HOT LINKS
TSS Grown Up (11/13/00)
Druss
12 Things (11/5/00)
TSS
Source Movie (10/13/00)

 

Home > Library > The Silent Spearman

 
Guide to Direlands Monsters
August 28, 2000
The Silent Spearman
"Radically Anti"
 
Hello. This guide is for informational purposes, and I hope it will help some of you low 20's Sourcers understand the world of excitement that awaits you in the wild, wild west.

This guide takes into account monsters from the South Dires spawn type, and the Plains Of Teth spawn type. This does not take into account spawns on the Obsidian Plains, or Valley Rivers (where you find Liches and Virindi, Altered, Mu-miyah's, etc).

On with the show.

This is longer than hell, btw :) Enjoy!
Ash Gromnie | Bandering Berserker | Banderling Enforcer | Banderling Striker | Banderling Thrasher | Copper Golem | Diamond Golem | Drudge Lurker | Drudge Ravenor | Drudge Stalker | Dual Fragment | Fragment | Granite Golem | Great Skeleton | Iron Golem | Malus Shreth | Mountain Rat | Panumbris Shadow | Sandstone Golem | Shadow | Shadow Lieutenant | Silver Rat | Skeleton Bone Knight | Skeleton Bone Lord | Umbris Shadow | Wild Monouga |

Banderling Berserker

Overview: Usually spawn in groups of four with Strikers. Trust me when I say that without the Strikers to vuln for them, these guy couldn't kill a roach if the roach was buffed :)

Offense: Bludgeoning attacks, unarmed so the speed on them is pretty high. If you're unbuffed and don't use a shield, they will kill you quick. I'd say their attack power is about equal to that of a Lithos Lugian as far as pure damage.

Defense: Lots of HP, respectable melee defense.

XP: 5.5k. It's fair for the difficulty, but not the time you need to spend luring them away from the Strikers.

Loot: Armor and weapons of up to LV IV enchantment. It's not Olthoi quality though, a lot of the time you get COMPLETE crap. Best I have seen off of one of these guys was a BD IV, Quickness IV dagger, 2-5 damage. Shrug.

Raredrops: Unknown (I suspect Sturdy Iron Keys, though I have never gotten one.)

How to kill: Use whatever luring procedure you like best to get them away from the Strikers. If you're buffed enough (read: Bludgeon Bane, Impen) you can fight them even with Imperil IV and Bludgeon Vuln IV on, so take them down one by one.


Banderling Striker

Overview: The annoying guys who come with the Berserkers. This is why the Berserker spawns are dangerous. Aggro radius is pretty high and they first thing they're do is light you up with a vuln.

Offense: Tons of debuffs. Imperil IV, Bludgeon Vuln IV, Weakness IV, Clumsiness IV, Slowness IV. Once they get down to business they do bludgeoning attacks, (they have lower attack power and lower attack skill that the Berserkers, though) and launch Shock Wave IV and Shock Wave V. They can also cast Drain Health IV and Harm IV.

Defense: Lower defense across the board than the Berserkers. Still, one problem you might notice is that with Weakness, Clumsiness and Slowness IV on you, you're not much of a fighter.

XP: 4.7k

Loot: No idea really, wands and such sometimes, but I don't know if they go up to Level IV enchantment. I never fight these because it's a waste of time in my opinion.

Raredrops: Unknown (probably SIKs)

How to kill: The first thing you have to realize is that these guys CAN one-shot you with Shock Wave V if you don't throw on your protects. Their AI for debuffing is REALLY dumb, though, and they'll sit there casting Imperil IV on you about 5 times in a row while you smack them around. Just lure them out when you're buffed up, and drill them.


Banderling Thrasher

Overview: These appear in groups of up to 5 with Enforcers and have an average agro radius. They look like any other Banderling, but don't let that fool you.

Offense: These guys hit like a house is falling on you- the bludgeoning ones have Olthoi level attack power, while the Frost-wielders actually SURPASS Olthoi in the damage department. Beware the frost wielders....insane attack power.

Defense: TRUCKLOADS of hp (600+), high as hell Melee Defense, high Magic Defense, and a generally high armor class.

XP: 13k or so.

Loot: High quality weapons and armor! Up to Level VI enchantments, maximum damage mods, and ridiculous value for selling purposes. These guys should be eagerly sought-after once you can kill them. Killing one of these is WORTH the effort.

Raredrops: Sturdy Iron Keys

How to kill: Buff to hell and back....Bludgeoning and frost protections and banes, Impenetrability out the Yinyang. If you use a shield and are not vulned, LV 4's are sufficient. With a shield it's 5's, and if you don't have a shield and are vulned you might as well forget it. You NEED to seperate these guys from the Enforcers, but you won't be able to do it without getting a truckload of vulns dumped on you. This is why it's best to hunt these with two people, one to draw (and soak up the Imperil VI that will undoubtably be coming his or her way) and one to fight. A team of two LV 35 Mages or two LV 40 Melees should be able to handle the task. Once they come up to you, just hack until they're dead (and trust me, it takes a while).


Banderling Enforcer

Overview: Annoying AND deadly. These are the guys that help the Thrashers kill you, and trust me when I say they're a beating. They look like any other Banderling, of course.

Offense: Level SIX (ugh!) Creature debuffs, Cold Vuln V, and, of course, the granddaddy of em' all, Imperil VI. At close range, they use bludgeoning attacks, Drain Health V, and Harm V. Oh yeah, also Frost Bolt V :(

Defense: Their best defense seems to be the fact that they can debuff you so much you can't do squat. With Weakness VI, Clumsiness VI and Slowness VI on, you're going to have trouble finishing one of these bastards off (they have 400 HP), since they will Drain Health you and heal themselves once they get in trouble.

XP: 17k. Believe it of not, it's still not worth it.

Loot: CRAP....if you're lucky, you might get a Blue Taper.

Raredrops: Sturdy Iron Keys

How to kill: Don't bother. Once it's over you'll be 17k XP richer, and you'll have a nice 20 minute wait for Imperil VI to wear off. I suppose in a group of two it isn't so bad, but watch out for Frost Bolt V.


Drudge Lurker

Overview: These little guys are pretty easy, and come in threes, plus they give good XP. Good levelling material. Sometimes ound with Stalkers as the low end of the spawn. These are easily distinguished from Stalkers by their smaller size.

Offense: Physical offense is crap (unless unarmed) so ignore it. The main trouble is the repeated LV III war spells. They use Force Bolt III mostly. They also cast Vulnerability III, Slowness III, etc...but who cares?

Defense: Not much to speak of. With a good fire weapon they'll fold like me playing hold' em.

XP: 2.1k or so. Well worth it.

Loot: Level III enchantment cap, but usually you get crap, like a taper or talisman or some AL 40 basinet.

Raredrops: None

How to kill: It's a matter of knowing your limits. At first you'll be able to kill one at a time, then two, then you'll be able to charge into a group of three and win. How many you can kill at once is a function of your magic defense and attack power...the faster they drop, the less damage their Force Bolts can do. The more you resist, ditto. If you need to draw them, just run near and then run away, one will debuff you with some crap, one might start chucking spears, but one will probably follow you to it's death.


Drudge Stalker

Overview: The next step up from a Lurker. They're darker in colour with blue markings, and are generally toughter. They appear in groups of three, sometimes with Lurkers and sometimes as the low end of a Ravenor spawn.

Offense: Physical attacks are weak UNLESS they are unarmed, in which case they attack for midrange bludgeoning damage. Main offense is Acid Bolt III and IV. They use no level IV debuffs, and again, their creature debuffs are inconsequential.

Defense: Impressive melee defense that will give you trouble if you're a mid 20's melee.

XP: 2.8-3k. A good powerlevelling tool.

Loot: Total crap. No, I'm not kidding, their loot is complete garbage, I never bother to loot these.

Raredrops: None

How to kill: Again, you have to think in terms of total damage. Even if you can wade into three of these and not take a BIT of physical damage, you have to remember that three of these casting Acid Bolt IV at once can hit you for up to 180 damage. If you know you're limits, you should eat Stalker spawns for breakfast. Draw them in and kick some ass for ph@t XP. One quick note...they use Acid war spells. If you've run past a Bone Lord and you have Acid Vuln V on you, watch yourself when you engage these guys.


Drudge Ravenor

Overview: These guys are a great tool for levelling and getting loot and raredrops, but they're also a clear step above the other two Drudges that you'll find in the Dires. They come in groups of three or sometimes as the top end of a Stalker spawn.

Offense: Weak physical attacks unless unarmed, but they pack a powerful secret...every 1 in 5 war spells will be a Level V! These can catch you by surprise for a quick 90 damage. They also cast LV IV creature debuffs, and while some are crap like Vulnerability and Defenselessness, they'll also annoy you with Clumsiness IV and Slowness IV. Main offense, obviously, is the Level IV Whirling Blade, Flame Bolt, and Lightning Bolt spells they throw.

Defense: Very respectable Melee Defense, and it seems they have a high AL as well, giving them fairly good staying power even against a fire weapon (not TOO good though, they will still get owned)

XP: 3.5k

Loot: Weapons, armor, rings, wands, etc...of up to Level IV enchantment. This is the most common Dires monster with a LV 4 enchantment loot cap, and as such they're great targets if you're looking for gear. Still not Olthoi quality, though, as sometimes you get a scarab or a Willow Talisman or some crap like that. Regardless, MUCH better than the other two Drudges on average.

Raredrops: Ravenor guts (for bow quest), Sturdy Iron Keys.

How to kill: Same was as with their smaller couins, but even at LV 40 or so you'll be taking your like into your own hands rushing a full spawn. Those LV 5 spells always come at the worst possible moments. Draw them and take them out one at a time until you're comfortable with two (it will be a while....) and then go from there.


Fragment

Overview: These things aren't even really monsters at all, they're floating lottery tickets. Easily located, just look for the glow in the distance.

Offense: Fire Vuln II, Flame Bolt II, for the most part. They cast Slowness II as well, but so what? Probably the most annoying thing about them is when they cast Drain Health II and knock about 40 HP off of you to start the fight. VERY high casting skill, by the way. You won't get many resists..with 201 MR I resist like 1 spell in 12. Finally, they can cast Life Ineptitude II, which can hamper your efforts to kill nearby monsters if you depend on vulns.

Defense: High melee defense...you'll hit about half the time at 225 skill. VERY, VERY high magic defense. They also cast Armor Self II on themselves sometimes. Shrug. Better that than Drain Health again. They heal themselves a lot, which is annoying, and their natural healing rate is the highest in the game...if you sit there watching their life bar, it goes up almost constantly.

XP: 1.1k

Loot: none (literally....they don't leave a corpse)

Raredrops: Tiny shards....these little beauties are perhaps the most sought-after item in the game. To give you an idea of the value, I traded two of these for a Gertahr's dagger. If you get one, KEEP IT! They are used to make Shadow Armor!

How to kill: I use Lightning or Piercing weapons. Once you have the required weapon skill to hit, they're cake. Just charge up and start wailing.


Dual Fragment

Overview: Big brother to the Fragment, and more dangerous. Too bad they are so rare.

Offense: Same offensive pattern as the Frag, but Vuln, Bolt IV is a HECK of a lot more dangerous than Vuln, Bolt II. Slowness V, Life Inept V. They can cast Drain Health as well, and do so when they're getting low on HP. Casting skill is obscene. Rarely casts Flame Bolt V.

Defense: Higher melee defense than a frag, but only by a little. More HP and better armor. Magic Defense is stratospheric.

XP: 3.5k

Loot: None (no corpse)

Raredrops: Small shards (see above, this is the equivelent of 2 Tiny Shards)

How to kill: Same as with a Fragment, but you'll want to throw on Fire Prot of some sort first, to prevent Flame Bolt V death in one shot.


Sandstone Golem

Overview: Found in the South Dires areas but not near Teth (not usually, anyhow). They are beige in colour and spawn in twos.

Offense: Bludgeoning attacks, but trust me when I say that they're not much of a threat on that score. They throw LV III Whriling Blades and Shock Waves, plus LV III Creature debuffs.

Defense: None to speak of, they have horrible melee defense and are weak to a variety of attack types.

XP: 1.3k

Loot: Level I-III Jewelry, 10-300p value gems, comps.

Raredrops: Motes (these make Atlan weapons or can be traded for Diamond Scarabs)

How to kill: Run in and smack them around. They are slow and deficient. If you're in the Dires, you shouldn't find these guys to be much trouble.


Granite Golem

Overview: Man are these guys annoying. They are more obstacle than monster. Who's that waddling up to me as I try to fight the Thrasher? It's Mr. Golem, here to say hello! Who's that trundling after me from OFF of the screen at 5 mph as I reach a good shadow spawn? It's Mr. Golem! Who's that with the 240 HP and high resistance to all attack types except Bludgeoning, the one type I can't do? It's Mr. Golem! They spawn in groups of two and can also be found alone.

Offense: Physical attacks of middling power (but if you have good melee D they can't touch you.) Main offense is Whirling Blades of up to LV 4 intensity. These don't creature debuff you at all. They are very dumb and cast Shock Blast III or IV every so often, which will get a nice laugh out of you.

Defense: This piece of shit is infamous for it's defense, which allows it to live through the continued attacks of a LV 49 melee for about 2 minutes longer than any other golem. It has no real weaknesses.

XP: 2.5-3k

Loot: Jewelry of up to LV III enchantment, 50-300p value gems, comps.

Raredrops: Motes

How to kill: Killing these is something I only do if they are blocking my resting point for attacking a useful spawn. They take forever to die and are just annoying pieces of rubbish. If you must kill them, take on one at a time unless your Magic Defense is up to the task, and whittle them down with a fully buffed weapon (I find my Ravenous to be good for this purpose).


Copper Golem

Overview: Along with the Iron Golem, the best Golems to hunt in the Dires. Good XP, mote chance. They spawn in twos for the most part.

Offense: Main offense is Lightning Bolt III and IV, and Shock Wave III and IV. Physical attacks are medium strength bludgeoning, but low accuracy, so negligable. Also they sometimes waste a spell with Lightning Volley :)

Defense: Weak to Lightning and Acid, otherwise their defense is solid, though their Melee Defense REALLY bites.

XP: 2.1k

Loot: Jewelry of up to LV III enchantment, 50-500p value gems, comps.

Raredrops: Motes

How to kill: Same as with a Sandstone Golem. If you're attacking a group of two, watch out for them getting trigger happy with the Bolt IV's. Like all Golems, they are slow, so you won't get taken by surprise two often and will usually have time to run away if things get dicey.


Iron Golem

Overview: They look intimidating, but they're pushovers. Not really a step up from the Coppers at all, despite the higher level. They spawn in twos or sometimes alone.

Offense: Slightly higher attack power than a Copper, but attack skill is low. Main advantage over the Copper is the use of three war spells (Flame Bolt, Frost Bolt, Shock Wave) instead of two, making protects harder to use against them. Still, they never cast LV 5 spells, and as such they're only about as hard as Copper Golems.

Defense: Same melee defense as a Copper Golem, but magic defense takes a bit of a jump.

XP: 3k

Loot: Jewelry of up to LV III enchantment, 50-300p value gems, comps.

Raredrops: Motes

How to kill: Same as with a Copper Golem, except that you have to use three protects instead of two if you're worried about their war spells.


Diamond Golem

Overview: Man these things are brutal. I can't even get one below half and I'm level 49! Of course, the Golem is LV 267 :P You can't miss these things, they're shiny and white, and they run very fast for a Golem. Luckily they're quite rare.

Offense: First it will cast Bludgeon Vuln VI and try to smoke you for 300 damage with a Shock Wave VI (sometimes it casts V, but not often). If that fails (and I can't see why it would against a melee gimp like me), it will Imperil VI and punch the shit out of you for damage ranging from "holy hell that's high" to "wtf". With Bludgeon pro IV, full Impens and full Bludgeon Banes, I have been it for as high as 41 on a crit. They can also cast Life Ineptitude VI and War Ineptitude VI, to stifle you mages. Weakness VI as well.

Defense: It only gets worse from here. They have Melee Defense that is only about 10 points lower than an Olthoi Noble's, and if you do hit them you won't believe the shit amount of damage you do if you didn't vuln. It was frustrating for me to fight this thing because it was the first monster that I couldn't solo...you just can't do shit to this big bastard without a vuln on it. I was hitting for 3 a shot, 10 on a crit. It has 595 HP :(

XP: Allegedly about 31,000 xp per kill.

Loot: I have heard tell of jewelry with up to LV 6 enchantments, the top level gems (Diamond, Sapphire, Ruby, Emerald) and other goodies.

Raredrops: Motes, Diamond Hearts (these can be made into Diamond Scarabs)

How to kill: No idea. You'll need to vuln it though, trust me. Better bring some big guys :)


Ash Gromnie

Overview: Man these are annoying. Fast, aggressive, and they chase you for eons. Spawn in threes (always).

Offense: They attack for piercing damage, but the big danger is their lightning attack, which, if you are wearing metal leggings, will kill you faster than you can say "Jack Robinson". Luckily, once you have a respectable melee defense, they are little to fear.

Defense: They have good melee defense, but poor overall AL.

XP: 750

Loot: Not bad...armor and weapons of all types, with enchantments of up to LV III. Most notably, it is possible to get 60% mod Yumis off of these every so often. They also leave spell components.

Raredrops: Thick Gromnie Hide, Ash Gromnie Tooth (these make Gromnie Shirts and Ash Tooth Daggers...the tooth can also start the Hamud quests)

How to kill: Once you can kill them fast you can dive right in, but while in your lower levels you'll want to avoid them. Drawing one Ash Gromnie away from the rest isn't easy...they chase you for 5,000 miles before even one breaks off and heads home. For obvious reasons, don't let them get behind you.


Wild Monouga

Overview: These guys are a waste of space, but in your lower levels they give good XP for almost no effort. They spawn in groups of up to three, though frequently there are less.

Offense: They swing at you. Man do they suck.

Defense: None to speak of...they are slow and clumsy.

XP: 1.2k

Loot: Some of the worst in the game. Taper if you're LUCKY.

Raredrops: None

How to kill: Just swing away, even a group of 3 isn't even remotely dangerous.


Mountain Rat

Overview: Annoying little bastards, and deceptively dangerous as well. They spawn in up to 3's, but often you'll find them alone.

Offense: Piercing attacks and fire breath. Attack power is very high for such a little rodent, so don't underestimate it.

Defense: High melee defense. Other than that, if you do hit, they have little or no actual AL.

XP: 600

Loot: Most of the time, comps. Rarely, you'll get some clothing (you can get protects and even weapon masteries), a ring, or gems of middling value. All items have a LV III Enchantment cap, but Sword Mastery III is better than nothing.

Raredrops: None

How to kill: Keep calm...their attack power isn't THAT high. If you can hit them, they won't last long. If you run around like a moron trying to get away, they'll bug you all the more.


Silver Rat

Overview: Yay, we all love these guys. Little SOBs with 500 run. Almost always found in threes.

Offense: They have a medium power piercing attack and a high powered Acid breath. They're a beating now more than ever because the damn Bone Lords always Acid Vuln you while you run by. Watch yourself...I have been critted to death from 90 health by one of these little fuzzballs.

Defense: High melee defense. Like most rats, little or no actual AL.

XP: 1k

Loot: As above, but with a Level IV enchantment cap. I got a Coordination IV ring off of one of these when I was LV 26 that I still use to this day, 23 LV's later. They can also leave gems of up to 1.2k value. Most of the time you get comps, though.

Raredrops: Sturdy Iron Keys

How to kill: You just need the tools...high enough melee defense to avoid 'em, high enough weapon skill to hit them. No strategy involved, just smash them once you have the skill. They will go down quick.


Shadow

Overview: These guys spawn in the "Shadow Pack", which is a Shadow, Shadow Lieutenant (louie), Panumbris Shadow (pan), and two Umbris Shadows (floating l3wt chest). They come in two types, semi-transparent and opaque. There is no difference between the two.

Offense: They have average attack power with their weapons...the main issue is their FREQUENT use of war magic. They use 5 types so it's hard to plan ahead, and have very high casting skill. They also make excellent use of Drain Health and Harm spells. All spells are LV 4. They can Magic Yield you as well. Luckily, the sometimes waste spells by buffing themselves, casting Vulnerability or Defenselessness, or healing themselves. This is your time to heal from their chaincasting :)

Defense: High defense in all catagories, but basic AL is weak vs. Fire. Once you can hit them, they will drop reasonably quickly, though it's never an easy fight- Shadows LOVE to heal themselves, and use Stamina to Health, Drain Health, and Heal Self when needed. Sometimes they have shields, which makes them a bit tougher against physical attacks.

XP: 2.2k

Loot: Not as good as you'd like for the challenge. Wands, weapons, armor of up to LV III enchantment, some gems and trinkets. Sometimes nothing.

Raredrops: Dark Slivers (these are used to make Shadow Armor)

How to kill: Heal, heal, heal some more. Keep attacking. Eventually you'll wear it down. Always leave a buffer zone of about 80-120 HP for yourself, they can hurt you real bad, real quick. Drawing one Shadow out from the pack isn't easy, but it can be done. Just be glad Shadows don't cast vulns.


Shadow Lieutenant

Overview: Arrrgh. Just like Shadows except faster, tougher, more dangerous, and they have shields more often.

Offense: Ignore the weapons they carry. The main issue is the LEVEL FIVE WAR. They will launch the Frost Bolt V's up your ass so fast you'll think you're in the communal shower room at Attica. They will waste the occasional spell on Magic Yield, Defenselessness, and Vulnerability, but mostly it's just War. They also cast Drain Health and, unlike their smaller cousins, thy have, (get this), SIX HUNDRED MANA. You're in for a long wait.

Defense: Melee defense is a scene from hell. Better hope you have high skill. Magic defense and missle defense are just as high.... :P Yecch. They heal themselves, cast Stamina to Mana when they are running low, and just generally are hard to kill.

XP: 4.4k

Loot: Not as good as you'd like for the challenge. Wands, weapons, armor of up to Level IV enchantment, some gems and trinkets. Sometimes nothing.

Raredrops: Dark Slivers (these are used to make Shadow Armor).

How to kill: The ability to kill a Lieutenant is a simple function of your HP if you're a melee. Can you take a 90 point blast and heal 90% of the time on the first try? Good, you can kill one of these. If not, you're in for it. You just have to keep hammering away until it forgets to heal itself for two long, and then you have it made. The ability to hit consistantly is the biggest requirement for consistantly beating these guys.


Panumbris Shadow

Overview: The enforcer of the Shadow spawn. This guy doesn't give you squat for killing him, but he has to be dealt with if you're to take everyone out :) And he's one tough SOB. You'll recognize him, out of the three floating bastards in the group, he's the larger one.

Offense: Unlike the lower shadows, these guys can punch for some high-ass damage (one hit me for 116 the other day). Of course, that doesn't mean they don't enjoy chaincasting Level V war in your face. They are the first shadows to abandon the Defenselessness and Vulnerability school of creature debuffing and actually do something worthwhile- they throw Slowness V, Feeblemind V, and Life Ineptitude V around with ease. They cast Drain Health and Harm IV as well. Casting level is very high, if you get resist it'll be purely luck.

Defense: Unlike the lower shadows, these guys have actual defense, and you'll be hard pressed to chisel away at their 400 HP before they're out of mana. They just heal themselves too often. In addition, sometimes they cast Armor V on themselves, which slows the pace of their death down to a crawl. Melee, missle and magic defense are formidable.

XP: 13k.

Loot: Horrible, horrible crap for a LV 126 monster. I have yet to get anything good off of one, Olthoi Workers leave better loot most of the time.

Raredrops: Dark Shards (this is two Dark Slivers)

How to kill: Run him out of mana, then chisel his HP down. That's all you can do, really. Without a vuln you can't kill him without running him out of mana. Out of the five war spell types he can cast, protect yourself against as many as you can. I choose Fire and Cold.


Umbris Shadow

Overview: The smaller floating shadow, these guys are the leaders of the bunch. They are the only ones worth killing for loot, and also the hardest to kill.

Offense: They punch for very high amounts of Bludgeoning damage, and launch level V war constantly. The usual shadow attack pattern :) Magic Yield VI this time, plus the Life Inept V and the other annoying crap. They can cast Drain Health too, of course, and Harm V. Casting skill is in the mid 350's :(

Defense: Yuck, these have HIGH base AL, HIGH melee defense (up there with the Noble), and can cast Armor VI on themselves. Magic resistance is very high as well.

XP: 25k

Loot: Some of the best in the game and the reason Umbris spawns are so coveted. You'll find weapons, armor, wands, jewelry, all of up to Level VI enchantment, along with HIGH value gems and ornaments.

Raredrops: Dark Shards, Sturdy Iron Keys

How to kill: Wear them down. Grab a drink, it will be a while. Draw him in such a way as to get him alone, and the start whacking away, Eventually he will run out of mana, and then you'll need about 200 stamina worth of constant bashing to get rid of his HP. Make sure you have Impens on, too, because he can still punch you to death. Sorry to say, if you're only hitting less than half the time, it will take you FOREVER to kill one. HS V on a +7% Attack fire weapon helps.


Malus Shreth

Overview: These guys turn the Dires into an obstacle course- they're so thoroughly worthless to fight that they might as well be big rocks that you have to run around. They're the big ugly things, hard to miss :)

Offense: Very high amounts of Bludgeoning damage, a notch below that of a Tusker Slave. They attack very quickly.

Defense: Excellent Melee Defense, and resistance to most popular elemental types. Tons of HP.

XP: 6k...not worth the amount of stamina they'll chew off of you while you melee them. Might be worth it for mages.

Loot: Comps. Trust me. Maybe a gem if it's your birthday.

Raredrops: None

How to kill: Buff against Bludgeoning, run in and chop them up. Piercing seems to work best for me. I always avoid these and never kill them.....why bother? No reward.


Skeleton Bone Knight

Overview: It's the dude you love to hate :) One of Turbine's new uber-monsters, these guys are anything but pushovers...they usually don't show up on radar until you're inside their HUGE aggro radius (only creature who sees you from farther away seems to be a Gold Wasp) and then they rise up, debuff you, and chase you for miles. Not fun. They look just like skeleton warriors, but don't be fooled :)

Offense: These guys can cast Imperil IV and Acid Vuln III. They can also cast Drain Health I and Harm IV, and attack for ridiculous damage with either a bludgeoning fist or their brutal acid swords. If you're not buffed vs. Acid, they will make short work of you. They use numerous Creature debuffs as well, all with absurd casting skill that you couldn't resist if you were God.

Defense: The AL on their shields is easily 120. It actually helps to Brittlemail their shields, but unfortunately you can't drop your own shield to do so. They have impressive melee and magic defense to boot, more that enough to make a LV 40 character sweat.

XP: 8k

Loot: Looks like they can leave items with up to LV 5 enchantment, but I have yet to verify this. I HAVE gotten some high AL metal armor, so this indicates the chance of LV 5 loot.

Raredrops: SIK's

How to kill: Best done in twos....lure one in after you buf vs. Acid, and get your buddy to Brittlemail the shield before you melee it. It should fold pretty quickly afterwards, but they do switch targets, so be careful. As a lone melee, killing the shield bearing ones (about 50% of them) takes a thousand years.


Skeleton Bone Lord

Overview: These are the rat bastards who compliment the Bone Knights with their bigtime magic skills and archery from afar. They are more dangerous than their cousins, but not by much...how can you GET much more dangerous.

Offense: Imperil V and Acid Vuln V, Acid Bolt IV and V, War and Life Inept V, Slowness, Weakness, Clumsiness V. That enough? They also have Acid BOWS on occasion, meaning your Melee Defense isn't going to do shit. Oh yeah, Drain Health I and Harm V. Feeblemind and Bafflement V. I think that's it :P

Defense: Sometimes they carry shields. They have high AL and evade regardless, and high Magic Defense.

XP: 10k

Loot: I only killed one, and it didn't have much, I think maybe some 120 AL Chain BP or something. So loot is a question mark at this time.

Raredrops: SIKs

How to kill: Buff and bane yourself, and draw one away. Keep your health high try to brittle the shield if you can buff your underclothes enough to survive. If it has a bow, it's defense will be lower and it should be easier. Bone Lords are notorious for being hard to draw away from their fellows. Good luck. (If you're a mage, the first thing they'll do is debuff the shit out of you.)


Great Skeleton

Overview: And you thought the last two were bad. I never go NEAR these bastards.

Offense: LV VI Life and Creature debuffs. They use elemental swords and kick your ass. Little is known because I run from them :)

Defense: You still here? I told you to run :)

XP: Unknown

Loot: Unknown

Raredrops : SIKs

How to kill: No idea.


Tumerok <insert name here>
Tumeroks are TOTALLY worthless and as such I won't be commenting on them. Just ignore them. Same thing with Drudge Slaves, Skeleton Warriors and Skeletons, and Sandy Armoredillos, and any other Dires creature that is weak as a newborn.


Conclusion:

Thanks for reading this article. I hope you all found it informative and fun. If you have any comments, please use care and snip the bulk of this message when you reply...this thing is huge :)

Comments welcome.

TSS

 

this page last updated 8/28/00

 
 
 
  this site maintained by Khali
The material on this site is the property of the authors. Reproduction of this material without the consent of the authors is prohibited.
Restored from the Internet Archive's copy, captured February 26, 2001. Preserved by AC Darktide History.