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The idea is a simple takeoff of the Beyond Naked
Mage. All BN rules applies. In general, all items used must be
cursed.
Classes:
Beyond Naked Turtle Mage (BNTM) - Warrior
Beyond Naked Witch (BNW) - Rogue (not always a good thing to use a preexisted
tag but fun to see the more observant do a double take seeing a BNW tag
on a rogue. Use BNWitch if you wish)
Restrictions:
BNWitch and BNTM are allowed to use any weapon s/he chooses as in the
spirit of BNW and BNR. The Interpretation of "any weapon" here
means that a BNTM can use any bow, staff and any other melee weapon. A
BNWitch can use any melee weapon, staff, and bow. Further more, spells
need not be drained from a staff. However, Non magical attacks are
not encouraged. Not that traditional BN(W/R) are easy variants in
any way, but if you want the extra challenge and play a BNWitch or BNTM
- focus on magic attacks!
Some
analyze to further discourage you from playing one of these BNs
Mana Shield is useless due to low Magic stat
Slow casting speed
Low slvl spells
Some spells are not accessible, without the help of weapon allowance.
And even then, they are barely usable.
Relatively Very High Mana cost to cast spells
Golem is almost useless due to its low life.
Very Low HP relative to your killing power.
ToHit!? or, not to hit.
Some spell notes: Count your blessings, AKA auto hit ;p
Maxed Magic for rogue = 70 + 30 (perfect Wizardry) = 100
Maxed ToHit for BNW vs mlvl 30 monsters = 40%
Maxed Magic for Warrior = 50 + 30 (perfect Wizardry) = 80
Maxed ToHit for BNTM vs mlvl 30 monsters = 20%
Mlvl 30 monsters can
be found as early as normal dlvl 13 in the form of Blood Knights
NM Hell monsters range from mlvl 36 to mlvl 45
Zombie and Fallen start at mlvl 31 in hell diff
Maximum Slvl armed with a Of Wizardry item (i.e. Dreamflange). Add 1 Slvl
for Angel, 2 Slvl with ArchAngel, or other slvl booster by unique items.
Spells |
BNTM |
BNW |
Apocalypse |
N/A |
N/A |
Blood
Star |
1 |
3 |
Bone
Spirit |
5 |
7 |
Chain
Lightning |
3 |
4 |
Charged
Bolt |
7 |
8 |
Elemental |
1 |
3 |
Fireball
|
3 |
5 |
Firebolt
|
10 |
11 |
Fire
Wall |
7 |
8 |
Flame
Wave |
3 |
4 |
Flash |
6 |
7 |
Golem |
N/A
(Rod of Onan and scroll) |
2 |
Guardian |
2 |
3 |
Healing |
10 |
11 |
Heal
Other |
10 |
11 |
Holy
Bolt |
9 |
10 |
Inferno |
9 |
10 |
Lightning |
9 |
10 |
Mana
Shield |
7 |
8 |
Phasing |
5 |
6 |
Stone
Curse |
3 |
4 |
Telekinesis |
6 |
7 |
Teleport |
N/A
(Najs Puzzler)
|
N/A
(Najs Puzzler
and scroll) |
Town
Portal |
9 |
10 |
Please defer Enchanted
shrines to your local BNW and BNTM.
Unique
items worth a look |
Stats
and notes |
Dreamflange |
+30 magic, +50
mana, +50% resist magic, +1 spell levels, +20% light radius
Appropriately
semi cursed. Helps against witches especially Soulies in hell diff)
|
Aguinaras
Hatchet |
+10
magic, +75% resist magic, +1 spell level, |
Mindcry |
+15
magic, +15% resist all, +1 spell level , 69 Guardian charges |
Najs
Puzzler
|
+20
magic, +10 dexterity, +20% resist all, -25 life, 57 Teleport charges |
Rod
of Onan |
+5 all attributes, +100% damage, 50 Golem charges |
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Ice
Shank |
+5-10
strength, +40% resist fire, altered durability (15) |
Stonecleaver |
+30
life, +20% to hit, +50% damage, +40% resist lightning |
Wicked
Axe |
+10 dexterity, -10 vitality, +30% to hit, -1- -6 damage from enemies,
indestructible |
Flamedart
|
+20% to hit, +40% resist fire, 1-6 fire arrows |
Magical
weapons |
Notes |
AA/Wizardry
staff |
More
damage vs more casts, you do the math |
Dragon/Wizardry
staff |
More
casts vs more damage, you do the math |
Resist
prefix/Sorcery |
Give
up some ToHit and mana for some damage buffer plus shield |
Cursed
shield |
Some
blocking is better than none |
Not listed are ones
geared toward doing non magical attacks and those with minor resist(s)
as its main benefit. First, minor resist don't add up to much to give
up a weapon slot(s). (unless getting stunned really bother you ;p ). Secondly,
having minor resists might as well be a curse if you are using a (cursed)
shield, and have the stats and skill to block spells. For example, if
an item gives you 10% resist to magic, that means you are guarantee to
take 90% of a Blood Star damage instead of a chance to block it.
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