After that
first hydra battle, and after running into a night troll on the move, cretin adventurer groups up with two new companions: speardwarf and swordsdwarf. They begin traveling south
along the western mountain range.Besides the very first encounter in this world, the cretin only fights night trolls, titans and megabeasts. Semi-megabeasts are good mainly for the possibility of finding armor in their lairs sized for dwarves and elves. Once your character has full armor, outside of narrative reasons, there isn't much of a reason to have demigods/heroes seeking them out.
Semis can good for training up companions if they choose stay and fight. Training companions has the cretin using blunt attacks to the feet and legs on semis and waiting for the other dwarves to return to the fight, or bringing them back into the lair if they've fled. This unfortunately and unnaturally boosts kill count, as statistically it's possible for the misnamed
Medtob Hammerfinds the swordsdwarf to have performed those deeds unassisted, but due to morale issues and just the very poor AI NPC tendency for stat vs. stat free swinging combat, it's more than likely she couldn't have done so. Similar to the real world, (NPC AI) strikers also have no answer to grappling, unless they can connect first.
When the next hydra is found, the cretin takes a different approach which is to fight in the lair. He also brings both companions with him. If they stay, one of them might be able to claim a megabeast kill, or maybe they'll both be killed, being free swingers. Their choice of course is to quickly exit the lair and fight another day than today.
The fight begins in the lair with these stats for
skills and these for
attributes. These skills are only slightly higher than the gain from the last hydra fight. If the optimal combat tactic is quick attack and dodge away during opponent recovery, particularly in an open environment, sub-optimal is replacing dodge away with dodge adjacent in an enclosure like a lair or a labyrinth. The hydra is quick, but not outlier night troll fast, features multiple strikes, and cannot grapple. At the right stat level for hydra, sub-optimal tactics can be used. Meeting the conditions for comfortably fighting the hydra in an enclosure seem to be along the lines of: defensive stats between talented and adept, the more general stat of fighter between expert and professional, having full armor to stop attacks that thread through your passive dodge and shield. Where dodge away can rely on just proficient shield/dodge/armor, dodge adjacent has a higher requirement. This matters a bit less with a striker like the hydra because armor and shield absorb/block fight-ending hits, but with the unarmed night troll attacking with grab, that stat comparison looks like its wrestling versus your dodge.
The hydra fight ends rather quickly due to an early body shot that opens a major artery. Like the last hydra, the lair had nothing of interest and the group (or rather the cretin) moved on to fight
an even less interesting 125 yr old(?) Roc.The nifty thing is:
everything has been done with the same plain copper spear the cretin started with. There's not much of a reason to upgrade.
Next and last up for this character will be a dragon perhaps. Not much of a reason to seek out a bronze colossus. The time investing in waiting for a shot to bisect it is just time lost. Cretin will possibly retire and then I'll make an archer to go hunting in the world to make it grow a little.