Lair Larrikin
Posts: 17
Joined: Wednesday, 9th May 2012, 06:55
OgTm build -updating
OgTm enjoy advantages:
1. High Hp + Fighting, higher damage and survival
2. Acceptable Unarmed apt -1 just like demigod
3. Size change proven for survival: spider big->tiny which is highest HP+EV combination only on. Easily 78 HP + 22 EV (+1 dex, L4 dodging), beat nearly everything before D:9.
Ogre enjoy very high HP + and combine spider form good EV.(anyway, Ogre do train some dodging and also -1 apt)
Spell-casting apt +2 is good, leveling up to get more MP.
Firstly, train transmutation to 2 and spell-casting to 5, dodging/unarmed to 4+, then focus on fighting to 7+, don't underestimate throw, get it up to 2 for better use of the blowgun and soften enemy at range. Also, if you want stealth, train it, since you can become a tiny spider for the first bite.
Gods:
I think worship Vehumet the demon is good, you need his MP on killing and reduced failure rate on getting summon, if you need them.
Evocation:
OgTm have 3 possible early range attack: throw, wand/rod, snakes -count as ranged. Train some evocation can get some item like wands more effective - the wand of flame without any evocation are unlikely beat ice beast before they close up, unless you have large rock.
Train transmutation to Level 5 or 6 and Spellcasting to 10, this probably good enough for spider form. (which isn't true if you don't train poison magic)
Unarmed to Level 8 shall be enough for a while.
Read all books you get and find useful magic to continue crawling
BEWARE: lair isn't place for you, do Orc Mine and Elven Hall first.