Namtar's Lair

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Namtar's Lair.png
Namtar (1)
NamtarCultistLarge.png
NamtarCultist.png
Attack.png 112
Health.png 476
Traits
Unlocking
Unlocked by default
Locations
Any
Namtar (2)
NamtarCultistLarge.png
NamtarCultist.png
Attack.png 112
Health.png 476
Traits
Unlocking
Unlocked by default
Locations
Any
Namtar (3)
NamtarVampireLarge.png
NamtarVampire.png
Attack.png 75
Health.png 238
Traits
Unlocking
Unlocked by default
Locations
Any
Namtar (4)
NamtarVampireLarge.png
NamtarVampire.png
Attack.png 75
Health.png 318
Traits
Unlocking
Unlocked by default
Locations
Any
Namtar (5)
NamtarVampireLarge.png
NamtarVampire.png
Attack.png 37
Health.png 238
Traits
Unlocking
Unlocked by default
Locations
Any
Namtar (6)
Zombie Large.png
Zombie Monster Icon.png
Attack.png 1
Health.png 79
Traits
Unlocking
Unlocked by default
Locations
Any

Namtar's Lair is a Vicious level dungeon located in the East. It is unlocked by completing Dancing Blades.

Overview

Monsters

Monster: Frozen Troll Frozen Troll: Cowardly, Magical Attack, Physical Resist 50%, Magical Resist 50%

Monster: Warlock Warlock: Magical Attack

Monster: Goo Blob Goo Blob: Physical Resist 50%

Monster: Shade Shade: Lifesteal 40%, Physical Resist 30%, Blinks, Undead

Monster: Burn Viper Burn Viper: Mana Burn, Blinks

Monster: Zombie Zombie: Undead, Bloodless

As the Shades and Burn Vipers blink, they are hard to wear down via multiple hits until the map is almost completely explored. Additional difficulty is that if the Shades teleport into black space, they can use their Lifesteal again. However, only the Zombies are bloodless. Monster Attack and Defence is at +50% versus nominal, which is one of the toughest monster difficulties in the game.

Bosses

The boss of the dungeon, Namtar, has six forms. Each form must be defeated in succession to win the dungeon. Once Namtar's first form is defeated on the main map, he revives and must be defeated again. After that, his corpse becomes an item that must be picked up and carried into the actual lair subdungeon. The staircase leading into the lair is only usable after Namtar's corpse has been picked up. The lair has four levels, and Namtar revives in each level and must be defeated anew, until on the fourth lair level he can be finally defeated. His abilities and stats change from form to form.

Namtar (1): Monster: Druid Druid icon, Attack 112, Health 476, Magic Resist 50%, Magical Attack, Poisonous, Mana Burn

Namtar (2): Monster: Druid Druid icon, Attack 112, Health 476, Magical Attack, Weakening Blow, Corrosive, Curse Bearer

Namtar (3): Monster: Vampire Vampire icon, Attack 75, Health 238, Physical Resist 75%, Fast Regen, Undead, Bloodless

Namtar (4): Monster: Vampire Vampire icon, Attack 75, Health 318, Cowardly, Retaliate:Fireball, Berserks at 50%, Undead, Bloodless

Namtar (5): Monster: Vampire Vampire icon, Attack 37, Health 238, Cowardly, Death Protection (3), Magical Attack, Berserks at 75%, Physical Resist 75%, Undead, Bloodless

Namtar (6): Monster: Zombie Zombie icon, Attack 1, Health 79, Cowardly, Retaliate:Fireball, Undead, Bloodless

The first two forms are arguably the tougher because of the highest damage inflicted. That said, spending too many resources on them can seriously hinder fighting the later forms especially in light of the penalties received within the lair proper. His last four forms are all Undead.

Special

When you enter the lair - or descend into a deeper level - you may no longer return to the main map, or any previous lair levels. The first three lair levels have a moderate amount of black tiles that allow a decent amount of regeneration and may even be used to Regen-fight some of the low damage dealing forms of Namtar. Each of these levels also host 3 low-mid level Imps in addition to Namtar's next form. The fourth lair level is very small and hosts no other monsters except for the final form of Namtar. Furthermore, after defeating the 3rd, 4th and 5th form of Namtar, the player receives a penalty that includes several malevolent effects: forms 3, 4, and 5 all apply -10 max health, -2 max mana, and -5 base damage on being killed. Form 4 also removes your Trait: Magic resist Magic resist and Trait: Physical resist Physical resist, and form 5 applies 10 stacks of Trait: Corrosion Corrosion and 10 of Trait: Weakened Weakened.

Strategy

Recommended Classes: Priest, Sorcerer, Transmuter, Warlord, Fighter

It is recommended that the player conserve resources like Potions and single-use items as much as possible before entering the lair subdungeon, as the subsequent forms of Namtar are each challenging. It is also recommended that the player fully explore the main map, as well as pick up or buy any items they will need, as there is no turning back after descent.

Namtar's forms have different abilities, therefor more flexible characters will generally fare better. Reliance on a specific tactic will require the proper preparation; for example, to maintain the Warlord's ability to cast CYDSTEPP, Mystara or the Elven Boots are recommended to offset the Mana reduction penalties. That said, some tactics will still be impossible after a certain point (i.e. reliance on Resistances).

The first form is easiest to dispose of via Melee, and his Poison and Mana Burn make regen-fighting and hybrid tactics impossible for most characters. The second form can be dealth with using melee and/or spells, although he inflicts afflictions that are ideally remedied before going deeper into the dungeon. The third form is best addressed via spells, otherwise the combination of high phyiscal resistance and fast regeneration make this form extremely hard to defeat. Subsequent forms are easiest to defeat using a hybrid approach, but can be done using either melee or spells if so desired. Here the difficulty will be how to reserve resources for these bosses, because although they are weaker than the other bosses, they are still tougher than average monsters.

Lifesteal and/or Sanguine can be very useful within the lair, because these abilities allow the character to regain Health with the help of the 3 imps each spawning on the first three lair levels. Incidentally, these abilities are also quite useful to battle Namtar's first two forms.

The surface dungeon is not pronouncedly maze-like, however there are still chokepoints that can be (and usually, are) blocked by monsters. Therefor preparations or magic that destroys walls, or teleports/moves monsters, will become useful during the course of exploration. Because the monster difficulty is high, and the monsters have nasty traits like Blink and high resistances, significantly higher-level kills are usually off the table. Most characters will barely be able to manage monsters that are one level higher. Which makes the Class: Fighter Fighter class - and the Item: Balanced Dagger Balanced Dagger item - an unexpectedly good pick for this level.

In terms of gods, different strategies might call for different divine support, however some noteworthy ideas include God: Mystera Annur Mystera Annur, who pretty much takes care of Namtar's third form, and generally helps against all but the first; and God: Dracul Dracul, whose boons can grant Lifesteal and Sanguine, which can be useful against all forms of Namtar, if you can get around his constant bickering about slaying undead and drinking health potions. Last but not least, a bit of help from the Pactmaker can go a long way in setting up boons that can help also within the lair, assuming sufficient piety gain/reserves.

Quests

There are no quests associated with this dungeon. However, upon completion the player is rewarded with Item: Namtar's Ward Namtar's Ward.