Lord Seth: Difference between revisions
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Casts [[unravel defense]], [[ill fortune]], [[weaken]] | Casts [[unravel defense]], [[ill fortune]], [[weaken]] | ||
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Seth run notes Okay I guess it's time to compile our seth info, for those of us that are not bounded by order rules and such. | Seth run notes Okay I guess it's time to compile our seth info, for those of us that are not bounded by order rules and such. | ||
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know if that might affect it somehow, next time I will try a froggy girth and see if the prog hits harder (unlikely, but worth a shot, if it doesn't, then we | know if that might affect it somehow, next time I will try a froggy girth and see if the prog hits harder (unlikely, but worth a shot, if it doesn't, then we | ||
know we can wear froggy girths with no consequences). | know we can wear froggy girths with no consequences). | ||
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}} | }} | ||
Latest revision as of 10:54, 29 April 2024
Dread Lord Seth watches you impassionately from his throne of twisted metal.
Information
- Area: Seth's Fortress
- Status: Aggressive
- Alignment: Evil
Description
Even while resting in his throne, Lord Seth is a very imposing god. Dressed in black armor and resting a sword which seems to be moaning across his lap, he regards you with utter contempt. A aura of darkness seems to surround him causing his image to waver, as if he were only an illusion. Finding yourself at the heart of his fortress, doubts enter your mind, questioning the sanity of confronting an entity as imposing as Lord Seth.
Items
Equipment
| Location | Item |
| Worn about body | A shroud of darkness |
| Wielded | Lifebane |
| Worn on ears | Demonic Whispers |
Inventory
Unknown coins
Pops
OOG Items
Strategy
- Chars: 5 Thieves
- Tunnel: Five + Mob
- IP Check: 1
- Spells for Tank: Basic spells, full tankset, true sight
- Spells for Others: Basic spells, full tankset, true sight
- Elemental Shields: Shockshield, Fireshield, Iceshield
Notes
Casts unravel defense, ill fortune, weaken
Seth run notes Okay I guess it's time to compile our seth info, for those of us that are not bounded by order rules and such. Seth's chilling touch with 10% res cold: Togget - 1487/1488hp 235/265mv 17,059,028gp A -228 467/500wt slightly scratched >| dr You drink deeply from the flow of mystical water. You can see again. Lord Seth parries your attack. Lord Seth parries your attack. You tumble away from Lord Seth's attack. Lord Seth's pierce cuts you! (a huge shield of oak gets damaged) You tumble away from Lord Seth's attack. Lord Seth's pierce hits you! You dodge Lord Seth's attack. You dodge Lord Seth's attack. You tumble away from Lord Seth's attack. As Seth's hands glow cold blue, a chill courses through your veins! Brrrrrrrrr. Lord Seth utters the words, 'qpurr hajqp'. Lord Seth's chilling touch brushes you. Lord Seth utters the words, 'qpurr hajqp'. Lord Seth's chilling touch brushes you. (Collar of Abyssal Servitude gets damaged) That really did HURT! Lord Seth's harm spell nicks you! Togget - 757/1488hp 232/265mv 17,059,028gp A -228 467/500wt slightly scratched >| 730hp, but it includes 2 melee hits +harm spell. Examining the rest of the log, chill touch seems to do about 610hp with 10% res cold. Spelldowns that are done to thieves: ill fortune, unravel defense and maybe chilling touch (?) (-1str) -Main thing to figure out is whether the chilling touch prog is classified as a cold prog (in which case higher res cold would be better) or not. For running seth we also have to have a cleric that spells him down with ill/leth/burden/unravel then quits or lds. Faerie fire/razorbait scrolls should help too. So, when we run seth, 4 thieves+the cleric spelldowner (who will be ip2 for a tad) will go in, with the cleric going in after, the other 2 thieves (assuming we have a total of 6 people) will wait in lord pain's room, when the cleric is done, that person should check that the coast is clear of servs and get in to kill seth. The last person should be constantly checking group to see if anyone has died and then he comes in when the coast is clear as well. Important note: When going from pain's to seth's room it's important to close the doors quickly so that the servs don't wander in to either of those rooms. So, keep the doors closed when in pain's or seth's rooms. I believe pain's room is tunnelled to 2+mob? So if we go with 7 we'll have to kill him first, we should check this out next time we run darko. Seth gouges, so make sure you have trues and cure blinds. Doubles such as apples or ambrosias should help too when you're chilled. Have around 20-30 apples in your container. You must also use spare weaps, such as tbs or voids if you're rich like that. But when you're tanking you must rem your spare weaps and wear matrix/oak shield (have a macro) and then switch back when he switches to another tank. This is the message that you get when he switches tanks to you: Lord Seth utters the words, 'aque bragh'. Lord Seth's acid blast grazes you. Lord Seth utters the words, 'urr yafhjiz'. This is done only at the end of a round, not in between rounds; he also does a acid blast in between rounds but that doesn't have the word utterances, nor the ill touch spell down and this one in between rounds doesn't signal him switching tank to you. When you see the above prog however you should immediately hit the "switch-to-matrix/shield-macro" and get ready to quaff, checking aff for how long true sight will last is a good idea too. Keep Pain's door open so you can look. They coded it so that Servitors cannot enter that room. Why? Dude, because if they could, I would trap them in there! I have tried Seth with 20% res cold now and have seen no difference BUT this might be accounted by the fact that I had 20% res cold, but no ice girth - don't know if that might affect it somehow, next time I will try a froggy girth and see if the prog hits harder (unlikely, but worth a shot, if it doesn't, then we know we can wear froggy girths with no consequences).