About: Pacify the Big Room   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Players wishing to perform extensive herb farming in the Big Room (or simply wish to travel through the room without having to fight constantly) often wish to pacify the Big Room. This can be accomplished in the following way: normal monster generation in the Big Room will cease once there are 40 monsters on the level (however, breeders will continue to breed and summoners will continue to summon). Thus, if the player is able to contain 40 monsters in one section of the map, then the remainder of the level is free. To accomplish this, two strategies are typically employed depending on the resources available to the player.

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  • Pacify the Big Room
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  • Players wishing to perform extensive herb farming in the Big Room (or simply wish to travel through the room without having to fight constantly) often wish to pacify the Big Room. This can be accomplished in the following way: normal monster generation in the Big Room will cease once there are 40 monsters on the level (however, breeders will continue to breed and summoners will continue to summon). Thus, if the player is able to contain 40 monsters in one section of the map, then the remainder of the level is free. To accomplish this, two strategies are typically employed depending on the resources available to the player.
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abstract
  • Players wishing to perform extensive herb farming in the Big Room (or simply wish to travel through the room without having to fight constantly) often wish to pacify the Big Room. This can be accomplished in the following way: normal monster generation in the Big Room will cease once there are 40 monsters on the level (however, breeders will continue to breed and summoners will continue to summon). Thus, if the player is able to contain 40 monsters in one section of the map, then the remainder of the level is free. To accomplish this, two strategies are typically employed depending on the resources available to the player. If the player is able to dig extensively (wands of digging are strongly preferred, since digging with a pickaxe is inefficient and likely to be disturbed), then the player may dig a tunnel into the east or south walls and construct a long trench separate from the rest of the level with only a single access point. There are two columns available on the east wall, totalling 36 squares. The remaining four squares can be added by digging into the south side. Alternatively, digging most of the length of the southernmost accessible row will provide more than enough space to pacify the level. If a breeder or summoner is lured into the trench, eventually their natural growth will prevent any future monster generation on the level. Once the breeder is within the trench, a wand of door creation should be used to prevent the breeder from accessing the rest of the level. If monster generation continues despite a successful trench being created, this may indicate that a random monster has spawned in the trench and is preventing the breeders from completely filling it. It may be necessary to enter the trench to kill the monster and restart the process. If the player does not have access to a source of digging, they may construct a 6x7 pen using a wand of door creation and trap the breeder within to accomplish the same effect. This can be a bit trickier since random monsters may wander past the pen and open one of the doors if proper care is not taken. Additionally, some monsters can break doors. Once 40 monsters are successfully enclosed, simply kill the remaining monsters wandering the level, and the Big Room will be pacified. There is another rare strategy called "china wall" - basically making a vertical wall [15doors compared to at least 14 needed to make 6x7 room] of locked doors. Hopefully both stairs and some herbs can be left on one relatively small [at most half level] side. The doors are locked as soon as possible [using either ratling keys or guaranteed pick locks + thieve guild training] and monsters are killed on side of stairs and herbs, while they slowly aggregate on other side [game tends to create more monsters at distant from character part of dungeon]. Eventually some breeders /summoners will appear on unused side killing monster generation rate completely. This of course leaves less level available for digging and herbal explosive patterns, while also giving risk generation of door breaking monster types [trolls for example], so some door replacement might be needed. However in practice this is less tedious and games turn consuming way, while not requiring significantly more resources than enclosing one corner in doors.
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