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Which weapon for my Fighter/Monk???
Posted: Sat Jan 26, 2002 6:36 pm
by Skuld
I've taken my trio of Half-Elves through the Main Halls with few problems, and now i'm in the Deep Halls. The first time through the game I found a weapon in the Main Halls that held it's own throughout most of the game. It's called the Massive Club - Crude-Handled Chunk of Oak. It's a 1d6 Club, +3 to hit/+3 damage, Double Damage. I gave it to my Fighter/Monk and with two successful hits kills almost everything encountered with the exception of Lords, masters, and Wraiths(and the like), but the thing is awesome for killing Shadows. I just got the Luther's Protector - Staff 1d6, to hit +3/damage +3, and I was wondering if I should keep him equiped with the Massive Club or switch to Luther's Protector or some other weapon for that matter. And for anyone who's been through the main halls without this ridiculously named weapon I'll try and help you find it, because it makes things so much easier.
Posted: Sat Jan 26, 2002 11:39 pm
by Midnight
The Dwarven Warhammer of Death
I find that the Great Warhammer +2 / +5 to Undead does great damage with my Fighter/Monk. Normally hitting for about 20 damage +, couple with the boots of Health, Fists of Ranman (for non-undead enemies) and the Amulet of +2 to Strength. He's got cleave and now multiple attacks (im in Deep Halls), so he can normally get through 1 or 2 guys each round.
Monk's don't need any armour or shields. Give him the Boots of Health, and with a assuming high dex and high wisdom, you should of at least an Armour Class of 20, possibly more. Use the ring of Wisdom to pump up your Armour Class.
Posted: Sun Jan 27, 2002 2:07 am
by Skuld
I'm in the Halls of Stone and as of now my Fighter/Monk is wearing the Bloodstone Amulet, Ring of Consitution, Boots of High Wisdom, Fists of Ranman, and Ring of AC +1 (i think that's it). And he's still weilding the Massive Club, which usually does at least 20 damage. I like the Warhammer of Death for Skeleton Lords only, because I hate changing weapons all the time. Right now he's just a lvl 3 Monk/lvl 2 Fighter, and the next two levels will be fighter levels so I hope to be getting cleave in the next two levels. He's got an AC of 18 right now, is there a better assortment of items that'll give him a better AC?
Posted: Sun Jan 27, 2002 2:54 am
by Midnight
What are his attributes, and hit point total?
IF your in the halls of stone, try and get naga's kiss when you can. Then ditch the ring of constitution and the ring of protection. Depending on his strength and dexterity totals, you can pump them up with the ring and the gloves respectively to get them to the next tier. However, it sounds like you need +2 to strength. In that case, a setup can be -
Gloves - Ranman
Boots - High Wisdom/ Health
Ring 1 - Ring of Wisdom
Amulet - Amulet of Strength/Onglore's Amulet
Ring 2 - Naga's Kiss/Ring of Protection +1
Naga's Kiss essentially cancels out all of Kluusar's benefits, except for the +2 to strength. So chuck Naga's kiss on, put on Amulet of Strength and thats +2 to Con, +2 to Strength and 5 protection. Fists of Ranman is practically a waste with anything more than +3, as the benefits do not stack. But until then keep with what you've got, and just get naga's kiss and the amulet of strength. Post your attributes though, as i' would like to see what yours are in comparison to mine.
Posted: Sun Jan 27, 2002 10:47 am
by Skuld
Yea, I'm in the Halls of Stone and have two vials of venom(or whatever it is you pour into the fountain. And He's definately getting the Naga's kiss. I'll probably give him Onglore's Amulet then too. As for Stats his starting stats were as follows:
Str+2, Dex+3, Con+2, Int-3, Wis+3, Cha-4
But who should I give the Bloodstone Amulet to after I get the Naga's Kiss? I have a Ranger/Rogue and a Cleric/Paladin. And what weapon is your Fighter/Monk using? Because so far the best weapon for him that I've found is the Massive Club(found in the Main Halls). Keep posting.
Posted: Sun Jan 27, 2002 4:49 pm
by teiher
Since you're in the Halls of Stone you must have come up with the 'Miner's warhammer', which has a double damage, which means it's actually a 2d10 weapon. In the hands of a warrior/monk with a high dex, this weapon will hit many times and make lots and lots of damage. I know, I practically used it through the first level of the catacombs and it was perfect in the hands of Faeril.
Posted: Sun Jan 27, 2002 6:58 pm
by Midnight
Ok...
I actually wanted to see your complete attributes, not your bonuses, as you could have 16 or 17 dexterity for instance, and that does make a difference
. Anyway..
Assuming theyre your base stats (which looks likely) here's what you can do.....
Amulet - Amulet of Strength
Ring 1 - Naga's Kiss
Ring 2 - Not Needed
Gloves - Fists of Ranman
Boots - Boots of High Wisdom
Ok, that should give you Str+3 , Dex+3, Con+3, Int-3, Wis+3 or 4, Cha - 4.
Then, Equip either the Dwarven Warhammer for Undead Skeletons (you need a high hit for the Ac 26 Skeleton Lords) or...
The Miner's Warhammer (as Teiher said) is actually a great weapon, though it actually works after bonuses.
So with your setup, you have +3 to hit, BaB of 4?, and +7 to damage. Equipping the Miner's Warhammer then give you damage of (1 - 10 +7) x 2. Therefore you minimum damage is 16 and Maximum 34.
Does anyone know if strength bonus is multiplied by 1.5 for two-handed weapons in PoR?, as per the Players Handbook.
Posted: Sun Jan 27, 2002 7:16 pm
by Midnight
In regards to your other characters
I have a party very similar to yours, mines a Fighter/Monk, Fighter/Cleric, Ranger/Rogue, Sorcerer/Monk.
Here's a few suggestions for your party.
Amulets -
Onglore's - Cleric/Paladin
Amulet of Strength - Fighter/Monk (as above)
Kluusar's - Ranger/Rogue
Ring 1 -
Naga's Kiss - Fighter/Monk
Serpent's Ring - Ranger/Rogue
Ring of Wisdom - Cleric/Paladin
Ring 2 -
Nothing - Fighter/Monk
Milla's Blessing - Ranger/Rogue
Ring of Charisma - Cleric/Paladin
Gloves -
Fists of Ranman - Fighter/Monk
Gauntlets of Dexterity - Ranger/Rogue
Dymon's Dutiful Gloves - Cleric/Paladin
Boots -
Boots of High Wisdom - Fighter/Monk
Boots of Health - Cleric/Paladin
Magician's Boots - Ranger/Rogue
Thats similar to my party, and it works like a charm.
Posted: Sun Jan 27, 2002 11:32 pm
by Skuld
I have the Magician's Boots on my Cleric/Paladin because it gives a Cha bonus. I'm not familiar with the Dymons Dutiful Gloves, Milla's Blessing, or the Serpent's Ring. And about the amulets I would do it like this:
Monk/Fighter: Onglore's
Cleric/Paladin: Kluusar'sRanger/Rogue: Amulet of Strength
Posted: Mon Jan 28, 2002 4:24 am
by Midnight
The rings and gloves you haven't got yet can be found either in the Halls of Stone, or the Deep Halls.
Thats a good amulet distribution, however, the +2 to Con from Onglore's and the +2 to Con from Naga's Kiss are overkill, you'll only get +2 to Con, not +4. Its better to give Onglore's to somebody who can use the +2 to Con. But its up to you.
Posted: Mon Jan 28, 2002 10:31 am
by Skuld
I don't remember what half of the stat boosting items so i'll distribute them as I get 'em and where I need 'em most. Thanks for the help though. But the question remains are any of you familiar with the Massive Club: 1d6 +3 to hit/+3 damage/ double damage? It's in the Main Halls south of Jarial I think. The warhammer with double damage doesn't give any attack bonuses so it's not really worth using especially when you come up against ghostly monsters(shadows and wriaths). I've found that the Massive Club is better against non-undead than the Warhammer of Death, which I only use against Skeleton Lords and Masters(shadow and wraiths). Other weapons I'm using are a Longbow +2/Libertas for my Ranger/Rogue, and Wings of Dominion(heavy mace with resurrection) for my Paladin/Cleric. Off to finish some more of this dungeon hack so I can get to the above ground where there's actually stuff to do.
Posted: Mon Jan 28, 2002 10:47 am
by dmc
Just limiting the post to the massive club issue, that was my favorite single weapon until the deathspike. I used the massive club to clear out the swarven dungeons, the surface areas and part of the first level of the catacombs with my solo character. Even with the deathspike, I would occasionally go back to the club when I felt that I needed the AC boost that a shield provided (sometimes it made all the difference in a tough drow battle (with many on one, it seems that not getting hit as often may make more sense than kicking maximum butt with each stab). Love that club.
Posted: Mon Jan 28, 2002 12:56 pm
by Skuld
Thanks DMC I'm glad someone's reading the topic of the post. This thing rocks... I just think other people just never found it because unless you clear every last part you're not gonna find it cause it's kinda hidden if I remember correctly.
Posted: Mon Jan 28, 2002 3:01 pm
by Midnight
Yeah, the massive club is a fantastic weapon. I'd be more inclined to give that weapon to your Paladin/Cleric. Then you'll have two guys dealing well over 20 damage each strike. Its just that having a Fighter/Monk, you don't really need a shield, and thus you can safely use a two-handed weapon.