Oree Needs Swimming Lessons?

Sep 13, 2008, 3:03 am
#1
Joined: May 6, 2008
Posts: 14
I reached Oree's lair for the first time today and spend quite some time picking off his mage guards using various wands I had accumulated during my travels. At one point I also resurrected an elder dark mage to assist me. When I had finished taking them all out I couldn't find Oree. I saw him several times during the fight but left him alone as he didn't seem like much of a threat at a distance. I had several detect material scrolls so I used one and searched for "daemon flesh". The only spot lit up was a zombie and I thought, "It couldn't be..." but it was. Oree was a zombie, so he had been killed by something other than myself. I thought to myself, "What a loser, I wanted an epic battle!"

Anyways, I was dying to figure out what he got killed by so I made certain not to miss the results when I got killed:





Unfortunately, the game is set up so that it doesn't reflect the creature's name when you check how they died. Thus, these do not prove that Oree really did drowned. You have my word and that is all. You should at least be able to check and see that Oree can be drowned though.

I don't know how this happened. I am guessing that either one of my exploding wands of teleportation or my elder dark mage teleported him in there. Has this happened to anyone else? It is funny that he is fatally weak against something that inhabits a large majority of his lair!
Sep 13, 2008, 7:41 am
#2
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,888
Only rats and frogs can swim, and dolphins must be placed in fluid, so far as I know from messing around in WM. My guess would be Oree gained levitation somehow, moved over the blood, then lost levitation, dropping him into the blood and drowning him. Teleportation wouldn't have dropped him over the blood, as teleportation doesn't allow the target to be moved to a place they can't go (walls, fluids, etc).
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Sep 13, 2008, 10:20 am
#3
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 991
Why the shield? wouldnt you have been better off at that point 2 weaponing?
Sep 13, 2008, 7:16 pm
#4
Joined: May 6, 2008
Posts: 14
I'm not sure how he got levitation, but still sounds like a possibility. Crazy though.

I like to use a shield for the extra blocking rate. I like two weapons early on when I have poor attack power, but later I switch to a shield when I get my weapon well enchanted. (Or when I get phoenix feather limbs...)
Sep 13, 2008, 8:08 pm
#5
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,299
That's pretty funny. Was this game in Wiz Mode? If not, you did really well and it sucks Petrus got you
Sep 13, 2008, 11:36 pm
#6
Joined: May 6, 2008
Posts: 14
It was not. This is the best I have done so far. I fell prey to the same problem I have had in the past. It is my love-hate relationship with Saal'thul. I forget to remove it and steal something from the shop instead of buying it.

This happened to this character and he fled the town and didn't return until he had defeated Elpuri and Oree drowned. I had to try the final challenge, to defeat the greatest champions of Valpurus. He cleaved my body quite nicely with his Justifier. The golden eagle feather shirt wasn't enough to stop it. Next time I will be much more careful with him.

This also was my first game to get complete control over golden eagle feather and valpurium. (55 intelligence) I only had three scrolls of change material left when I reached it so one of my arms and both my legs were made of golden eagle feather. The leftover arm was spider silk. My equipment was either octiron, adamant, or spider silk depending on its purpose.

I am very pleased with the results of this game since I achieved so many personal milestones. The main one I am so proud of is defeating Sherarax. I took her down with one hit to the torso during our first encounter. As many probably know, she wears an amulet of life saving so she was not completely defeated by this blow. She nearly got me during the exchange so I teleported and drank two cans of healing. She took two blows during our next encounter before she perished. I managed to block all of her attacks that time.

I still have yet to defeat the archmage and the champions in Attnam. Only when I manage to accomplish these will I feel victorious. :wink:
Sep 14, 2008, 11:26 am
#7
Joined: Dec 2, 2007
Occupation: Big Daddy
Location: Under a pile of my own offspring
Interests: Caves
Posts: 612
Petrus isn't that hard to kill, I once killed him with Elpuri's Head just for kicks (not in WM and with natural limbs). I always find surviving all the Elder Dark Mages harder. Get your End up a little higher to survive a hit from petrus. Your HP was high but all the HP was in your artificial arms so your groin, torso and head are all vulnerable to one-shots. Personally I think Sherarax is more dangerous than Petrus, but maybe thats because I use natural limbs and don't get super Dex and Agi.
Sep 16, 2008, 4:15 am
#8
Joined: May 6, 2008
Posts: 14
That is a good note, slob. A warning to anyone who uses material limbs. Even though they are awesome, they will reduce your Endurance gain rate. My reasoning behind this is that if you take hits in flesh limbs, they will naturally heal (if they aren't severed and you don't get unnaturally healed) over time and train your Endurance as this occurs. With material limbs, they do not naturally heal so you have to repair them (similar to unnatural healing methods of flesh limbs) using scrolls or Loricatus and your Endurance will not be trained by this. Thus, only your head, torso, and groin damage that is naturally healed will train your Endurance. (well, that plus unnatural Endurance gains such as ommel snot, holy bananas, or school food)

Lack of exceptional Agility and Dexterity definitely makes Sherarax far more difficult as she gets many turns and her strikes hurt if you are not capable of blocking them.

As far as the wizard rooms, this was my first time reaching them. I will admit, they do pose a challenge. I didn't feel safe teleporting in and berserking them (besides, I didn't have many repair scrolls left and lightning and striking have little trouble harming material limbs) so I adopted a different strategy which may work for some with a reasonable stock of wands. My tactic revolved heavily around the use of acid rain. If you zap a wand of acid rain and it impacts the wall of their room, it will rain into the room even if there is no opening in the wall. (The area of effect seems to ignore walls.) Wizards have very low health so if you wait a while and come back, all the affected squares will likely have either mage corpses or zombies as the wizards in those rooms are accompanied by necromancers. Since it seeps in about two or three squares from the impact location, zapping the middle of each side of the room should kill most, if not all, of the wizards in the room. (With the tall room before Oree's Lair, you probably only need to zap the top, bottom, and one of the sides as it is quite thin.) The only survivors will be any lucky enough to not be on an affected square and mystic dark frogs as they seem to be immune to acid.

I found it to be effective as long as you have enough acid rain wand charges left. If you don't get enough charges off, the acid rain usually will open a hole for you to zap other wands in or throw objects. ESP and high intelligence is useful in general against them so you can see them first and control your engagement range and positioning. I also recommend not carrying all your wands in one box since I find it common that it will get teleported away by them. If you do keep them all in one box, keep a backup scroll of detect material separate if you can, then you can detect "fir" (provided your chest is still made of the default material that all normal chests are made of) and you should be able to see it and hopefully teleport or run to it. This happened to me once during this particular game. I happened to have a backup box which kept all scrolls and my valuable wands. Since no attack wands were present, I needed my other box back and I used a detect scroll to find it and a teleportation scroll to teleport to it. It was right outside the wizard room so I promptly teleported away as fast as possible to avoid a repeat of this event or damage from spells.

I have a feeling many have used this strategy before, but I am curious to hear from those who have. Also I am curious, has anyone used a different strategy than those listed above?
Sep 16, 2008, 8:57 am
#9
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,888
By wizard room I assume you mean the room that spawns beyond Elpuri, with lots of spellcasters in it. It's usually a long, narrow room of octiron, with mages, necromancers, mystic frogs and golems. The ones you want to take care of first are the necromancers, there's a lot of them and if you let them they'll teleport all over the place and make zombies of everything they can. The golems should not be a priority until you've killed most of the spellcasters.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Sep 16, 2008, 12:50 pm
#10
Joined: May 6, 2008
Posts: 14
Well, either that one or the main room in Oree's Lair, as it has many mages too.
Sep 16, 2008, 2:23 pm
#11
Joined: Dec 2, 2007
Occupation: Big Daddy
Location: Under a pile of my own offspring
Interests: Caves
Posts: 612
My natural limb strategy with the mage room was to run in and hack them all to death with my Justifier and heavily enchanted GEF whip of thievery. The key to surviving I found was to get my AGI above 30 with boots of agility. I don;t bother with fire resistance but wear a cloak of electiricity resistance instead. You can't teleport into the octiron mage room because it is full but a valupurium pickaxe gives your easy access. I guess you could balst your way in with a wand of striking. Once youa re in hack your way to the Elder dark mages first. Telecontrol is necessary as are telewands. For the rest of GC beyond the portal I used my 100+ int (dolphins at 50 INT/WIS) to spot out the Elder Darkmages and take them out quickly, teleporting next to them if necessary.
Sep 17, 2008, 9:27 am
#12
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,299
I usually just barge in and try to take them down as fast as I can, tough ones first. Acid rain seems like a good trick to use. As slob says, Elec resistance, tele control, and agility are all essential. I think the worst thing about these mages is their ability to teleport your equipment. You lose your +12 Mjolak and then have to spend time searching for it, by the time you find it they've removed your amulet and rings, and while you were busy searching they pounded you with balls of electricity - it really gets frustrating
Sep 17, 2008, 10:06 pm
#13
Joined: Dec 2, 2007
Occupation: Big Daddy
Location: Under a pile of my own offspring
Interests: Caves
Posts: 612
That's why GEF whips or theivery are nice. Unlike artifact weapons they are clonable so once you get them to +10 or so and are throught the portal you can use some spare cloning shots. and have a few kickass spares. Also if you happen to lose them all or dont have spare cloning charges to use for this purpose it's very easy to collect runed phoenix feather whips from mistress warladies, I collect them at +13 before. Armed with 10 spares and high whip skills losing a weapon is not a big deal.
Sep 23, 2008, 11:32 am
#14
Joined: Mar 21, 2008
Location: Your ears!
Posts: 209
What makes me curious is how did Oree change into a zombie after he drowned - do drowned monsters even leave a corpse? And if so, where? Presumably, a monster who left a corpse over the water would have the zombie created from it drown too... no?
Sep 24, 2008, 7:12 am
#15
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,888
Corpses are left where they died. If it's turned into a zombie, it's spawned on the nearest ground it can stand on. Its equipment will be left where it died, however.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Sep 28, 2008, 11:16 pm
#16
Joined: May 6, 2008
Posts: 14
That makes sense as the Golden Eagle shirt was in the water, but the zombie wasn't.
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