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=== Resistance spells ===
=== Resistance spells ===
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As you descend deeper into the dungeon, Resistances gain greater and greater importance. On the deepest levels, you cannot survive without the correct resistances. A few items grant resistance to certain types of attacks, but to be fully protected, you must cast [[|Resistant Spells|Resistance Spells]] as well.
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As you descend deeper into the dungeon, Resistances gain greater and greater importance. On the deepest levels, you cannot survive without the correct resistances. A few items grant resistance to certain types of attacks, but to be fully protected, you must cast [[Resistant Spells|Resistance Spells]] as well.
Several guilds gain Resistance Spells, but Sorcerers gain them the fastest and cheapest, allowing you to save your SP for healing or offensive spells. Sorcerers also gain [[Visual Spells]] and [[Protection Spells]], which are of similar value in keeping your party alive.
Several guilds gain Resistance Spells, but Sorcerers gain them the fastest and cheapest, allowing you to save your SP for healing or offensive spells. Sorcerers also gain [[Visual Spells]] and [[Protection Spells]], which are of similar value in keeping your party alive.

Revision as of 19:39, 16 April 2006

There are numerous combinations of races and guilds in Mordor. Certain specific combinations have been proven to work well, allowing the use of a large variety of items and spells, permitting greater success in the dungeon, and ultimately making the game more fun.

Contents

Character Abilities

There are several core character abilities in Mordor. They are:

  • Melee (fighting) ability
  • Healing spells
  • Thieving ability
  • Offensive spells
  • Resistance spells
  • Perception ability
  • Charm spells

Melee ability

Melee ability can be broken down into offensive and defensive ability. Offensive ability is influenced by a variety of character traits, but defense is primarily dependent on your characters' Defense score. A high Defense is probably the most useful trait in all of the game -- it will allow your characters to survive at greater depths for longer durations, earning experience rapidly and collecting good-quality loot.

Your Defense score is derived from three sources: your stats, your equipped items, and your guild abilities. The largest portion comes from your guild abilities: at high levels, guild-based Defense can vary by as much as 100 points, which translates into three or more dungeon levels' worth of safe travel.

There are four "fighting" guilds which provide high Defense: Warrior, Paladin, Ninja, and Seeker. (Villains also have high Defense, but have poor abilities otherwise, and are rarely played.) Leveling in one of these guilds will greatly increase the hardiness of your characters. Nomad also provides high Defense scores, but plateaus far sooner than the other guilds. Nomads are very powerful in the early part of the game but are quite a bit weaker in the end.

Offensive ability is a combination of character Strength, your Attack score, your weapon's Damage Modifier, your character's Size, your guild's Fighting, Critical Hit, Backstab, and Multiple Swings ability scores, and your guild level.

Healing spells

Healing spells are second only to Defense score in importance to your characters' survivability. They will permit you to stay in the dungeon longer, fight tougher monsters, descend to deeper levels, and, naturally, stay alive.

Healing spells are also an important part of your characters' longevity: most Aging in the game is caused by returning to town with less-than-full HP. Be sure to heal fully before returning to town each time, and your skin will remain baby-smooth.

The Healer's guild provides the best healing spells by far. Mages also gain healing spells, but they are only about half as effective; Paladins and Villain's healing spells are less than a third as effective. Healers are also the only guild which can cast Raise spells: the Morgue can raise characters, but it is expensive, inconvenient, and unreliable.

If for some reason you cannot include a Healer in your party, there are several healing items available in the dungeon which work moderately well.

Thieving ability

There are several components to thieving ability: trap opening, trap identification, the Charm of Opening spell, and resistance to monsters' Thieving attacks. Party Initiative can also be considered a thieving skill: it is solely based on Dexterity, and thieves typically have the highest dex in a party.

The ability to open traps is of obvious use: all items to be found in the dungeon are contained within chests or boxes, and most of them are trapped. As you go deeper in the dungeon, the traps become more dangerous, and a skilled thief can minimize the amount of damage your party takes. A good thief is also of great importance for avoiding or disarming the much-hated Slime trap.

In the course of a single dungeon run, your party might encounter a dozen or more Magically Locked chests; the ability to cast Charm of Opening cheaply is of great use.

When calculating monsters' Thieving attacks, the game uses the thieving skills of the currently-selected character (in the Party window). Therefore, it is important that your party's thief be kept selected as you travel through the dungeon; otherwise, you will lose many items to thieving monsters. Initiative is also based on the currently-selected character, so be sure to keep your thief selected.

The Thief's guild gives the best thieving skills by far. They get Charm of Opening for a minimum cost of only 3 SP, the excellent Crest of the Thief, and the ability to ID and disarm traps far beyond all other guilds with thieving skills. Therefore, it is highly recommended you include one Thief in all your parties. Only one thief per party is generally needed; it is rare to need a "backup thief".

Offensive spells

Sufficient melee ability can carry your party through most of the game, but the usefulness of offensive spells should not be overlooked. When facing certain dangerous monsters, you must either flee or kill them quickly, and the fastest way to kill your foes is with the right spell. Aggressive use of spellcasting abilities can allow you party to safely delve deeper in the dungeon and progress faster through the game.

Offensive spells are also the fastest way to gain XP in the game. A single spell against a large group of foes can earn the caster thousands of XP in an instant. For this reason, it is useful to have all characters join a spellcasting guild.

Sorcerers recieve the best spectrum of offensive spells in the game, particularly the Element_Spells and at high levels, Electric Field. But the other guilds have good spells as well: Healers get Leprosy and Word of Death; Mages get Field of Death and Precognative Death; and Wizards get both Precognative Death and Word of Death. All the spellcasting guilds (except Seeker) also get a large variety of other offensive spells, of varying effectiveness.

Resistance spells

As you descend deeper into the dungeon, Resistances gain greater and greater importance. On the deepest levels, you cannot survive without the correct resistances. A few items grant resistance to certain types of attacks, but to be fully protected, you must cast Resistance Spells as well.

Several guilds gain Resistance Spells, but Sorcerers gain them the fastest and cheapest, allowing you to save your SP for healing or offensive spells. Sorcerers also gain Visual Spells and Protection Spells, which are of similar value in keeping your party alive.

Perception ability

Charm spells

Party Recommendations

Two, three, and four character parties are all effective in different configurations. Here are several race/guild pairings which have been known to work well.

Two-Character Parties

Two-character parties are probably the fastest way to level up in Mordor 1.1, however the trade-off is once you get to the lower levels, you will pin faster and may not be able to stay down as long as you would like. The needs of a two person party are fairly easy to attain, but it may require at least one character to join (and level in) three guilds for optimum success.


Example 1

  • Giant Warrior/Seeker
  • Dwarf Warrior/Healer/Thief


This is a good two character party combination. Both characters have excellent melee ability, as Warriors. Adding Seeker to the Giant is the only option (besides Nomad), although Seekers get useful Movement and Resistance spells. Giving the Dwarf both Healer and Thief levels in addition to Warrior makes for a very powerful character, although it takes quite a bit of time to bring each up in level. This is a good base party for those new to Mordor: it is powerful and simple to manage.

Example 2

  • Osiri Seeker/Thief/Healer
  • Gnome Paladin/Mage (Good)


This is an unusual combination that probably works best as a legacy party. This two person party was surprisingly successful, although it has not been tested on the lowest level yet. The Osiri does get adequate melee skills from the Seeker guild and the Thief/Healer combo is very effective once the various spells start to reach minimum mana costs. Once the guild crests are acquired, mana limits don't pose much of a problem actually. The Paladin/Mage combo is also excellent. Paladins possess excellent melee skills, have access to some healing capabilities and in general are a very nice alternative to the Warrior guild. Mages can be very powerful as well. Charming and controlling monsters for companions is a key to the success of this duo, and with a little practice is actually very easy. This combo MAY be frustrating for beginners to try, as early deaths would be fairly common if they are not legacy characters. One other note is the Osiri will take quite a while to get enough XP in all three guilds, but once she/he does, it will be well worth it. Patience is always the key to Mordor anyway.

Example 3

  • Human Warrior/Thief/Sorcerer
  • Elf Seeker/Healer


This is another combination that works better when either played as a legacy party, or at the very least by a more experienced dungeon dweller. The human gets the needed melee skills from the Warrior guild. Offensive spells are brought in by the Sorcerer guild and the Thieving skills of human, while not that of an Osiri, are more than adequate. Elves are an under used race in Mordor, but combining the melee skills of the Seeker guild with their high perception ability and their excellent Movement spells makes for a powerful enough character. Add to this the excellent offensive and Healing spells of the Healer guild and you get a nicely balanced character. An advantage of this combination is both characters will have access to Resistance spells, the Human from Sorcerer guild and the Elf from the Seeker guild. Party balance will not be too tricky to maintain with this combo, as even though the elf has a higher racial XP modifier, it will be offset by the human maintaining three guilds as opposed to the elf's two.

Three-Character Parties

Three-character parties are a very effective and popular way to play Mordor. With three characters it is very easy to cover the four basic skills needed to succeed. Having all three specialize in two guilds can make for an awesome party, one that has access to virutally all spells and every piece of equipment you will come across in the dungeon. The combinations are endless, and as long as you make sure to cover all the bases success will just be a matter of time.


Example 1

  • Giant Warrior/Seeker
  • Dwarf Warrior/Healer
  • Osiri Thief/Sorcerer


This is a classic three-character Mordor 1.1 party. It is well-balanced, and favored by several experienced players.

Giants are the best fighters in the game and will add serious muscle to the party. They can't join any guilds besides Nomad, Warrior, and Seeker, although Seeker skills greatly increase their utility. Seekers have excellent Perception, all the Movement spells, and several other useful non-combat spells. No party should be without a Seeker.

Healing spells greatly increase your party's durability and survivability, so every party should also have a Healer. Versatile Dwarves can join both the Warrior and Healer guilds, a truly powerful combination. In addition to Healing spells, Healers get several useful offensive spells, including Word of Death, the strongest spell in the dungeon, and Leprosy, the most useful early-level offensive spell.

Due to their high dexterity, Osiris make the most able thieves in all of Mordor. Without a good thief, you will take a lot of damage from trapped chests, lose items to Slime traps and thieving monsters, and struggle with Magically-locked chests. In addition to their prowess as thieves, Osiri's high dexterity improves your party's initiative: if you keep your highest-dex character selected, your party is likely to attack first in combat.

Osiri are also effective spellcasters, and an Osiri Sorcerer will balance a Dwarf Healer nicely. Sorcerers have several excellent offensive spells as well as the best Resistance spells in the game.

Four-Character Parties

Four-character parties are quite powerful, although you must be careful to shift party order around while exploring to balance their progression. A well-rounded party of four has little to fear in the depths. The main challenge in running a four-character party is patience: it can take a while before all four characters are ready for the next level. One common mistake with larger parties is to push the party too fast, thinking there is safety in numbers -- the weaker members of the party will pay the price.

With a party of four, your characters should concentrate on two guilds each, although you have some liberty to experiment with unorthodox combinations.

Party Management and Strategy

Don't hesitate to use your spellcasters' offensive spells once they reach their minimum costs; spellcasters can dispatch large monster groups quickly to earn a lot of XP, which will counterbalance Giants' tendency to kill everything and pin first.

Shifting party order around while exploring is also critical; the party leader gets in the most attacks and will pin faster than the other characters.


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