18. Nightmare Looting EvaluationSo, let's ramble and rant about the material progress in nightmare. Did the predictions prove true and the planning prove sound?
1000 life and 500 mana is, I still think, an attainable and preferable goal. Two of the witches has about that amount of mana, thanks to Frostburn gauntlets mostly, and it feels like a sufficient amount to wage war somewhat comfortably in early Hell at least. None of them has that much life which is a little disappointing although it would have required quite a lot out of their charms.
The WWW failed to easily obtain the expected Smoke armours and Memory staves because of a combination of abysmal luck with those runes and my own slightly compulsive collection of magic finding equipment. I failed to take into account how hard it would be to collect the fairly low level equipment that was the plan and overestimated the amount of staves that would drop. Magic finding and rune word focus is in the case of the WWW mutually exclusive since you want to find non-magical base items to put the runes in.
This would have been no big issue if unique staves had been as common than I expected but in the event none found an exceptional unique staff, or Serpent Lord which would have been sort of funny. At least Wilhelmina had a strike of phenomenal and much needed luck in finding the Spirit Shroud just after I had wasted the second socketing reward.
What I should have been doing is to focus completely on runes and gambling to fill in the rest, together with picking up crafting materials and such to add nice jewellery. Hel runes are so much more common than Io runes that those should have been collected and kept to work my way up to a Lum.
Playing through nightmare on one player setting most of the time was probably right, it would have been too slow and tense otherwise and thereby risk of losing one of the iron wolves which I want to avoid as long as possible. Undefeated throughout the game so far, Haphet, Narphet and Vanji have performed impressively for being such an underestimated class of mercenaries.
Amulets with skill levels have been much rarer than expected but crafted items have on the other hand been a welcome surprise.
Currently the WWW are equipped as follows.
WilmaArch-Angels Cedar Staff of Lower Resistance/Hel Wilmas Buriza-Do Kyanon
Lore Crown
Lionheart Gothic Plate
Hwanins Blessing Belt
Wilmas Frostburn
Loath Spur Battle Boots
Death Heart Amulet
Blood Master Ring
Shadow Knot Ring
Extra equipment
Smoke Field Plate
Amulet of Life Everlasting
Haphet
Jeweled (44 Cold Resistance, 55 Lightning resistance) Crystal Sword
SolRalSol Large Shield
Circlet of Life Everlasting
Treachery Gothic Plate
Strengths and weaknessesWhile high on mana, Wilma is behind on skill levels but going with lower resistance as main curse will make up for that loss of damage if need be. She found a burning grand charm that her hydras liked. And of course there is that overgrown piece of artillery (a ballista indeed...) that takes up half her equipment. One shot will stop regeneration and then it is only a matter of time and timely teleports to get into position to win with even the undeveloped chain lightning. Her resistances could use some improvement and her amulet is a weak point in this regard that will hopefully be replaced sometime later before spectral hit gloam lightning starts flying.
Haphet is the least protected against physical threats with only 34 PDR but if fade triggers he gains some damage reduction that evens it out, and of course a good margin of elemental resistance. Not that Wilma will let him tank conviction bosses any century soon.
WanjaMemory Battle Staff/Hel Wanjas Riphook
Nadir Bone helm
Enlightenment Tigulated Mail
Plague Clasp Plated Belt
Wanjas Magefist
Cruel Trample Demonhide Boots
Prismatic Amulet of Regrowth
Viper Eye Ring
Dread Grasp Ring
Extra equipment
Hailstone Crook Quarterstaff (Lower Resistance)
Ocher Amulet of Grim Ward
Narphet
Jeweled (26 Fire resistance) Ginthers Rift Dimensional Blade
SolSol Mosers Blessed Circle
Lore Bone Helm
SolSolSolSol Full Plate
Strengths and weaknessesResistant and offensively highly skilled, Wanja is lower on life and mana and severely restricted by her limited magical ammunition. Nadir and one of her rings are currently necessary to wear the armour and use Riphook but with a couple of levels she can use the Lore bone helm and another ring with a bit more mana or life. Possibly Wanja will be better off replacing Riphook with the rare staff to gain access to a curse and reserve her archery for the enemy elite. Her lightning is her weak point but thunder storm from the staff adds a little more and poison from the charms allow her to stop regeneration for a while, provided she can hit.
This post was edited by Maltacus on May 13 2024 12:22am