Ever since recent
patches have made the Doom Gauntlet playable for tamers, more
and more people have been asking questions on how to prepare
and handle various aspects of the Gauntlet. This essay should
help tamers new to the Gauntlet understand how to handle themselves
- Socko and Elyssar
Taming: Taming is needed of course to control
your pet at the Gauntlet. It is strongly recommended you have
skill points (and not jewelry) devoted to taming so that if
you die and your corpse is far from your newly resurrected
avatar, you will be able to call your pets to your side. 99%
control is recommended...anything else will mean your pet
will disobey you at the least opportune time.
Animal Lore: Lore factors into your control
as well as the number of hit points healed with veterinary.
The higher your lore, the better. Remember, 110 animal lore
also has the added bonus that you can lore your foes at the
Gauntlet and see just how much of their life is left. Also
gives you the chance to stare in awe at some of their uber
Veterinary: Tamers without vet need not
apply to Doom. Veterinary will be your pet's best friend here
and keep them in this mortal coil. The more vet skill you
have, the better. Skill of at least GM is best, but the closer
to 120 vet, the better. (And don't forget those wonderful
bonus stable slots you can get.)
Magery: This is one of those "save
your butt" skills as well as an offensive skill. Greater
heal, cure, and invisibility will no doubt be some of your
greatest hits at the Gauntlet. You can also cast summoned
earth elementals and energy vortices against some of the bosses
(we'll go into greater detail below on which bosses these
Hiding: This can be an optional skill but
let it be known, it is a highly recommended skill for the
aspiring tamer looking to vacation at Doom for extended periods
of time. In combat situations, GM hiding can hide you as long
as you're 7 tiles away from your aggressor. Hiding also is
an excellent skill for logging out at Doom. **Disclaimer:
Dark Fathers can reveal! It is not recommended to log out
when the dark fathers are loose, or in a place where people
are prone to lure them (the exit gate for example.) Camping
can also log you out safely, but is generally not as useful
as hiding overall.
Supplementary skills: These are skills you
can use to compliment the other skills in your tamer template.
Some good choices are meditation, focus, evaluating intelligence,
wrestling (or other weapon skill), resisting spells, tailoring
(to fix tailored items), healing, anatomy, spirit speak (note:
using SS around fallen boss corpses will alienate you against
the other Doom hunters so use at your own risk), musicianship,
peacemaking, provocation, and chivalry (good for remove curse.)
First and foremost, your weapon is your pet. Let's discuss the
pros and cons of the various possible pets.
Nightmare: This is, I believe, the best
choice for Doom (especially if you intend to have an extended
vacation there.) They have good resistances and hit points,
plus the added ability to cure themselves with magery (extremely
handy against some of the nasty poisoners that Doom has.)
Added ability to mount for easy getaways in pressing sitautions.
White wyrm: These seem to be the favorites
of many Doom tamers. Their major drawback is you need a skull
each time you intend to take your wyrm to Doom. They have
good overall resistances and do nice damage but they can be
taken down quite easily by some of the bosses (especially
the abyssal horrors.) In addition, if someone lures monsters
to you, there is a good chance the wyrm will die. Many people
love to lure onto wyrms for some reason.
Dragons: Their resistances pale in comparison
to wyrms though they are not too bad. Dragons do 100% physical
damage so are not the best choice for the majority of Doom
bosses (compared to wyrms 50% cold and the mare's 40% phys/20%
fire/20% energy damage).
Fire steeds: Inability to cure themselves
coupled with low hitpoints and negligible resistances mean
these can be roadkill quickly. Their fire damage is great
against most of the bosses but it's not worth their mortality
Ki-rin/unicorn: Their magery is handy for
curing and fighting, but their low hitpoints leave them lacking.
First let's look at armor. You have two choices, mainly based
on your skills. If you have the meditation skill, you will
need to have leather armor or mage armor in order to meditate.
Keep in mind this armor will still give a minor med penalty.
If you have focus, then any armor will work for you. If you
have no meditation and little or no focus, then you will definitely
want to look into mana regeneration armor, preferably a suit
that gives you 7 or more. You will also want to consider a
lower reagent cost suit. The fewer regs you carry, the more
bandaids you can carry instead (and you will need those bandaids!)
Get as much LRC as possible, especially if you're a mage/tamer
who plans on casting in conjunction with your pet fighting.
You won't need to be too concerned with fast casting or faster
cast recovery unless you are a mage/tamer (tamer with evaluating
intelligence.) An enhanced spell channeling shield with no
fast cast penalty and a spell channeling, no FC penalty weapon
with some resistances can do a lot to boost your suit of armor.
If you have a mage/LRC suit your resistances will most likely
be pretty low.
Aside from armor, you will need bandages for your pet. I
reccomend taking 1000-1500 when you set off for Doom. (You
can pick up gold from doom monsters to buy more from Nix.)
Take as few reagents as you can since you can buy from Nix
as well (and remember the above advice on taking a suit with
some LRC on it.)
This is the first room (off of the main floor) that you
will encounter. Darknight Creepers are undead uglies who love
to deadly poison and use hard-hitting magery. Stay close to
your pet and try not to be targetted...these guys love spell
combos and can easily take a tamer out with their combos.
If more than one of these (or any doom boss) is on your pet,
mount (if its a rideable) and run offscreen very quickly.
You may be retargetted, so you may need to hide or invis to
shake them as well. These will dispel summons pretty easily,
but not at skin touch.
Watch out for these cockroaches on speed. Their specialties
are speedhacking and dismounting. Aside from their speed though,
their melee is not as fearsome as most of the other gauntlet
denizens. Your pet should be able to stand against one with
vet without much trouble. Even two fleshies are doable, but
can be a little more hairy. Just watch out for their paralyzation
move. Fleshrenderers dispel at skin touch so summons are not
reccommended against them.
Most warriors avoid tanking these, so expect for them to
want you to take the hits on these. Impalers can use mortal
strike, poison, and bleed on their targets to make life incredibly
difficult. However, bleed and poison can be good since they
totally nullify mortal strike and allow you to vet your pet.
Energy vortices work on these so you may want to toss a few
in if you're using just a nightmare. The most annoying part
of this room is when Impalers chase archers or mages and your
pet chases them and takes damage. It can be handy to have
an all stop macro ready for that.
By far this can be the most annoying room. Shadow Knights
don't have the highest hit points, but they can be hard for
melee to hit and they have a habit of teleporting and stealthing
while hidden. In combat, these can also hit hard and they
have excellent magery that packs a punch. Best tactic to find
the hidden Knights is to tell your pet to follow them. This
will allow your pet to follow them even when hidden and stealthing.
A mage/tamer will be able to cast Wis Quas--Reveal to find
them. While one is hidden, you can also have your pet attack
one that is engaged in combat on the floor, and when it tele-hides
your pet will follow its original target and allow you to
find it, so long as you don't issue a follow me command. These
can also use the special move crushing blow, so keep an eye
out for that.
These land-bound squids can hurt. Their magery is legendary
and they also enjoy using mortal strike and whirlwind at the
least opportune times. Do not let more than one of these attack
your pet at a time! If you do, you will 99% of the time have
a dead pet unless you break the target somehow. (This is when
having a mare is great...just mount up and run offscreen.)
If these target you and you have low resists and/or little
to no magic resist, run and hide/invis. A spell combo from
these can do 100+ damage easily. (Flamestrikes to white wyrms
do a terrifying amount of damage.) Stay aware of what's going
on around you at all times in this room.
Difficulty: 5/6 (depending on the circumstances)
These spawn in the very center chamber of the Gauntlet.
Dark Fathers have magery, strong melee, and a wicked whirlwind
attack that can lead to a quick death if you're not careful.
The best place for a tamer (and 99% of everyone else) to attack
these is at the exit gate. Using the gate will reduce the
Dark Father's spawn's ability to hit you, your pet, and everyone
else working on the father. Be careful where you place your
pet at the gate. You need to stand directly behind (or at
a diagnol) to your pet to vet it and to stay out of the radius
of the whirlwind attack. The image below shows the best places
for you and your pet to stand at the gate while attacking
Sometimes people will ruin things and keep you from being
able to use the gate. In these instances, attack the Father
with great caution. It's reccommended for mage/tamers to use
summoned earth eles to attack the Dark Father. Remember, you
can vet earthies so no need to worry about them dying! You
can also send in your pet, but watch for spawn that will attack
you and your pet. Try to not cast spells on the Father as
this will cause him to warp to you.
You may wish to invest in the Sacrifice Virtue. This ability
can let you resurrect quickly with your items intact (unless
looted by a monster such as lich lord). Do NOT run around
without a heal after rezzing...traps can kill you easily this
In addition, you may want to have the Compassion Virtue,
as this will increase the hitpoints that people you resurrect
will return to life with (and many people will be thankful