the rings of Ice are pretty good against early hydra, with the added bonus of being able to protect your potions against cold hounds. AND they are a decent source of money for those who play with selling.
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With the primary elements (fire, cold, acid and lightning) resistance is massive. You can't survive a single breath without. Poison is somewhere in the middle, it's necessary and gives good resistance. Nether, shards, chaos, sound, disenchantment resistance reduces less damage but crucially stops the negative effects of reduce XP, cuts, hallucination, stunning etc. The four primary elements and poison can all be double resisted, which practically reduces all damage but won't stop potions getting shattered, scrolls getting burned etc. Then there is immunity (more common in randarts) which means no damage and no negative effects.
Most important resistances in this order:
Fire,
Cold,
Lightning, Acid, Poison,
Light, Dark,
Nexus,
Nether, Sound,
Chaos (but beware the Jabberwock my boy)
Shards, Disenchantment (but you'll need it if you ever meet Tarrasque)Comment
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I'd rate it
Fire
Cold
Lightning
Acid, poison
I keep !rFire for most of the game, and !rCold if I can--especially if Scatha is a likely target. (And why Tolkien gave the name Scatha (Sceatha) to a cold drake, I don't know. It so much implies fire.)Comment
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"i can take this dracolich"Comment
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