thanks
Seanathon reg
thanks
Seanathon reg
You need to be at least a certain level (16?), I believe, to make the climb up. If you fail the climb, you'll fall, possibly hurt, definitely on your back. Kobolds, mongrel kobolds and urghs may be about. Your hands have to be open, so if there's something at the top waiting, you better be fast.
You cannot drag back down the footpath, so a fogger is needed for all rescues. Luckily, Solhaveners are good at that.
Once there, there are two different creatures:
Wood Wights (20U) and Rotting Woodsmen (23?U)
Wood Wights are the familiar Arch Wights. Low defense, below average physical swing. They cast Death Cloud, Boil Earth, Spirit Burst (stun), Fear, and Elemental Deflection. Keep on the amulet, it's considered very poor etiquette to not announce your clouds. Clouds are a pain, but Call Wind amulets are a nice plus; most Solhaveners will imbed it for you if you provide the amulet (and grot, if needed). Boil Earth is by far their most deadly spell; as warriors, it isn't as dangerous, but is nothing to scoff at. Even if it doesn't kill, you'll be on the ground, often stunned.
Rotting Woodsmen appear to be almost exactly like Zombies, with a few differences. Although they all seem to spawn on the same level, they seem otherwise a BSC critter; they have defined sexes and such. Don't know if they fear, because those young enough to be feared can't climb up anyway. However, they wield a massive logging axe - greataxe base - so if you can't stance dance, don't come. They swing around 200 and defend around 120, if memory serves.
Alone, they're not too bad; your biggest problem as a warrior will be deciding what to do if a wight prepares a spell. When I hunted Arch Wights in Anwyn, I'd generally just let them cast, and hope I dodge the Boil, if it is one.
Multiple wights are a pain; if you have MStrike, feel free to use it. Because unlike Arch Wights, they claw rather than swing a blade (often falchions, yech), a hit isn't as deadly. Taking off the right arm will prevent their spell casting abilities, but they'll also often turtle and run.
In groups with both wights and woodsmen, you'll be at a disadvantage. If a woodsman connects with that greataxe of his, you'll feel it, even in plate with skills placed for redux. If you've been boiled to the ground, chances are the greataxe will follow soon after. Retreating is a legitimate option.
A hint when fighting woodsmen:
Their weapon is two handed. Like a zombie, woodsmen will resort to a biting attack when they lose their right arm. However, if you've trained well enough in ambush or combat maneuvers to take off their left arm, they'll stand around and do nothing (just fumble with their weapon). This is the fastest and easiest way to disable them as a warrior; I suggest going for the left arm first and a leg second. Otherwise, they can still hit you from the ground.
From what I recall, the Elven Nations has very few undead. The elves did win the war, remember? reg
quote:
Originally posted by Taernath:
The Elven Nations has a good amount of undead, but they're all pretty old with some nasty attacks.
I remember fighting the darkens in my mid-20s, but my light scroll only lasted for so long. reg