Difference between revisions of "Dragon Isles"

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(Strategy)
(Strategy)
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After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this is a fresh breath of air. Prefer HALPMEH to PISORF or BURNDAYRAZ, as there are no walls and the Matron retaliates. The final gauntlet can be bypassed with a single use of a wall-breaking ability and WEYTWUT to leap over the other four enemies.
 
After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this is a fresh breath of air. Prefer HALPMEH to PISORF or BURNDAYRAZ, as there are no walls and the Matron retaliates. The final gauntlet can be bypassed with a single use of a wall-breaking ability and WEYTWUT to leap over the other four enemies.
  
Assassin - Play competently enough to reach level 10 in the main dungeon (A Balanced Dagger or the Goblin race may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.
+
Assassin - Play competently enough to reach level 10 in the main dungeon (A [[Balanced Dagger]], the [[Goblin]] race or worship [[Dracul]] may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.
  
 
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.
 
Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.

Revision as of 05:41, 26 January 2014

Overview

Monsters: Monster: Dragon Spawn Dragon Spawns, Monster: Druid Druids, Monster: Serpent Serpents, etc etc etc

Boss: Firstborn, Matron of Flame

Special Rules

Defeating the Firstborn will unlock the path to the Lair.

The Lair is a narrow corridor that starts with two Dragon Guards flanking a wall that vanishes if they're defeated, followed by four Dragon Elites and finally the Matron of Flame.

Strategy

(todo: find out if any content from Annotated Playthrough Dragon Isles and Anyone Can Win Vicious Part 2: Dragon Isles is still useful)

After the interminable curse-corrosion-weaken trifectas of most Vicious dungeons, this is a fresh breath of air. Prefer HALPMEH to PISORF or BURNDAYRAZ, as there are no walls and the Matron retaliates. The final gauntlet can be bypassed with a single use of a wall-breaking ability and WEYTWUT to leap over the other four enemies.

Assassin - Play competently enough to reach level 10 in the main dungeon (A Balanced Dagger, the Goblin race or worship Dracul may be useful); this will allow you to make short work of the Matron's escort and handle her as you would handle a slightly lighter-weight Super Meat Man.

Crusader - Resists such as the Dragon Shield's are nearly useless for other classes in the lair because of the curse bearers, but not for the Crusader! Keep some level 1 and 2 enemies alive to build momentum and truly show the dragons the meaning of pain.

Priest - If you already have the Naga Cauldron from the Naga City, you can see just how much HP a Halfling Priest can accumulate. A Trisword helps too. If possible, limit resource use with the Firstborn by using APHEELSIK.

Quests

Vicious

XXXX - Complete Dragon Isles with any 3 classes. Unlocks the playable Class: Half-Dragon Half-Dragon monster class.