Looks like a pretty comprehensive list of buffs to me! I've got a character in the works that will soon get the Mummy, so will be able to provide more of a picture then as to what it could be. My hunch atm is just Elemental damage accumulation, which is a problem it can face at Umgahs.Douglas Thurman wrote: ↑Tue Nov 20, 2018 4:38 am Seems I'm going to have to rethink my character then. I fully buff the mummy, with Mind Blank (Redundant I know but what the heck), TS, Prot. From Spells, Stoneskin, Elemental Prot., Imp. Invis., Maxed Bull Cat and End, Mage Armor, Prot. From evil., GMW, Keen, Flame Weapon, and ext. haste. Am I missing anything? It's funny though because he does better against the sandman but worse against the Arid Waste Bandits. He used to be able to handle the bandit leader and the four guards with just over half his HP left. Now...the Sandman get's knocked down more often and the bandits fill him full of holes in a few seconds.
Maybe it's the piercing damage? The raiders use spears as do the driders. Hmm... Thoughts?
I think a lot of spellcasters will have to rethink how they use the Mummy, as well as select for Heal skill. His offense is still fine, he's just harder to heal now.
I'd recommend using UV and Darkness to disorient groups of opponents, that combo is rather silly. This will, however, expose you as a spellcaster to things like archery fire if you happened to be invis'd or sanctuaried beforehand, as part of the tradeoff for having a giant area of vision denial. It also wont work against other opponents with True Seeing, such as Undead.
Interesting about Stone Bones too, that should work. The Mummy's race is listed as 'undead' on the character sheet. Maybe Stone Bones has another way of selecting for appropriate targets?