, nothing better than the Ac 12 hard leather from chest on Dlvl 4
End of lvl - Clvl 16

Dlvl 8 - Unseen, FireClan and their Archers relatives. Hmm Dlvl 8, no boss. Don't know if that's good or bad, sure could use some drops for a change. And, more freaking Familiars!
Book CB, ID, Str elixir :)
Bastard sword and helm finally,
Helm 5 ac, just one better than my 4 ac Skullcap :(
Bastard sword 2 Dmg less that Deadly Claymore. Using bastard now as long as I am still stunning, to conserve dur on Claymore.
Went up to 7 and used the Divine half way through lvl, got 2 full yellow :)

End of Cats - Clvl 17
30 half reds, 5 full reds, 21 half blues, 4 full blue, 3 full yellow, 2 Heal scroll and Heal Stick went down to 20/28
Stone Goat on 6 Heal Stick back to 28 charges :)
Scared Goat on 6
Tainted Goat on 6
Ornate Goat on 7
Abandoned Goat on 8
Saving Religious and Hidden shrines for better items later, although the Deadly Claymore already does 2 points more dmg than a plain bastard sword. My AC is really hurting even with the Kite shield Leo dropped.
ID'd items at end of Cats:
- Ring of the Mind +10 - Not bad, this will let me concentrate on Str and enough to cast one Firewall. Hoping for more magic adder, so I can read the other 2 FW books.
- Silver ring of the Sky - 20 ToHit, +3 ToAll
- Amulet of Trouble - -7 ToAll.
- Deadly Claymore - +45% Dmg. Come to think of it, The bastard sword does just a touch more Dmg on the average.
- Flaming hammer of Accuracy - Very nice :) I should be able to hit and block better (2 points less average Dmg than the Deadly Claymore) 1-10 fire Dmg :)
- Crimson Kite shield - From Leo. I was hoping for an AC prefix. Oh well, it will come in handy against Advocates if I make it that far ;p

Why ID’d so much? Well, all those except the shield came from deep Cats and I have tons of IDs. My AC is pitiful for caves so I was hoping for a little luck. I have only used 5 potions for the game so far, and all of those used against Leo. 8 casts from Heal stick was used plus some from memory and 3 Heal scrolls. Still 8 IDs left :) Just give me some Mail and I should sail through Caves :)

Dlvl 9 - Mudman, Poison Spitter and MudRunner
Used 2 pots, found 4. Mostly damages from Charging Murder. Always try to tuck myself into a cranny. Still a bit short for a lvlup.

Dlvl 10 - Poison Spitter - Uh ho. Plaguewrath time.
Slayers - not good, half to 2/3 globe per slayer. Turn the corner from the stair and used 8 pots from just 5 Slayers and 2 dogs. Things don't look good at all. ID'd a bastard sword, turned out to be Vicious 66%. Oh well, could be worse, but stunning is good.

All this within 3 squares from the stairs.. going to be a long lvl. Better find myself a corral soon. One Slayer dropped a plain Scale mail 23 AC, now total of 53. Woohoo! Ya right ;p Then…You won't believe this, out popped a plate mail from a small chest. Damn right I am going to ID this - Bless/Sorcery 90/17. 6 ID left, but I needed all the help I can get. I am not kidding when I say one step at a time. The plate really was the turning point. At least I am not getting hit with their claws as much. I tried not to face more than one slayer at a time even when I see just 2, I would run half way across the dungeon just to lose one. Heavy usage of the Heal stick. With PW lurking around, I wasn't going to be cheap now and run around with less than 2/3 of a full globe. I was lucky to see a boss light over the wall, Plaguewrath dropped Crimson ring of Precision 34/19
Elixir of Magic
End of lvl Clvl 19

Dlvl 11 - Hell Stone - no problem as long as not swarmed. Fire Resist now 55-65, and they died fast to my Vicious sword.
Storm Lord - No Resist :(
Str elixir
End of lvl - Clvl 20

Dlvl 12 - Frayed one - Free exp points.
Vortex Lord - Much tougher than Slayers on 10 (before plate and ring)
End of Caves - Clvl 21
HO 2, HB 6, CB 4, TP 3, FW 3, Heal 2, FB 7
28 half reds, 6 full reds, 23 half blues, 4 full blues, 3 full yellow, 2 Heal scrolls and Heal Stick went down to 6/28

From dlvl 9 - Dlvl 12
Gained 1 full red, 2 half blues. Lost 2 half reds and 14 heals on stick.

 

Dlvl 13 - Black Knights - not too bad, AC is holding up
Gold Vipers - More than one at a time would be dangerous. The thing to do, of course, is to lure one at a time. When you see one coming, back up a few steps and wait for it to pass where you have been, then click on it to advance to it to land the first strike. Unlike Slayer and such, they are not quick to take the first strike, so if you can keep them stunned you'll come out ahead. Try to advance on Vipers before they are within 2 tiles from you because that's when they can use the speed step and attack on player. Don't forget the shift key while in melee to prevent from taking a step when you kill. When you move you are vulnerable to attacks and risk activating more. Great, one third cleared, and no other types in sight!
Crown 8. total 126 AC
Cauldron - Divine and Abandoned
Gained 2 Heal scrolls 3 Yellow and one full blue, 2 Str elixirs.

Dlvl 14 - Fire Drake and Vortex Lord
Crown 12. Now 129 AC
Plain Tower shield 20 - not much improvement over the Kite but still good for BKs. Looking good so far, just give me more melee monsters...
Used 4 reds and a Heal scroll. Gained 1 and a half yellow, 3 blues. Abandoned goat shrine.
End of lvl - Clvl 23

Dlvl 15 - Azure Drakes, tough but not bad even 2 at a time.
Magistrate - Never noticed their CBs can hurt so much. On top of that, two Magistrates got into Laz's room making the task harder than usual.
Sacred goat shrine - Mr. lvl 6 CB. Mysterious goat shrine +5 str
Wizard spike from Black Jade, Perfect ring of Perfection from Azure.

Dlvl 16 - Blood Knights and Advocates, Duh ;p
Wizard Spike to the rescue - take it to 70 % Fire res and enough for 2 heals (by this time I am 3 mana shy for even one heal without the WS) plus that gives me more Firewalls - 4 per globe. 25% more ToHit tho less damage.

I cleared around Q3 (the 2 lever room) and a little around D’s room, TK’d the 2 lever to let Diablo out. I then ran up the Town Portal at the back of Q3 and partied on. Then...

At the stroke of 12...

Well, it took nearly 4 more hours to clear 3 quarters of lvl 16 afterward. BKs were never a problem even with the Wizard Spike. What took so long was trying to separate the lawyers so I can take them on 1-2 at a time. It was costly tho... pots left at end of game: 5 half reds, 3 full reds, 14 half blues, 1 full blues, 5 full yellows, 2 Heal scrolls and one Heal stick used up. All items got ID’d for free at the end of game. Items left behind:
Platinum LBBow
SBB of brilliance
LWB of swiftness
Awesome buckler of the Tiger
Crimson Kite shield
Cobalt Kite shield
Perfect tower of age
Gothic plate
Plate mail of Harmony
Plain crown 12
Hammer of the Leech
Warrior mace
Gold falchion
Flaming falchion of Radiance
Deadly Claymore

Sticks: Golem, Fireball, Guardian and 2 Resurrection

Inventory to carry over into Nitemare game:
Helm of Tiger
Flaming hammer of Accuracy
Mstar of Vampire
Blessed Tower shield
Blessed Plate of Sor
Crystal Armor 45%
Wizard Spike
Vicious bastard sword
Sabre of Speed
Gold scimitar of Brilliance
Obsidian kite shield
Cap of Accuracy
Gold ring
Serpent ring
Ring of the Mind
Amulet of Eagle
Topaz ring
Ring of Harmony
Ring of the Dark
Crimson ring of Precision
Ring of Perfection
Amulet of Life

NiteMare
Churches and Cats was a walk in the park. With a little bit of caution, it was no more than a hunt for resources and exp gain.

Dlvl 5 - Stoneclan, Gasher, Burning dead, Hiddens, Fallen. Too easy.

Dlvl 6 - Horror and stone archers, Gloom, Familiar

Dlvl 7 - Mudman, Overlord and Fireclan mace. This is where I started to go with caution. Smooth sailing once a killing zone is established. Found Heal stick 24 and Religious

Dlvl 8 - Horned Demons - Kept myself out of the open and stand around corners to avoid being rammed. Familiar - Pesky little things. Easy to kill yet they are the only monsters that can hurt, especially with 0 Lightning resist. Illusion Weavers - First sign of troubles ahead. Not that I was getting hurt, but missing them with most of my swings was a good warning as I approached Caves.

End of Cats Clvl 27, 1 mil to 28

Tip of the Day - An excerpt from the "Batman Guide" soon to be available at stores nation wide (or find it on my site, the DSG) - All bats pause one tile away from you before they attack, Use that to your advantage, hit them when they enter the pausing square. Keep your enemies close to you, Glooms will charge (without pause) if they are 4+ squares from you. The charge itself is not an attack, but Glooms often bypass the “Pause” and do a double attack instantly. Back yourself into a corner, especially against Blinks so they can only blink to 3 possible positions.

Dlvl 9 - Nightclan, Blood Claw and Poison Spitter. Tough level, but once a choke was established it went well with the help of Firewalls. Yup, I hate Nightclans especially when they do that spin around, never know what's going to happen when they do that. I was lucky to find a door before I saw any more Nightclans other than the initial 2 by stair. One unexpected tactic I used when I saw doors with dogs and Nightclans - I rushed to plug the doors instead of running and let them spill out. Thanks go to Cyrene's Cave Guide for the reminder. Dogs don’t usually spit when they are near you. The Blood Claws weren't too bad. Between using the Vampire sword to regain mana, I was using the Flaming/Accur hammer on them. Ya, Flaming is a waste and hammer not stunning but I was more concern about hitting it and blocking the hits.

Dlvl 10 - Obsidian Lord, Poison Spitter... better be careful. A conflict in my mind already, should I go with full Magic resist or 0 resist for blocking incase I run into Plague Wrath's pack? The Obs Lords made the decision for me - I needed the highest AC and Dex to barely stay alive. And, I have enough room to run around by now. It ended up I never even took a single spit from PW and the gang because they didn't even see me when they all died to Firewalls.

Dlvl 11 - Near Death Experience.
Took two step from the stairs (as you can tell by the mini map) and realized that line to the left was not a wall but a corral, and at the same time heard the hissing sound of nightmares. I vaguely saw a bunch of baby blue figures at the distant and wasted no time dashing backup the stairs. TP'd up to town to make a costume change - Switch in a Gold/Sor amy instead of Life amy, Blessed shield instead of Tiger shield, Crystal/Star instead of Tiger helm and Gold/Brill instead of Vampire sword. My Hp went down by more than a hundred points, But I am willing to drink the whole belt if needed. I need all the dex and ToHit plus (just as important) tons of mana (by a warrior's standard) for firewalls. As soon as I entered 11 again, took one step to activate more Storm riders, and a couple of Cave Vipers were in the mix also. This time I agree with Friar's and stacked the FW 4 on top and then one more (I had to cast a bad one just to show I can do it too ;p ). So, 8 Riders and 2 Vipers went down in flames without a scratch on me, well, at the expense of 4 red pots ;)


Luck - mixed with the bad luck of getting corral-at-entrance was the lava stream creating a choke point, otherwise it would have been game over.

Used 6 pots and 7 recreated BF trips for the level. Items are showing wear and tear.
Main weapon for the level - Vampire sword (for mana regen) and Flaming/Accur hammer as the main melee weapon. Another (broad) sword of Vampire found.

Tip of the Day - Don't be afraid to run back up the stairs as soon as you see/hear monsters on entrance (or even a door opening as in cats). This will give you time to come up with a best possible tactic and time to change gear if available. Always enter the next level with full health.

Dlvl 12 - Pit beast, Cave Viper and FireDrake. I may make it sound too easy to gross over the details, but we know from dlvl 10-11 they won’t be a big problem once a choke/door is available.

A warrior with his own Firewall spell rocks :)

At a glance, the items look nice. Hmmm...too bad the prefixes and suffixes are scattered over so many items. I think Luck was on Tom's side - The situation was hopeless when he was on lvl 10 (Plague Wrath and Slayers) in normal diff, then out popped the Blessed/Sor field plate from a chest. Guess what popped out of a chest on lvl 12 this time? A Jade/Abs field plate! What's with that!? It does sound nice, but it might as well be a T-shirt. OTOH, it does last a little longer than rags and I wouldn't have ID'd it if it wasn't a plate. Even my Blessed/Sorcery is not giving me enough protection against melee, it's only 90 AC (not much better than a high grade plain full plate. I am just glad I didn't ditch the Flaming/Accur hammer, I need all the dex I can get with such low AC. The shields started to wear down ever since Tom entered Caves.

I was worry about the sorry state of my equipment. 1 sword and 2 shields had gone red and the plate yellow. I repaired one of the shields and noticed it only lost 1 dur. Being lazy to write footnotes, I repaired all items myself instead of calling on the Hidden and Religious shrines found earlier. 3 dur lost on the plate.

Dlvl 13 - Snow witches, Cave Viper and Lava Maw. Cave Vipers are not a problem by themselves. Witches can be hunted down 1-2 at a time, and, I was gaining enough mana to heal with the Vampire. I was tempted and wore the Jade/Abs plate together with the Cry/Star helm for more Magic resist. Bad mistake! 2 dogs hidden by the corner got me while chasing down a witch, it took 6 reds to walk out of the stun. Still, taking on 2 dogs at once is really pushing it even with my full AC setup. Luckily, dogs are easier to lose when there's enough room to run.

Now, here's another difference between carry-in-inventory or recreated-in-town Blood Fountain - I was relying on the Vampire sword rather than using better weapon because I wasn't going to make a town trip after every single witch kill. And, if I get hurt faster than I can regain my mana, I just drank my own pots.

Well, lvl 13 took 5 hours! I need a break and to rethink my tactics too. By the way how Diablo seems to have a theme when seeding monsters, it looks like there are going to be more witches, dogs and snakes on 14.

What to ID? 2-3 jewel, 1 SWBow and 4 low AC field plates. Not too optimistic about the plates since they will have to be better than Blessed to offer protection against melee and I can already max resists (in odd ways). I am not even sure resist is a good thing. I did experiment on a couple of lone witches with 0 resist and I do have enough Dex (especially with hammer) to block almost all BStars from 1-2 witches but not enough Dex to dodge them.
Clvl 29 now at the end of NightMare 13

Tip of the Day: Don't forget Hell stairs are good places to hide too. The game treats the stairs as a full wall and better. Better because you can see the other side and there are more holes in the wall.

Dlvl 14 - Hellspawn, Lava Maw and Snow witch.
The SWB turned out to be an Obs/Perfection, sweet. :) Okay, I have to confess I did ID’d a couple of plates, the curiosity was killing me and I would still have 4 Ids left if Laz and company decides to drop some cool stuff - as if ;p. The plates were Deflection and Giant, both without prefix and useless.

So, it’s pretty well the same monster mix as 13 but Hellspawns instead of Vipers. I have decided to go with No-Ac setup after the first (large) room plus a small closet was cleared. My AC was 89 with the Jade/Abs plate but now close to max Magic resist. It was too much of a pain to try to stop and block BStars and spits when the whole level is full of them. Now that I have room to run, I just have to be more careful and avoid facing more than one dog at a time. This is of course easier said than done. I tried to avoid hugging the inside corner whenever I approached a new room to eliminate surprises by dogs. There were still times I had to face 2 and twice 3 dogs at a once, but I was ready. I would run back to hide behind corners and changed gear on the move. I would switch in the Saber of Speed for just 2 dogs, and also the Blessed/Sor plate if 3 dogs. Otherwise, the enter level was slaughtered with my trusty Vampire sword. This time I was able to stay down in the dungeon with no use of Blood Pool, but a few red pots.

Dlvl 15 - Hellspawn and Magistrates
Terrible layout that turned sweet. The stair room was no more than 10x8 and opened to all 4 directions. One bad activation would have meant stair death. I used the bow as a sonar device and lured one witch at a time to the stairs. Using the stairs as a virtual wall, I was able to bend my arrows around corners to kill some of them, otherwise, it gave me enough time to change back to sword/shield. Now, that little room (full of Magistrates) off to the side of the stairs turned out to be a real witch killing field as you can see in the picture - Face Off with Bloodlust.

 

Almost all witches, Black Jade and Red Rex included, were lured to this execution room. Notice that I can hit the witches with my arrows but their BStars fizzles out by the column?

Magistrates were easier this time around, I had almost full Lightning resist with the Obs/Perf bow and enough damage plus Tohit.

Laz and company was done in the traditional (for me anyway) way. 4 rows of Firewalls took care of the 4 doormen. Btw, there are always 4 doormen in Laz’s chamber and the first one on the right is on the first row immediately inside the chamber, second one on the right is on the third row. The first one on the left is on the second row, and the second one on the left is on the fourth row if they are undisturbed. You can approach the chamber opening from as far South as the layout would let you, then stop at 4 tiles away without activating anyone. Both unique witches were lured out one at a time to the killing field. Made a mad dash into Laz’s room to invite the two remaining witches to the killing room. Walked into Laz’s chamber diagonally to the right to force him to go left. This walking pattern avoided all the initial barrage of Laz’s Fireballs. He was cornered easily and killed without much lost of HP, but, he sure gave me a taste of what’s ahead on 16. Laz dropped Hard Leather Armor, Black Jade Hunters Bow, Red Rex a Great helm of Precision 11/17 and a blade from the beautiful Bloodlust

Tip of the Day: learn to recognize virtual walls where your projectiles can go through the holes in the wall, but missiles from monsters are blocked. Some holes in the wall are more obvious than others. A lot of these holes can be found in the Caves levels where outcroppings round off to the ground and don’t take up a whole game tile. For more details, take a look at Cyrene’s Caves Guide and the D Filez in the DSG Tips section.

Bonus tip: Don’t forget the Knight’s move blind-spots (where player or monsters would not be hit by CBs) when shooting Magistrates. If it’s not feasible to stand that close to a Magistrate because you may activate/face too many, try to stand 5-6 steps in a straight line (45 degree angles) from them. At that point, the main bolt would usually seperate and miss you. Keep your cool and take a quick look for more spots the CB misses.

Dlvl 16 - Blood Knights and Advocates again, don’t they ever give up?
Once again, I was landed right in front of Diablo’s chamber. That’s a good thing.
First Blood Knight let me know one on one with them would not be a problem. We exchanged swings evenly, I was able to hit it every time and in turn the BK hit me with every swing (what would you expect from 89 AC), but I blocked every strike. I then switched in the Vampire sword (was using the Flaming/Accur hammer) for the next BK. I was not hitting the BK as much as I’d like to see but it was survivable, I was still near auto block. More than one BK at a time was trouble without a speedy weapon, since my swings are usually interrupted by having to block. BKs make a good source of free mana. :)

Advocates, on the other hand, was a totally different story. They have to be lured away from their pack one by one. The damage a single Advoc can inflict was alarming even with near max fire resist. Nearly 2 hours after, the parameter of Q3 was cleared at the cost of one full belt of half reds plus a few Heal with the stick. Dying is simply not an option this deep into the dungeon. No resources were spared - Heal and potions are used way before the danger point. The only way I would die now is if I ran out of potions. It would take another 6+ hours before I can clear the dungeon at the rate it’s going.

Time to switch hats for 7 more Dex - A helm of Precision instead of the Diamond/Star I have been using. I TK’d the 2 levers and let D out so I can put him out of his misery. Firewalls 4 deep (one mana globe) was laid in front where I chose to make the kill.

Did anyone notice I had only 21 HP left when Diablo died in normal diff? That’s not going to happen again. In the end, the Firewalls were not needed, Diablo can barely scratch me. I drank 2 potions for safety’s sake just in case he flukes a double attack.

...to boldly go where no man has gone before… onto Hell Diff.

Tom was still a little shy from Clvl30, but half a level of caves 9 saw to it he can enter hell diff - with the same equipment since his a teenager.

Hell Church in general was a slice. It was populated mostly with low level critters. Tom took on the Butcher toe to toe (well, for a split second, long enough to have a reality check), right away the Butcher took half Tom's hp. Which is, thankfully, a much needed reminder how fast his hp will deplete when hit by even the lowly monsters.

*Don't get cocky*
*Use the stair trap*

From experience, Tom knew he didn't have the needed AC and then Dex to block Leo. Lvl8 Holy bolt would not hurt Leo either with his low magic ToHit. So, Leo was avoided until a large room was cleared and Tom showed Leo his trusty Obs/Perf SWBow. The trick was to get Leo to hug the walls and/or go thru corridors so the arrows would be line up for his approach. Eventually, 2 pots and many many minutes after, Leo cooperated and died. An Aquinara's Hatchet was the reward that never saw any action.

Lvl 5 saw Stalkers, Hiddens, Shadow Beast, Stone Clan and their archers friends. So this is where my ac does not count anymore…important to get that first swing in, otherwise be blocklocked for a long time to come.
Lvl'ed to 31, all points to str.

Lvl 6 - Rats, Unseen, Familiar, Stone Clan, Acid Beast and their boss.
Its sad to see a warrior getting lockup by Unseens. Oh well, might as well use the Tiger instead of Blessed shield.

Lvl 7 - Night and Fire Clan, Overlord and Familiar.
Tom was using his Vampire sword up until now, but the Overlords and both goat clans are consistently getting pass his blocking to do heavy damage. He switched in his Flaming/Acc Hammer which gave him just enough Dex to block most of the time, which in turn means constant blocklock. For awhile, the Night Clans were easier to handle because Fire Clans in Hell diff is Firewall immune. Easy still means 2 Fire Clans at a time = drinking… and we all know how much Tom hated that ;p

The going was tough, but the tough got going. ¾ of the level cleared with minimal resources, Tom had nearly 20 potion of each red and blue. Although he never expected to see hell caves in the beginning, it certainly look hopeful now - with a new found Blood Fountain :)

Oh, what about the Night Clan boss Blighthorn Steelmace? Piece of cake if…
Tom turned a corner and saw the ugly red glow goat and suddenly remembered there's night clan boss on dlvl7, which is not a problem himself. Tom wasn't running for cover just because of Blighthorn, rather, it's natural reflex upon seeing any goats.

Too late! Tom was dead in a split second.
Blighthorn is a wuss! His charging Night Clan horde, however, is a different story. Tom had barely noticed two grey objects flying at him, then it was all over…

R.I.P.

KoP

Hell Difficulty Posted June 25, 2000.

Ironman rules

Ironman Strategy Guide

Victory Reports
Meet a Demigod Friar.Fuk, Gumby, and Ksira's winning tournament game
Charisycho and KoPsycho Warriror and Mage victory and Nightmare continuation
Roede and Taoni Warrior and Rogue victory
The Continuing Saga of Roede and Taoni Another victory for Taoni and Roede- this time all the way into Hell Difficulty
KoPhanTom A Warrior reaches Hell Difficulty
Cy_2K Solo rogue victory
The IM Game at the End of the Universe Solo rogue victory with game seed info and screenshots
The Tale of Iron_Tao Single Player Rogue victory
Attica(SNOB) Victory of a Snob Ironman warrior
Roede and Taoni Ironman Triple Crown!
Plague, Hariel and Shade Lock In Ironman Triple Crown!

 

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