Difference between revisions of "Outdated character guide archives"
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*[[ARCHIVED Buddy23Lee's Minotaur Staff-Master guide]] | *[[ARCHIVED Buddy23Lee's Minotaur Staff-Master guide]] | ||
**While I recognize this isn't designed to be an efficient or particularly min/maxed character by any means, there's a lot of bad advice in here. Raising a magic skill to exceptionally high levels with no intent of using any of the spells contained within is just a massive waste of experience and turns. Suggesting the player farm experience in the Abyss is really unnecessary (and tends to result in all kinds of miserable malmutations). The worst part here is simply that the guide seems to think that magic-heavy characters with staves are inherently equal to or better at melee than heavily-armoured brutes with massive weapons; while it's true that a staff of earth can land very heavy blows, it's a phenomenally large investment for at most an incremental improvement in performance. Meanwhile that XP could be put in all sorts of other places to very significant effect. The core principle of this guide could basically be summed up as, "In the extended-game, you can train staves to 12 and Earth Magic to 27 and get a really great one-handed weapon." While I admit the idea is kind of fun, it's misleading to suggest this as in any way optimized. | **While I recognize this isn't designed to be an efficient or particularly min/maxed character by any means, there's a lot of bad advice in here. Raising a magic skill to exceptionally high levels with no intent of using any of the spells contained within is just a massive waste of experience and turns. Suggesting the player farm experience in the Abyss is really unnecessary (and tends to result in all kinds of miserable malmutations). The worst part here is simply that the guide seems to think that magic-heavy characters with staves are inherently equal to or better at melee than heavily-armoured brutes with massive weapons; while it's true that a staff of earth can land very heavy blows, it's a phenomenally large investment for at most an incremental improvement in performance. Meanwhile that XP could be put in all sorts of other places to very significant effect. The core principle of this guide could basically be summed up as, "In the extended-game, you can train staves to 12 and Earth Magic to 27 and get a really great one-handed weapon." While I admit the idea is kind of fun, it's misleading to suggest this as in any way optimized. | ||
+ | *[[ARCHIVED CapnCrunch's Mummy Wizard guide]] | ||
+ | **Relies on out-of-date aspects of Kiku, encourages silly and tedious behavior, recommends spells that no longer function with mummies. | ||
*[[ARCHIVED Demos' Deep Dwarf Necromancer guide]] | *[[ARCHIVED Demos' Deep Dwarf Necromancer guide]] | ||
**Refers to enchanting ammunition, and many of the tips regarding specific Necromancy spells are very out-of-date. | **Refers to enchanting ammunition, and many of the tips regarding specific Necromancy spells are very out-of-date. |
Revision as of 04:52, 21 April 2015
These character guides are out of date and require significant updates before they can be returned to the character guide list. In cases where the guide cannot be rewritten due to the background or species mentioned no longer existing, an alternative but similar article may be appropriate (Hill Orc Priest guide -> Beogh guide).
- ARCHIVED A.Siochi's Felid Transmuter guide
- Dig, Evaporate, and Fulsome Distillation are all obsolete, and felids can now use wands and jump attack.
- ARCHIVED Bim's Demonspawn Summoner guide
- Many of the referenced spells no longer exist, demon equipment no longer provides bonuses, Vehumet functions differently now, Summoning mechanics have been significantly adjusted.
- ARCHIVED Bim's Mummy Summoner guide
- Refers to victory dancing, very basic, and Summoning mechanics have been significantly adjusted.
- ARCHIVED Buddy23Lee's Minotaur Staff-Master guide
- While I recognize this isn't designed to be an efficient or particularly min/maxed character by any means, there's a lot of bad advice in here. Raising a magic skill to exceptionally high levels with no intent of using any of the spells contained within is just a massive waste of experience and turns. Suggesting the player farm experience in the Abyss is really unnecessary (and tends to result in all kinds of miserable malmutations). The worst part here is simply that the guide seems to think that magic-heavy characters with staves are inherently equal to or better at melee than heavily-armoured brutes with massive weapons; while it's true that a staff of earth can land very heavy blows, it's a phenomenally large investment for at most an incremental improvement in performance. Meanwhile that XP could be put in all sorts of other places to very significant effect. The core principle of this guide could basically be summed up as, "In the extended-game, you can train staves to 12 and Earth Magic to 27 and get a really great one-handed weapon." While I admit the idea is kind of fun, it's misleading to suggest this as in any way optimized.
- ARCHIVED CapnCrunch's Mummy Wizard guide
- Relies on out-of-date aspects of Kiku, encourages silly and tedious behavior, recommends spells that no longer function with mummies.
- ARCHIVED Demos' Deep Dwarf Necromancer guide
- Refers to enchanting ammunition, and many of the tips regarding specific Necromancy spells are very out-of-date.
- ARCHIVED Demos' Hill Orc Priest guide
- The background is obsolete, and several of the threats it warns against no longer exist.
- ARCHIVED Demos' Sludge Elf Transmuter guide
- The species is obsolete, many spells no longer exist, and it appears much of the guide was written for the then-new 0.6 update.
- ARCHIVED Demos' Spriggan Chaos Knight guide
- The background is obsolete, and much of the speed run advice it gives is now dangerously inaccurate.
- ARCHIVED Drwhat's Vampire Conjurer guide
- Conjurers and Kiku have both undergone dramatic changes.
- ARCHIVED Hybrid's Kobold Berserker guide
- Refers to obsolete branches, and many of the branches that still exist have changed dramatically. Numerous inaccuracies regarding Trog's behavior.
- ARCHIVED Mr. K's Deep Elf Fire Elementalist guide
- Much of the Kiku and Vehumet advice is now inaccurate, Mass Abjuration no longer exists, refers to 0.9 update as new. Likely easy to salvage.
- ARCHIVED Petro's Mountain Dwarf Fighter guide
- Species is obsolete, much of the god advice no longer applies.