Difference between revisions of "Dark Father"
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The Dark Fathers are a demon slayer type, and have roughly even resists (mid-40s; so unless someone casts corpse skin on them, consecrate weapon does no good at all). Using slayer weapons is not really necessary. Often, a “standard” powerful weapon will do just as well as using a slayer. In fact, there are occasions (when the Dark Fathers cast Blood Oath) where using a slayer is a bad idea, because the “damage reflect” from the Blood Oath can easily kill you. | The Dark Fathers are a demon slayer type, and have roughly even resists (mid-40s; so unless someone casts corpse skin on them, consecrate weapon does no good at all). Using slayer weapons is not really necessary. Often, a “standard” powerful weapon will do just as well as using a slayer. In fact, there are occasions (when the Dark Fathers cast Blood Oath) where using a slayer is a bad idea, because the “damage reflect” from the Blood Oath can easily kill you. | ||
Revision as of 09:40, 3 December 2007
The Dark Father is a very powerful Daemon Knight and the champion of the Doom Gauntlet.
Statistics
Dark Father Statistics | |||
---|---|---|---|
Spawn Locations | Doom | ||
Fame | Level 5 (28000) | Slayer Vulnerability | Demon |
Karma | Level 5 (-28000) | Alignment | Evil |
First Seen | UO:AoS | Pack Instinct | None |
Loot | |||
Gold | 2200 - 3000 | Magic Items | Doom Artifacts |
Special | Cut Up | ||
Attributes | |||
Strength | 500 | Hit Points | 30000 |
Dexterity | 100 | Stamina | 100 |
Intelligence | 1000 | Mana | 5000 |
Barding Difficulty | 160.0 | Taming Difficulty | N/A |
Base Damage | Preferred Foods | None | |
Skills | |||
Wrestling | 120.0 | Poisoning | None |
Tactics | 100.0 | Magery | 100.0 |
Resisting Spells | 150.0 | Evaluating Intelligence | 100.0 |
Anatomy | 0 | Meditation | 120.0 |
Detecting Hidden | Hiding | ||
Parrying | Healing | ||
Necromancy | Spirit Speak | ||
Mysticism | Focus | ||
Spellweaving | Discordance | ||
Bushido | Ninjitsu | ||
Chivalry | Special Abilities | Undead Bone Toss | |
Resists and Damage |
Types | Physical | Fire | Cold | Poison | Energy |
---|---|---|---|---|---|
Resistances | 30 | 30 | 30 | 30 | 30 |
Damage | 20% | 20% | 20% | 20% | 20% |
Tactics
The Dark Fathers are a demon slayer type, and have roughly even resists (mid-40s; so unless someone casts corpse skin on them, consecrate weapon does no good at all). Using slayer weapons is not really necessary. Often, a “standard” powerful weapon will do just as well as using a slayer. In fact, there are occasions (when the Dark Fathers cast Blood Oath) where using a slayer is a bad idea, because the “damage reflect” from the Blood Oath can easily kill you.
They spam necromancer spells. They are particularly fond of casting Blood Oath (which means that if you are carrying a slayer weapon and hit them you will take massive damage from your own hit) and summoning Revenants. Even without Blood Oath, they will reflect back upon you about 10% of all direct damage that you do. Mages should therefore stick to summons, such as energy vortexes and earth elementals, rather than doing direct damage. (Warriors of course have no such option.) Tamers can also be of great use here, as can bards (especially when dealing with the Dark Fathers' summoned undead minions.)
Sometimes they will throw “Unholy Bones” at their targets. Unless cut up three times with an edged weapon (like you were cutting off hides), these bones will grow into a powerful Undead creature (generally lich lords and rotting corpses).
Though the so-called “Gate Technique” is no longer as reliable as it once was, it is still the best way to kill the Dark Fathers.
This involves luring one Dark Father at a time to the beach. Warriors stand directly on the gate (simply refuse when you are asked if you wish to leave the Gauntlet, then you can just stand there on the gate without leaving), or to the West and East of the Gate. Archers stand to the north of the gate. Warriors and archers cross heal one another. Pets and summons generally close in from behind, attacking the Dark Father from the south, though sometimes it's beneficial to have a pet right on the gate. (Mages should be standing off to the side, summoning creatures, taking care of Undead spawn, and healing and resurrecting.)