Amz pixPal pixBar PixNec pixSor pix(go to) Realms Beyond Diablo Home
Realms Beyond Diablo Section Banner
the Forge (Classic Diablo)- by KingOfPain                      
Links
Realms Beyond Diablo Forum
the Forge Forum
Tips and Strat Guide to Hardcore and Ironman
Variants master list and rules
Playing styles
Tips, Guides and Analyses
Tales of tribulation and heroic deeds
Treasury for both Diablo and D2 articles
Guildhall of the Realms Beyond Diablo
Reserved Button 12
 

Ironman Rules

General Tips
Pre-game, Hotkeys, Join order, Shopping, Gold and TP scrolls. Basic tactics.

Cooperation
Psychology, Communication, About items, When lvling up, Potions, Spell components, Shrines.

Tactics
Battle formations
The Butcher and King Leoric
Melee vs Leo
- Charis
Bats
Catacombs and Caves
Dog Bosses
Hiddens & Swarmed
Roomful of skel archers
Lazarus and Diablo

Town Portal
Uses for Town Portal, TPRes, TPKill - Kill the Butcher safely, TPKill2 - Hit and run

Miscellaneous
Be a good golem/shield
Hall of the Walking Dead
Charged Bolt
Firewall
Exp points & Charis Factor
Sharing items for specific tasks
The fine art of dying
Variations on team makeup
Advantages of various makeup
Experience Hog Strategy
Warrior Hog, Rogue Hog, Mage Hog
(Greyed Text = NA)

Ironman Victories
Friar, Gumby and Kshira
Charisycho and KoPsycho
Cy_2k (solo)
KoPhanTom (solo)
Roede and Taoni
Saga of Roede and Taoni
End of the Universe
Tale of Iron_Tao
Attica(IMSNOB)
Triple Crown -Roede & Taoni
Triple Crown -Lock In by
Plague, Hariel and Shade

Additional Articles
Warrior Treaties
- Charis
Mage Treaties
- Friar.Fuk
Rogue Treatise
- Cyrene
Buff Warrior - Attika

Cave Guide
- Cyrene
Tips Collection
- Others
Thinking Cap - Attika


 Catacombs and Caves
The Catacombs/Caves layouts are different from the Churches/Hell. Too often, the game place monsters right next to the stairway and will create a quite chaos when the whole party gets ambushed.

There's not enough time nor room to maneuver the party strategically... you can't even run back up the stair because your teammate is blocking it, all the while thinking "My team needs me now!" When entering a new level in the Cats and Caves, the warrior should go down first (you don't want the mage to do this, think Hiddens). He may even walk around a couple of squares (be careful not to wander into the line of sight of other corridors) if there are no monsters next to the stair just to reveal any Hidden type monsters. The warrior may give the signal for the rest of the party to come down once he deems it safe. If there are monsters setup next to the stair, go back up right away - This is to avoid activating more monsters and not giving the monsters a chance to move in closer to the stair. If you ignore these tips, at least pay attention to the speed the levels loads for each player. Let the mage go down last (and wait a bit if his computer loads the levels much faster) to avoid the chance of him facing Hidden type monsters alone.

In certain situations such as going down to level 6 (where there is no second entry point unless you want to fight your way back up from lvl 9. Besides, you wouldn’t have the required Clvl to enter other sections from town) and get swarmed right away, you may not be able, or be wise to escape back up the stair. The advice here is to always have TP as a readied spell when going down the Cats/Caves as a scout. In that case you should cast a Town Portal as far away from the stair as possible. The TP serves as an alternate entry point in case you die at the stair. But more importantly, you want to stay alive and try to escape via the TP thus giving the party enough time to react when coming down the stair. Also take note of the nearest wall from your entry point, the team can then gather there to make a Wall formation if it is not packed with monsters in between.

For checking new doors in the cats, switch to the Mage Shotgun formation. Mage checks door and cast Fire Wall as he sees fit. The mage can also cast Fire Wall into a door-less room without being seen - same as in the Deathspit and Chaoshowler section.

Use TPKill in Caves when encountering range attackers across an impassable (long way from opening) lava stream when there’s no way around it.

Mage with Holy Bolt staff may want to use up the charges by the end of the Catacombs since HB is totally useless upon entering the Caves, except against Diablo of course. You’ll probably need to make room for new finds anyway. With a HB flinging mage, the battle formation can be tighten up a bit by having the mage walk directly behind the warrior. Also, it will free the warrior from having to change from sword to blunt weapon. The others should try to leave all the undead for the mage with a HB stick because it is quite difficult to level him after the Churches without major mana consumption, (especially without Fwall spell) and because doing melee beside the warrior begins to make less sense due to the mage’s low Tohit. Make exception if you plan to make it to Diablo and you don’t have the Holybolt spell.

Catwalk Formation
A normal walking formation for corridor with enough room for 3 - This is almost a reverse of the SNIPER formation. The lack of good battle formation is also a major problem in the Cats. Most corridors are simply too narrow to have any formation at all. If the other 2 fall behind the warrior as they walk, he pretty well has to work alone since the rogue and mage don't have enough room for a "safe" firing angle.

The mage and rogue walks a few steps behind the warrior while the warrior hugs the outer wall. When monsters are activated they will be lured to the warrior/outer wall, exposing them to the rogue and mage's fire. If not a swarm situation the warrior can then move down (west) one tile, mage move up and whack beside the warrior. By hugging the outer wall you will actually activates even less monsters if moving one tile at a time like a good golem should. Some monsters will be activated 3-4 steps before the warrior steps into the hall; stop advancing or retreat a step to wait for the monsters to come to you. Otoh, if the warrior hugs the inside wall as he advances, he will have to be closer to the explored corridor before he sees any monsters, and he will have activated most of them by then.

This formation gives the warrior some room to retreat without going behind his partners and therefore exposing them to monster attacks. The BOW rogue should stay put a few steps behind, no need for her to get mixed up in the crowd adding to the confusion and pin cushion her partners when they need to retreat.


 

 

Hiddens and getting swarmed
Protect your jujuman! Stay close to him, you could have walked by a bunch of Hiddens and not see them, then they would appear out of nowhere and ambush the mage. The Hidden type monsters (Hiddens, Stalkers, Unseen and Illusion Weavers) are probably your worst enemies in an Ironman game in the way that the team can get swarmed unexpectedly, and not due to any flaw of their tactic. If the mage gets singled out by Hiddens the chance of a mage’s survival is not good… it would be costly even if the mage manages to stay alive. The mage should cast Mana Shield if the spell is available, and stay close to your partners. The following tactic deals with all situations when swarmed by melee monsters. Think battle formation!

Sometimes the party just has to dig in and fight, for it is not always possible for the party to retreat. As soon as the party senses a swarm situation they should signal for battle formation. Three formations are presented here; they are the “WALL”, “CORNER” and “SNIPER”

The Wall - The team put their backs to a wall with the mage in the middle. This reduces the maximum number of monsters that can get at the team at one time, 7 in this case. The monster attacks are split between the warrior (4) and rogue (3) due to join order. Not the best situation, but the important thing is that mage is freed from attacks. The quick WALL formation is used when there are monsters coming form all directions and if the corners are unexplored territories. If the team can get to a corner, use the following WALL formation.

Corner Wall - Note that the mage is now tugged in the corner with rogue next to warrior. The monster number is now reduced to 5, 2 less for the rogue (If the rogue is s/s setup with decent AC, she can switch position with the warrior to take some heat off him by dividing the monsters into a “2-3 split” vs “4-1” as shown). The mage is still freed from attacks. One nice bonus with the WALL formations is the efficient use of Fire Wall if available. Use the Shift key to avoid falling into the fire when a Fire Wall is cast, and attack the monsters not standing in the fire first.

The Corner - Same as the “2-3 split” above with the advantage of less confusion when getting into positions.

The mage is not being threatened in either formation so he can provide support with magic attacks or just whack with his staff. The team can outlast a swarm when the mage provides a steady stream of Heal Other to his teammates. One advantage with the WALL formation over the CORNER formation is that the mage can play the role of the “SNIPER”. He can slip out when it’s safe, to get a wider angle of firing and render support to whoever needs it most.

In certain situations, the party may be able to fall into the SNIPER formation without forming the WALL first. Note also the rogue took the corner after the mage slipped out. A more desirable variation to the SNIPER formation would have both the rogue and mage playing snipers. The warrior might look like he’s in over his head, but he is actually in better shape than in the other formations because the maximum number of attacks is reduced to 3.

Note: The above are not the best forms of the Sniper formations, however, they are effective and quick to assemble incases of a swarm situation. More of the Sniper formation is cover in the Battle Formations section.

 

 

Deathspit and Chaoshowler
These two spitters are really not as scary and tough as they would have you believe, that is, unless you have the misfortune of opening a door when the horde is right on the other side and attack you before you realize what hit you. If you see Acid Beasts (Boss = Deathspit) on Dlvl6 and Poison Spitters (Boss = Chaoshowler) on Dlvl 8, be extra careful when you see a Boss-light over the wall.

If the party is lucky enough to have found any Magic resist items, it’s a good time to let the mage borrow it for this task. Use the standard Mage Shotgun formation mage open door, Firewall, close door. Be quick about it, don’t let one off them jam the door. The warrior and rogue should be positioned one on each side of the door just in case the door is jammed. In that case, the mage should run for cover because he will be the target for the spits. He needs only to take a few side steps to get out of the angle of attack (the door blocks mostly all spits), just go straight behind the warrior or rogue while they whack at them one at a time. After the mage regains his composure, he can cast more Firewalls using the casting-into-opened-room technique to help out. Just make sure you don’t fry your partners in the process.

Unlike their nasty cousin Plaguewrath, Deathspit and Chaoshowler are actually nice little puppies. They just want to protect their territory like all good dogs do. Advance slowly when you are expecting them; don’t invade their privacy. If the party came upon these hordes in an open area...

DON’T PANIC! Calmly step back one of two squares, they won’t chase you if you don’t run and their limited-range spits won’t reach you. The easiest way to take them out is to cast Firewalls on them but Lightning and Firebolt does a nice job too. The rogue can also help out with a bow here. The important thing to remember is - when you retreat, don’t turn corners (if you can help it) they will only chase you until you run into a dead end. Simply take a step back. Btw, they do not move when attacked, so take your time and enjoy the campfire while they bake.

If other monsters accompany the Spitter horde and if you know the party can handle the monsters minus the Spitter horde, then just dig in and fight where you stand. Fall into the Wall formation as if there’s a wall behind you. Set a few Fire Walls into the Spitter horde as well as a couple more in front of the party for melee monsters.

 

 

Roomful of archers
How to kill a small room full of archers that won't chase -

This will require a coordinated team effort. The team should rush the room together, agreeing before hand (for example) the warrior would go in first and takes the right side of the room, then the rogue and takes the left side of the room. The mage should go in last and position himself 2 steps form the doorway (don't block the door) and take out the center column. This should effectively split the arrows between the warrior and the rogue reducing damages and the chance of stun/block-locking the warrior, and the archers would ignore the mage as a target altogether. The mage may also position himself a Knight’s Move behind the warrior and use CB safely.

Use the same tactics with a large room of skeleton archers. The different here is the warrior and rogue need not get too close to the horde, they are mainly acting as shields for the mage while he fires off quick successions of Holy Bolts (or Firebolts if HB is not known). The warrior need only get close enough for the mage to see the skels. The warrior can then stand still if he has enough Dex to block or use happy feet to dodge the arrows. The mage should try to walk behind and off to the side of the warrior to avoid strayed arrows. The rogue has two options here - Use a shield and take up position a bit away from the warrior to split up the arrows, or walk beside the mage (behind the warrior) and attack with her bow.

See also: Charged Bolt on Knight’s Move, TPKill2 - Hit and Run.






Back to top
 
Charis      Griselda      KingOfPain