Recipie for a Raid
Ingredients
1 experienced raider (#201 War/Cle/Thi/Mage min.) with 20k+ hp [Mr Tank]
2 or 3 other raiders (#201 2-4 classers) [Ms. Regenner]
1 fidoer (any level) [Mr. Fido]
Pre-raid preparation
[Mr. Fido]
Buys a pet mob and places it at the clan entrance [gatemob]
Gets a supply of Regen & Globe potions, and mana potions
Gets a bunch of portals (eg poker chip/white page/reme mirrors) and bags
Sits in a fido room, and sends potions as needed
Have 200,000 on hand, to buy more potions, and to pay for the fido. [Tukano]
[Mr Tank, Ms. Regenner, and the other raiders]
Go neutral
Pick up a spare portal, if Mr Fido hasn't done so
Get a bunch of mana, and a few regens and globe potions
Withdraw money
Get a couple of poisoned mushroom/goodberries
Flight staffs, WEB scrolls and DISSOLVE potions are fun.
Get a couple of good bags to carry the raid goodies (optional)
Major create a set of eq (if you can be bothered)
Put all the above in a bag [Bag X]
Remove all eq, put that in another bag
Commit suicide
Take ONLY Bag X out of your corpse, and wear the eq.
"Follow" Mr Fido (NOT the main tank). Group members are automatically 'consented'.
Invading
Turn off autoassist
Poison yourself
Gate to the gatemob & open the door
Up the globe and anti
Mr Tank invades first, followed by the rest. The one with the 2nd highest HP invades last.
If you aren't immediately attacked, LAND (if air sector).
The TANKS/BREATHERS will be spamming gas/devastating breath
The REGENNERS will be casting regen/reciting regen scrolls on the TANK.
It is best if they don't attack, regardless of what a waste of manpower it looks like.
Anyone else (eg a non-cleric) will watch for defenders and attack them
Attempt to strangle or intimidate defenders. If they attack the tanks, rescue.
Result 1:Raider dead/intimmed
If you get intimidated out, SCAN, and get back to the guards if possible.
If not possible, or you are in jail, suicide as quickly as possible.
(Unless the guards are dying, in which case, sit still, and act as a marker)
Grab a weapon, quickly spellup (eg wraith/wolf spirit + poison + sneak + anti) and rush back.
Regen and rescue as necessary once back in.
Result 2:Guards dead
Grab the key out of the corpses
Heal up, respell, and regroup.
Map the maze
Easier said than done, depends a lot on the maze design
Have one guy (usually the most experienced to coordinate)
This is normally the longest and most tedious part, and way too complex to explain here.
Suffice to say, it involves marking the rooms, using scan/hunt, and entering room-portals.
If defenders interefere, intimidate them (best), or black root them to lagland. :P
Regarding the key
Keep the key-holder out of jail
Put the key in a bag, and pass it around to confuse the defenders.
Don't drop the key on the floor - some are melt-drop, and defenders like to sac it. :P
Try to get the key out of the maze (eg. recall/portal out with it, or when the jail opens)
Once in the clan hall
The aim is now to get to the shop.
Move cautiously - beware of one-way exits into the maze or the portal room.
Defenders are usually no match now, since you are grouped, and allies not around usually.
Hunt usually works, if the shopname is known.
Be careful of guards at the shop though - they can take out 1 or 2 lowbie raiders.
If you can find the fido, fido the key out (just in case :)
Use fido & bags to maximize the eq you can get out.
Key points to bear in mind
You aim is to GET INTO THE CLAN as quickly as possible, NOT TO KILL DEFENDERS/GUARDS.
If you are sure you have the key, retreat from the guards (beware dummy keys/multi-key mazes)
Similarly, intimidate out defenders instead of engaging in protracted fights.
You will die a LOT. Suicide to get out of jail, and make the defender help. :)
They will NEVER open the jail with you inside, and there is NO point in holding the jail.
There is only ONE lesson you don't want to learn the hard way: Don't bring along anything
you can't afford to lose - Equipment, Experience, or pride. :P

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