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guides:hunting_guide_mihey

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

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