Botanicus' Guide to Mob Killing - Pre-combat

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While much of the physical portion is automated, there are some things you can do to increase your odds against a mob. One such thing is to backstab it repeatedly or to feed off of it if you are a Fey. This allows a massive attack and, in the case of backstab, can be used until the mob is near 1/2 health.

When choosing the best method to attack, pay attention to the race of the mob. Many mobs are immune or resistant specific damage. Many of these mobs also have vulnerabilities that may be exploited. At the bottom of the page is a table of unusual weapon damages and their levels.

After you have decided to continue combat, the skills you may want to use include bash, kick, throwing spear, throwing axe, and throwing knife.

Bash, and to a lesser extent kick, can cause massive damage and increase the speed of which you defeat the enemy.

The throwing weapons are suggested for instances of no-magic rooms or when you run out of SP. Not all weapons are able to be thrown; however there is a decent selection of throwable items.

Before entering into combat with your opponent, look at them and consider them. Below is a table of what the 'consider' command means:

are far more experienced than (mob) You are of a higher level than the mob
You are just about as experienced as (mob) Same level
(mob) is far more experienced than you! Higher level
(mob) would make a great teacher for you! Much higher level than you (typically 2x)
(mob) is built like a TANK! 2x HP than yours
It would take a bit of luck... Mob has more HP than you
(mob) looks about as strong as you Slightly more HP
(mob) looks weaker than you Equal HP
(mob) is a wimp Fewer HP
Hey! Where'd (mob) go? You have a lot more HP than the mob(100 vs. 1000?)
You could kill (mob) with your hands tied! You have substantially more hit points than the target (100 vs. 1000)

Typically when you look at something you will see the following format

(Gold Aura) **Lord Agrippa is here, a concerned look on his face.

This is the famous Cornelius Agrippa, Lord of Rune. He is much beloved
by his people for his kind deeds and actions in preserving the freedoms and
rights of the individual. His distracted expression and preoccupied eyes
indicate you don't have his full attention but tell of political matters
weighing heavily upon him. With the kidnapping of his beloved Lady Saresyn,
Lord Agrippa has been grieving heavily, and sits here, staring off into
space.

He is a human approximately 5'7" tall.
Lord Agrippa is in good health.
< worn around neck > the amulet of Lord Agrippa (new)
< worn on head > the crown of Lord Agrippa

As you can see Lord Agrippa has some equipment. If Agrippa were able to be attacked, and you do not need, nor want the armor he has, spells like acid blast, or Acid breath can help. By destroying the armor a mob has, you increase the damage you can do. The highlighted portions are the primary concerns for combat.

Many high level mobs have ** in front of their name, indicating fire shield and Sanctuary. Wizards will want to dispel these spells, along with haste and any other beneficial spells the mob may have been granted. After these spells have been removed, you can move on to the next phase, adding your own spells.

As a Wizard you will want to begin by casting blind, curse, faerie fire, poison, plague, slow, silence, weaken, and web. While not all of these spells are needed for all opponents, this will provide the best base for attacking.

=> Blind, slow, weaken and web are designed to hinder the mob?€™s attacking power by making it miss more often, and able to hit less in general. With weaken the hits themselves will do less damage as well.

=> Blind, plague, web, silence and slow all serve to disable or hinder the target?€™s spell-casting abilities. While silence will stop most mages, the witch doctors and Psionics of the realm are typically not intimidated. Blinding the mob will make them unable to target you with most spells, though it is not a does not stop area spells or breath attacks. Plague reduces the regeneration of the target?€™s spell power, making them more likely to stop casting spells in a long fight. Slow hinders Druids and Bards by doubling the time it takes to cast their spells, and web provides a chance for the spell to not be castable.

=> Curse, faerie fire, slow and web serve to make the target take more damage than they normally would by reducing their agility, AR rating, or save versus Spell. This allows the offender to do maximum damage with each attack. Now that the mobs are as vulnerable as possible you can start your physical assault.