Class: Warrior is typical, but Rogues and Sorcerers may be Goths
Tag: GOTH
I wanted to come up with a Warrior variant with some of the good features of Amazons -- decent role playing aspect, challenging from the very start to the first dot and beyond, and restrictions that become less harsh with time. While there are some truly excellent Warrior classes, many fail to go beyond a hack and slash mentality, or delve deep into the sorcery end of things.
The Gothic warrior seeks to train himself to become master of all forms of combat, to strengthen his body and hone his mind. The restrictions and play will change with time, ultimately leading to a Warrior with few remaining restrictions, but with some nice high level quests and challenges.
Gothic Characteristics
(Note: These six characteristics are based on John Ruskin's "The Nature of Gothic," in describing, of all things, Victorian Architecture. The Gothic period began in France in the 1200's, in the height of the Middle Ages, as the Dark Ages were becoming a faded memory and Europe was moving towards the Crusade period. It had tremendous effects on architecture and art, as well as the art of war. Long before this, Germanic tribes known as Goths or Vizigoths were keen warriors and helped defeat the Roman Empire and bring on the Dark Ages.)
At the end of the period of the Dark Lord of Terror's first reign, several nations banded together under the Gothic flag to oppose and defeat him. In the current reign of terror, several tribes and individuals with Gothic roots again take up the fight...
If at all possible, he will not leave a Gothic object on the ground, but lovingly repair it, and if potentially good, take to town to be given to another Goth or offered to Griswold so another may use. Optionally, sales of such items may be donated to a player, Pepin, or Gillian.
The first time Lazarus is killed, for the title of Master, and for the title dots against Diablo, the Goth must do the deed with flair or style. No set weapon or tactic, but something he will remember. Maybe bashed to death with a Gothic shield, pure magic kill, using an axe and no armor, ginsu'd with a 2H speed weapon, or something more creative. The minions of hell, when any survivors sit around and tell what happened, should cringe when they hear of this.
Level 12 should be visited during games in hell section whenever possible, by taking the stairs from 13. There are several good reasons:
Ostrogoths & Vizigoths
There are two types of Goths, who get along very well but choose slightly different paths. The typical Goth, sometimes called the Ostrogoth, prefers a neutral to +Light Radius, and covets the Royal Circlet and Dreamflange.
Among the Goth Federation were a group who tended to be recluses and strong preference for the night and darkness. They were known as Vizigoths, who prefer a touch of stealth and mystery, and proudly wears the Gotterdamerung and Doombringer. They only joined the fight against Diablo when one of their leaders, the Vizier, was corrupted by Diablo. The Vizigoths (sometimes called the Dark Goths) had these characteristics:
The Goth, being a rank-based variant, has its rules based on what rank the character is.
There are 8 phases in the Goth's training. Unless otherwise specified, goals completely early (except killing Diablo) do not have to be re-done for new quests.
Also note that finding a Gothic type Stormshield is special (see below). If your Goth has found a Stormshield but cannot tell if it is Gothic, look at the strength requirement: Gothic Shields require 80. (Other Stormshields can be Tower type, 60 strength required, but such are not special to Goths.)
Speed/Haste weapons, and Warrior, Soldier, Lord, Knight, Master, Champion, and King weapons are restricted. See the later stages for when these are lifted (order is more RPG than by item quality). Crown is also special.
I. Gothic Initiate
Although not of common birth, blood alone does not decide who shall lead. Even future kings must learn how the commoners live, fight, and die. The first test is in some ways the harshest, for if the Initiate fails, he may not become a Gothic Leader.
Armor | Rags, Cloak, Cape, Robe, Cap, Buckler |
Weapons | Club, Dagger, Short Sword, Short/Long/Hunter's Bows |
Spells | None may be cast. |
No using potions/scrolls yet, nor magic items.
Any spell may be learned at any time, however, you may have to wait in order to use it. (This also applies to later ranks.)
His purpose is to learn both caution and patience. Clear levels 1 and 2 of church, and kill the Butcher. Holy Bolt must be learned. If the Initiate should die, his career is over before it begins.
Tips
Pepin may be visited as needed, and the bow is a good bet for Butcher
II.Gothic Seeker
The seeker must learn the role of a proper combination of faith, pride, and self-reliance. The Holy Bolt and blunt weapons must be mastered.
Armor | Light Armor, no Mail or Plate. All Caps. Buckler, Small, and Large Shields |
Weapons | All Blunts - only blunts during this stage |
Spells | Heal, Heal Other, Holy Bolt, Town Portal may be used. |
Any spell that can be cast may be used from a scroll at any time. Spells which are not capable of being learned spells may be used freely (ID, res, etc.).
Potions and magic items may now be used. Fine and sharp weapons allowed. Adria and Griswold may not be visited. Repair your own gear, hoard blue pots. At least 1 point to magic per level up.
Skeleton King Leoric must be killed using holy bolts ONLY. Two other skeleton bosses must first be killed using holy bolts. Three of the four following shrines must be found: Abandoned, Quiet, Creepy, Eerie.
Tip
Do not take on what you're not ready for. Use the opportunity to learn spells.
III. Gothic Protector
The value of defense cannot be ignored. The protector learns to use armor and shield to his advantage, as well as defensive magiks, and tactics.
Armor | All previous; Mail Breast Plate. Helms lesser thank Full/Great. Any shield (up to kite) required for this stage. |
Weapons | One-handed swords (up to Broad) required for this stage. |
Spells | Telekinesis, Fire Wall, Phasing, Mana Shield must be learned, and may be used. |
Townsfolk may be visited freely from now on. At least 1 point to Dex per level up is required.
The protector must find or buy the spells listed above, and use at least once in a dangerous situation. He must find (not buy) magical mail (ring, chain, scale, splint). He must also kill Nightwing the Cold, the Gargoyle boss on dlvl 7 (Special: Foulwing has slain Dreadwing the Electric, who was boss of both familiars and Winged Demon. He may be slain and used either to satisfy the gargoyle requirement for Protector, OR Soldier, but not both. This was added to avoid getting 'stuck' when you can't find a certain boss)
"The Protector" (unique Short Staff) may be used and is highly valued in this stage. If the Holy Defender shield is found, he may use it to shield bash and kill a boss to pass this stage early. This is taken as a sign of divine favor.
Tip
The Cats are the realm of the Protector, and their libraries his friends. Try hard to find or get +magic items, for learning spells
IV. Gothic Soldier
Sometimes the best defense is a good offense. Just how good will now be learned. The Gothic fascination with Gargoyles becomes more evident in this phase
Armor | All previous armors; regular Plate Mail. Helms up to Full. No shield during this stage. |
Weapons | Any 2H weapon (including bow). |
Spells | Charged Bolt, Lightning, Firebolt, Flame Wave, & Flash may now be used. |
Since he likes to master different weapons, an axe or maul is strongly preferred over a 2-Handed sword this phase. A unique axe or maul is ideal, if one if found by the Soldier during this quest, he may pass this stage early as long as one of the 2 winged bosses is killed.
At least +1 point to strength per level up. Out of +to-hit/+dmg weapons, this is the first title that allows a military, with "Soldiers" weapons now allowed in addition to Fine and Sharp. Normal Goths tend to avoid vampire weapons, while Dark Goths tend to avoid 'Blood' (a preference, not firm rule).
Learning to hit and to hit hard is crucial. To progress, the Soldier must find any "Gold" prefixed piece of jewelry. (The first one found will be worn until Knight.) A +Damage (direct or damage%) axe must be found or bought so that his max dmg is >= 60 (on char screen). (He will likely be using this weapon.) Kill Goldblight of the Flame [Blood Claw, dlvl 10] and Viletouch [Death Wing, 12]. If Foulwing and Nightwing were both slain, only one of these new bosses must be slain to 'progress', but do not fail to check for them in new deeper games until they too have tasted your sword or axe. If possible, lighting and fire should be a key part of those kills, respectively.
V. Gothic Crusader
Now comes the time to enter the depths of Hell itself, and to put together the skills he has learned. He will learn to use and face greater magiks and the power of mythical beasts.
Armor | Armors before, plus Field Plate. Helms up to Great; Crowns are special. Shields up to kite. |
Weapons | Special for quest monsters. Otherwise, any; Bastard Sword now allowed. |
Spells | Fireball, Chain Lightning, Elemental, & Blood Star are now allowed. |
Typically, only the King wears a crown (royal), but if a Crusader or greater kills a Hell boss who drops a crown, he may choose to wear it (considered a victor's crown, not royal crown). However, if he does, it commits him to taking on the Champion Quest.
A Goth must be a Crusader or higher to use Warrior's weapons. At least +1 point per level to Vit. Vizigoths may now wear Gotterdamerung and Doombringer. Normal Goths may already wield Dreamflange, and can eventually wear the Royal Circlet.
The Crusader seeks to round out his training. There are several goals to this key stage, and they center on using the right weapon for the job, and gaining resistances and magic.
Finally, when these are accomplished, kill Lazarus and company, with "style."
1: These need not be accomplished simultaneously (i.e. wear gear that gives 40 Magic *and* 40% resistance), but remember that one gold item must still be worn.
VI. Gothic Master
Finally, the Goth is ready to face Diablo and bring down the Lord of Terror. Additionally, he has earned the right to wear Gothic Plate and Shield.
Armor | Gothic Plate and Shields are now allowed. |
Weapons | Any |
Spells | Bone Spirit, Guardian, Golem, and Teleport are now allowed. |
Note that Gothic Plates and Shields are preferred by the Goth, and that Full Plate and Tower Shields are still unusable. As for uniques, since there is no unique Gothic plate, treat the Demonspike Coat as Gothic for this Variant. Stormshield is special.
Should the *Gothic* version of Stormshield be found at any stage by the Goth (when he is ON the level it is dropped), he is most highly favored. If he has the natural strength to wield it (80 STR), no matter his current title, he immediately carries out this phase, but instead of Gothic Master is called "Esteemed Goth."
Master's weapons are reserved for Goth Master or higher ranks, so you may now use them.
Find a set of Gothic plate and shield, and kill Diablo wearing it. The first dot must be a full clear of lvl 16. It need not be solo, but if done coop, one of the four quadrants must be cleared by the Knight himself. A Serpent, Drake or Dragon item must be found by the Goth, and should be worn in the battle against Diablo. Such beasts are fascinating to the Goth. On this and subsequent title dots, Diablo must be killed with "style."
VI. Gothic Knight
Finally, after getting his dot, the title of Knight is earned. Having been fully exposed to magic and the benefits of to-hit, knowledge, and resistance, is able to choose for himself what rings and amulet to wear.
Armor | Nothing new. |
Weapons | Nothing new. |
Spells | Any |
Knight's weapons and those of Speed are now allowed.
Now a veteran of combat and potential leader, the Goth must prove himself worthy of the task. Nightmare difficulty is not a phase to be rushed through or played just once. It is a proving grounds; a source of spells and shrines, and elixirs.
The Gothic Knight must complete many tasks.
VII. Gothic Lord
Just one step now from becoming King, there remain but a few tasks of honor.
Lord's weapons and those of Haste may now be used.
Several traditional Gothic Characteristics must now be demonstrated, chiefly love of nature, honor, and generosity.
VIII.
Gothic King
The King of Goths must uphold the highest standards. Although he could choose to wear Full Plate and Tower Shields he will not do so. Usually, the King alone wear crowns (though Crusaders can be special case).
The honorable king is no longer bound by restrictions, although many prefer to wear a Gold and a Dragon's jewel, and a well worn suit of Gothic armor. The Gothic King alone can use King's weapons.
1) The Gothic Tribulation Quest
After becoming a Knight, and every 5 lvls afterwards, the Goth may undergo a special quest to prove his valor and increase his endurance. In this, he faces several of his worst Nightmares...
Titles
These depend on difficulty: Gothic Hunter, Hero, Legend on Normal, NM, Hell.
2) The Trial of Corruption and the Gothic Dreadjudge
When a Goth finds an item of corruption, it is no trivial matter. It is taken by some in the community as a foul omen, and his honor is questioned. Others believe this is pure superstition, but there is just one way to find out and to exonerate himself - the Gothic Streak.
Below the title of Master few take notice, and usual BNM streak rules apply - dive into dungeon wielding just the corruption item and after you die, it must be retrieved successfully. For a Goth Master or later, he must equip the corruption item, then any Gothic Shield and/or Plate (if the item is not armor), along with his jewels.
Difficulty level should be the same one the corruption item is found in. He must enter the church and dive, not swinging a weapon or casting magic other than pots or healing (strictly optional), unless a creature is blocking his path to the stairs. He must recover all his items after he dies, or face being shunned and stripped of rank by his community.
If he succeeds he is held fully innocent. If the Goth makes it to the chamber of Lazarus, the nature of the quest takes a turn. He may attack Laz and the other bosses, and go after Diablo using the corrupt and Gothic gear. Clearly, no trips to town at any point during this trial. (If the found item *IS* Gothic, he has no choice but to go after Diablo, but may wield a weapon of his choice, appropriate for his rank.)
Once Laz is dead, his guilt is proven false. He can now cast spells, including Telekinesis, and may press on to Diablo. If successful, he receives an immediate promotion and the title 'Gothic Dreadjudge'. No more will smirches on his honor be given any credence. The father of corruption and lies, Dreadjudge the Magistrate, becomes his mortal enemy, and once he slays Dreadjudge he becomes a Gothmog. (should this foe be slain IN the game where the trial occurs, he receives two promotions, Gothic Commander, and is called the Supreme Gothic Dreadjudge.
3) Gothic Champion
There is more to being King that combat ability or age. To fight, one must fight. But to actually lead, requires a leader. Thus the toughest struggle in a combat sense is not the ultimate test, nor does a simple third dot make a Goth a King. Along this road, some choose to prove themselves among the most proficient in melee, and seek an appointment as the King's Champion. As such, it requires brawn, might, and armor. As such, only Gothic Knights, and Lords may attempt this quest, and they must have STR and VIT of at least 80, and max DEX of 60.
The sole goal is to go 3@30, defeating Diablo on Hell difficulty. The quest must be done solo, with Restarts in Town allowed. A "Champion" is called when the King's Page, Wirt, announces an opening and provides a weapon suitable for the task, a Champion's weapon. This should be bought by the Knight. The Champion's weapon will be used along with his best Gothic Plate, Gothic Shield, and a Great Helm or Crown found by the Goth himself. This will comprise his gear for the quest.
Should the Champion (for that is what he is tentatively called) succeed, he may keep the title and the use of the weapon. If he levels up early, it is no disgrace, but he is instead called Guard, and may never use Champion items. If he fails in his attempt, he will never be more than a Knight!
4) Gothic Raid
This is meant for four variant warriors, not just Goths. Character levels may vary widely. At least one should have good teleport capabilities. It is a timed game to kill as many bosses as possible. Each goes to one of the four entrances, and at the word 'Go' they will have 15 minutes to kill all bosses in their section. Anyone done early may help out in another section. The items kept/recovered in the Raid include all unique items, plus any items special for the variant types (Snobs=uniques, Goths= Gothic plate and shield, Cleric/Pal=potentially good blunts, etc.). If possible with the player mix, take the section where your most hated enemies dwell, whether BD's, gargoyles, demons, etc. Cavaliers, Pirates, Paladins, SNOBs, as well as Goths should find a Raid quite in-character, although each will have a different reason for it :P
5) Gothmog - A Quest for Mastery of Gothic Wizardry
Named after the Captain of Balrogs himself, a master of melee/magic attack, this quest is not unlike the Amazon Spellbinder series. A Gothic Knight or higher who has maxed Magic is eligible to attempt the quest.
In some lands, only Gothmogs (those ON the quest as well as those who have been successful) are allowed to use the following items: TC, Naj's Light Plate, Dreamflange, Wizardspike, Aguinara's Hatchet, Mindcry, as well as Dragon's and 'of Wizardry' jewels. (i.e., this is an optional rule if you want to 'earn' this magelike gear.)
As for the quest itself, Hell is entered, with magic being the mode of operation. Diablo must be killed, as well as any Balrog class creatures. If a Balrog boss is met, the Goth should exchange blow for blow, and spell for spell with the fire demon. (This is the only time a weapon is used to do damage.)
Normal, NM or Hell difficulty may be chosen, with titles received: Gothmog, Gothmog Elite, Gothmog Commander.
6) Gothic Gargoyle Crusade
Sometimes fate dictates the coronation of a new king just slightly early, when dire circumstances arise. An aspiring Lord should be at least 32, with VIT at least 85, and completed some of the required tasks of his rank. A team of such Goth Lords must take arms against a Gargoyle invasion, and slay every boss in the dungeon. One or more shall come up from 5, and one more down from 13 and 12, to surround Nightwing (7), Goldblight (10) and Viletouch (12). If one is found and slain, the mission is an auspicious success.
No levels need be cleared except on those where a Goth falls. Press on then, in spite of Hellish difficulty, to face Diablo. The Goth Lords will suit up in their very highest hp gear, to reach or come near 500 hp. Any so brave and strong as to defeat Diablo do that day become reigning Kings...
This cooperative quest is one of high honor, and it was what was in store for a pair of brave Goths visiting Tristram one night. Drasca~(Goth) and Gilmere(Goth) were accompanied by Charis`Cobrago and Graus[Goth] for a victorious double coronation. Soon after, Drasca led ChariSumatra and Fyre[Goth] on a similar crusade, with Sumatra leveling up on 16 to max vit and reach 502 hp.
7) Gothic Ambassador
"Gothic Ambassador" is a single title for those who have done four quests of other classes. Here is a partial list of other classes, and some samples of what they would do, since a full list would be both impractical and too restraining.
General guidelines: Some classes have rather different item restrictions, but no quests. Do a Hell clear on your highest comfortable difficulty setting. For others with a defining quest, see if you can do it with their rules, without breaking any of yours :) If you're daring, instead of a full Hell clear, do a 'enter the church, no visits to town, need not kill everything' game to kill Diablo. Two really good sets of 4 (even if you've never heard of the class before) are Viking, MAR, Ninja, Ranger; Demoniac, Mage Knight, Cavalier, Death Knight.
8) The Quest of Essentials
From time to time each of the Gothic Orders (see below) like to get down to basics, and do a run through the whole dungeon, with absolutely as minimal gear as necessary; using only defining elements of their Order (e.g., a blood weapon and animal jewel; a Gothic shield and dragon's jewel; or a lightning weapon and snake or serpent's jewel) to complete the run.
After the rank of Gothic Knight, the Goth may voluntarily choose a single Knightly Order to Join. Qualifying for a Knightly order not only gains added distinction for the Goth among his peers, but also imbues him with additional traits and abilities. (Note: Gothic Orders are not guilds; merely a roleplaying aspect.)
1) The Sanguine Knights
The Sanguine Knights are legendary for their toughness and steadfast refusal of retreat. A Sanguine Knight can be relied upon to hold ground at any cost. The nearly exclusive use of the Blood Sword is a trademark of their order.
In action a Sanguine Knight never gives ground and operates under the same restrictions as a Holy Avenger in this regard. (An exception may be made if a multiplayer party is trying a quick raid, or trying to divert monsters, or while the Knight is performing an ambassador quest.) A Sanguine Knight strongly prefers to dispatch his foes by means of force, therefore he also forgoes the use of offensive spellcraft. The Sanguine Knight operates under the same strictures as a Ranger or Moor in this regard.
In return for these sacrifices, the Knight may wear Full Plates and Tower Shields, although a Gothic Shield is still very preferable because of its emblem. A jewel and one other item with an animal or +life suffix must also be worn. Great value is placed on AC, hitpoints, resistance, and strength by this order. It is also customary for a Sanguine Goth to wield a sword with a Blood suffix except against opponents who flee hand to hand combat, such as Advocates, Witches, and Hidden. A Sanguine Knight blessed with a Helm of Spirits may wield any sword he wishes.
To qualify for the Sanguine Knights, the Goth must kill Lazarus with a Dagger, then leave it on the altar.
2 The Order of the Dragon
The Order of the Dragon is a famous order of military priests. Not content to aid in the struggle against evil from the safety of a monastery, these Warrior-priests are as well known for their skill in the healing arts, as they are for their skill on the battlefield.
A Knight in this holy order sheds no blood, and so only uses blunt weapons. A +mana (Dragon) jewel is always worn as a symbol of the order; often this is the only jewel the Knight owns as the Order encourages Benedictine doctrine.
The Order of the Dragon also does not tolerate reckless use of spiritual power. Because of this, the use of mass destruction spells such as Chain Lightning, Flamewave, and indeed any spell that may effect a general area must never be used.
No value is placed on deception either; if a shield is used it is a Gothic or smaller one. This makes sure the lineage of the knight is evident. Similarly, -light radius items and the sort of sneaky tactics they inspire are never used. Indeed, the holy Knights of this order should be seen as a beacon of hope on the field of battle.
The Knights of this order also seek to help other adventurers any way they can by casting Heal Other on the wounded and by giving assistance to unfortunate travelers. A knight enrolled in the Order of the Dragon has great regard for the spell Holy Bolt and will use it as often as is practical, especially to clear out the Cathedral.
To qualify for the Order of the Dragon, a Gothic Knight must renounce his possessions, and then purify the Cathedral on Nightmare difficulty. If the Knight already possesses a Dragon Jewel he may retain it. When he is finished, he may reclaim his arms and armour. If he accepts the Benedictine truth, he must honourably dispose of his surplus equipment by giving it to another Goth, or depositing it in the churchyard at games end.
3) The Order of the Lapidary Wyrm
This Order is comprised of Goths whose homeland has been saved by the Legendary Blue Wyrm of Kronos, rumored to have been sent by Set.
Their attire has a distinct blue hue to it (at least a two resist lightning items worn at any given time), and they train hard to use lightning based spells. Although they may use fire spells, they will avoid this if a lightning spell would work. Snakes and serpent items are highly favored, as well as +spell level items, to increase their magical ability. It was the Blue Wyrm of Kronos that brought the knowledge of 'Flash' to their order. Bows of Shock, Lightning Weapons, etc. are also favorites.
Just as the Wyrm is strong in magic, offense, and defense, the Lapidary Goths stress versatility. They are equally happy in Church, seeking Enchanted Shrines, the Catacombs fighting Gargoyles, the Caves spewing lightning, and Hell bringing down the dark minions. (As long as a Gothic Shield is used, some go as far as wearing Sparking Mail even at high levels.)
4) The Obsidian Defense League
The League fosters exceptional protection services to worthy adventurers on quests. They tend to focus on the ability to take high amounts of damage, teleportation for rapid aid. They will never wear less than two obsidian items, a trademark of the league.
The ability to dish out damage is likewise important, and the use of Civerb's Cudgel through at least Nightmare difficulty is quite common, as is the use of Slaughter weapons. ODL members have been known to shun the use of several light colored gems, including amber and diamond. The Obsidian Lord is the mascot of the ODL, and should never be killed! (founded by ChariSponge, a Goth-Garg-Bloodguard-LoL)
Other orders which add distinctiveness are sought! More comments from Morgane/Graus on Gothic Orders: ziamorg@home.com
"The idea behind these orders is to add challenge to the Goth just as normal restrictions are lifted. The high contrast in the nature of the first two organizations above is also intentional. Since these orders are voluntary, it's up to the player to join. The secondary effect is to encourage multiplayer Goth parties. I view the Visigoth as a sort of order already, and in multiplay they make great harassment scouts, although I do have a knightly order in development for them. Any input on these Knightly orders, my comments on your rules changes, and really, just about any Diablo subject will be well received." -Morgane
"Excellent idea! I would like to see other Gothic Knights send their suggestions for new orders. Another optional thought - visit a King who is a member of an existing order to receive both a task and a gift of an item appropriate for the order." -Charis
Stage | Armor/Helms/Shields | Weapons | Spells | Special | Tasks |
Initiate | Rags, Cloak, Cape, Robe Cap Buckler |
Club Dagger, Short Sword Short/Long/Hunter's Bow |
No Spells | Death is final Town allowed for Pepin's Healing only No magical items |
Clear dlvls 1 & 2 Learn Holy Bolt |
Seeker | Quilted, all Leather Skull Cap Small Shield, Large Shield |
Mace, Morning Star Flail, War Hammer Staves |
Heal & HOther HBolt, TPortal |
"Fine," "Sharp" may be used No visiting Adria or Griswold yet +1 Magic/level req'd |
Using Holy Bolt, Kill Leoric & 2 Skeleton Bosses Find 3 of 4: Quiet, Eerie, Abandoned, Creepy shrines |
Protector | All Mail, Breast Plate Helm Kite Shield |
Saber, Scimitar, Blade Falchion, Long Sword, Claymore Broad Sword |
Telekinesis, Phasing Fire Wall Mana Shield |
All townies may be visited Finding Holy Defender is special Foulwing is also special +1 Dex/level req'd |
Learn TK, Phase, FWall, and MS Find your own Magical Mail Kill Nightwing (dlvl 7; Gargoyle) |
Soldier | Regular Plate Mail Full Helm |
2H Sword, Great Sword Maul All Axes Composite Bow |
CBolt, Lightning FBolt, FWave Flash |
"Soldier's" enchant is ok +1 Str/level req'd |
Find a +Damage or +Damage% axe Using that axe, have damage >=60 Kill Goldblight (dlvl 10, Blood Claw) Kill Viletouch (dlvl 12, Death Claw) |
Crusader | Field Plate Great Helm |
Bastard Sword | FBall, Elemental CLightning Blood Star |
"Warrior's" enchant is ok +1 Vit/level req'd |
Find & wear 40% res all Find and use items giving a total of +40 Magic Use bow to kill 2 Witch bosses & Dreadjudge Use a two-handed weapon to kill Balrog/Lightning Demon bosses Use s/s to kill Drake/Knight bosses Kill Laz in style |
Master | Gothic Plate, Gothic Shield | Teleport Guardian Golem Bone Spirit |
"Master's" enchant is ok Finding Gothic SS makes one an instant Master |
Find a set of Goth Plate & Shield Find Serpent/Drake ring Clear all of 16 Kill D with this gear |
|
Knight | "Knight's" enchant is ok Wearing Gold jewelry now optional |
Max Dex req'd Kill NM Butch w/Fists Kill NM Leo w/slvl 10 HB Clear NM Cats w/o Town Kill one NM Garg boss Kill NM D |
|||
Champion (Special) |
Champion's ok & req'd for quest (Optional) If quest fails, he's Knight forever |
Dex 60, Vit 80, Str 80 Solo 3@30 |
|||
Lord | "Lord's" & "Speed" enchants ok | Max Vit Donate 50k gold Help Rogue get 2nd Dot Kill 1 Hell Diff Garg Boss Assemble 5 00 hp outfit for H/H D H/H D for 3rd Dot |
|||
King | Crown | "King's" & "Haste" enchants ok |
Stage | Goth Lady | Goth Mage |
General | -Mana shield
is discouraged, and when it is used, have hp >= 10 * clvl - Attitude: Tough but Noble |
- IF Mana shield
is used, maintain high hp (should be no panic when MS drops) - Attitude: as much as possible/able, kill melee with melee, ranged with ranged - A Gold ring is always worn, once one is found, as a status symbol |
Additional
Items that are Not Allowed |
-
Dreamflange and Civerb's Cudgel disallowed (They're considered to require little true skill) |
-Dreamflange disallowed (as is NLP, TC) - Only magic weapons are +dmg, +to hit, or +str/hp/all. Weapons are not worn purely for resists for magic... they're weapons! (Exception: Aguinara and Mindcry are ok, as are WizSpike, ROO, DSC, many others) - Likewise armor must give +AC, +hp, harm,+str/dex/vit/all |
Initiate | - No spells except
CB from his starting staff. All lvlup pts to Str or Dex - Cap, Skull Cap, Rags, Robe, Cloak, Cape are benath the Goth Mage and NEVER worn |
|
Seeker | Discard CB staff, use blunts and HB | |
Protector | +1/lvl to STR, not Dex | +1/lvl to STR
and DEX, from now until both are max |
Soldier | - Axe must be
used until Goldblight is slain, then Bow is fine for the 2H - Req for max dmg is 48 |
- Staff may be
his 2H wpn - Req for max dmg is 33 |
Crusader | - Fire/LDemon
wpn must be Axe or Maul - Must find gear to get STR to 80 |
- Plate (Breastplate)
is expected to be worn unless Mail has +60 or more hp - CAPS and SKULL CAPS now disallowed - Witch/Magi bosses killed with magic, and Drake/Kni bosses must be melee - Must find gear to get STR to 80 |
Master | (Master taken
as gender neutral, use that or if you prefer, Mistress) |
|
Knight | - PRINCESS is
title (or Dutchess) - Max STR, not Dex |
- Max both STR and Dex |
(Champion) | - Either melee
vs melee opponents, or go the game without Mana Shield |
|
Lord | - LADY is the
title - HP requirement is 450 hp (not 500) to face 'D' (if MS used, combined hp+mana of 750) |
- HP requirement is 400 hp (not 500) |
King | - QUEEN is the
title - Targetted hp of 350, min of 10*clvl |
- Targetted 300hp, min of 200hp |