guides:hunting_guide_mihey
Table of Contents
Hunting Guide — Mihey
Category: Guide
Tips on hunting efficiently in the Kingdom of Drakkar, covering lair hunts, skilling, experience, coining, and safety. Written by Mihey of PHNX Guild.
Lair Hunts
- Always gather intelligence on a lair before you attempt to hunt it, especially the first time
- Don't attempt to solo eaters unless you are well prepared and can survive at least two prones
- With a party, make sure you can survive at least a good prone — otherwise you're just another DP to recover
- Always IH the lair (remove all IHs) before the lair crit reaches 1/3 health, or it will use an IH to heal
- You can IH a lair crit on purpose (give it an IH) to gain more skill
- Bring appropriate gear for specific lairs (enmiss protection for Tarak, Chipper & Slith; NO dancers on Slith hunt)
- Set a twig as close to non-twiggable lairs as possible in case you node out
- Zerking barbs: If the lair crit disappears from screen, DON'T press anything — you'll target a party member. Wait for it to reappear.
Skilling Tips
- Keep your trainer fully paid (“happy”)
- Pay larger amounts at once rather than small amounts frequently
- Killing easy, numerous crits gives better skill than harder, scarce ones — if you can 1-2 shot crits, you kill more in the time it takes to kill one hard one
- Hally users: skill where you can use 2-step or 4-step “dance” tactics — avoid melee damage
- Same applies to ranged users (bow, crossbow, mentalist, healer) — avoid melee
- For melee weapons: wear best defense or skill in easier places
- Thief skilling: Steal from N-1 or N-3.5 crits with trainer paid to reach skill 12 easily. Don't steal from players.
- Ment/Healer skilling: Form disciplines on blue-tagged NPCs (like your trainer) repeatedly. Good for lower skill levels.
- N-3.5 ghost is good skill up to 8; Ogre Chief up to 12
- Aleria is good for skill above 11
- Partying with a thief boosts your skill (as long as the thief uses backstab, steal, etc.)
Experience Gathering
- Mentalists gain exp fast by forming area effect disciplines (fireball, firebreath) in big zoos of easy crits — Yeti+1, N-4, N-5
- Partying with such a ment gives a nice portion of their exp
- Healers have 1-hex area effect discs — gather a zoo, then blast. Stronger than ment's but costs more EP
- MA can sweep zoos — don't stand on their hex!
- Other classes can only kill 1 crit per round (except pally with multistrike later)
- Aleria is very good for exp (Bowlers Cave is an “exp factory”)
- Just hunt — don't sit in SF too long
Coining Tips
- Mentalists and thieves get Transmute — turn floor items into coins
- Hunt places and gather all coins, gems, and valuables to sell in stores
- Faster hunting = more coins
- Succor twigs speed up coining greatly
- Hunt easier crits for faster kills and more income
- Consider skipping coins and grabbing gems only — come back for coins after. Surprisingly faster.
- Don't search corpses — let them decay and grab what you find (saves trip time)
- Too many coins = encumbered = fight poorly (doesn't affect psionic disciplines)
- Aleria is very good for coining
Safety
- Shield saves lives. Always keep a spare in locker.
- Greathelm has combat stun protection — don't underestimate it
- Dancers are lifesavers if stunned (requires level 15)
- Hally/bow/ment/healer users can kite — keep moving and hitting pursuing crits
- In stun-danger areas (stunners, healers, harpies): bring Prot Stun (PS twigs from Maeling or PS ammy from Mummy King quest)
- Wear proper gear for each area: fire prot for M-3, ice gear for ice plains, raks for prisons, enmiss robe for Fatepools
- NEVER forget to set a twig to Nork — twigs are lifesavers
- If a place is too hard, hunt somewhere easier. Don't force it.
- Get intel on new areas from experienced players before going
- Hunt in parties with friends. Bring a healer to CC you, and someone with a CC scroll to CC the healer.
See Also
guides/hunting_guide_mihey.txt · Last modified: by 127.0.0.1
