The Elder Orb: Difference between revisions
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== | {{Mob | ||
|cname = Elder Orb, the | |||
|area = Shadowport | |||
|status = [[Aggressive mob|Aggressive]] | |||
|detects = Unknown | |||
|align = [[Evil alignment|Evil]] | |||
|zmuddir = #6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#4 sw;#4 s;#5 se;#2 s;d;s;se;s;#3 sw;u;#2 w;n;nw;#2 n;sw;s;sw;se;e;ne;open wall;#3 n;w;open w;#2 w;n;w;#2 n;open d;#2 d;#2 s;e;open n;#3 n;open altar;#2 n;open rock;d;n;w;#2 u | |||
|mushdir = #6s (ne) 2s (se) 2e s 2(sw) s 4(sw) 4s 5(se) 2s d s (se) s 3(sw) u 2w n (nw) 2n (sw) s (sw) (se) e (ne) (open wall) 3n w (open w) 2w n w 2n (open d) 2d 2s e (open n) 3n (open altar) 2n (open rock) d n w 2u | |||
|roddir = 6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3sw, u, 2w, n, nw, 2n, sw, s, sw, se, e, ne, open wall, 3n, w, open w, 2w, n, w, 2n, open d, 2d, 2s, e, open n, 3n, open altar, 2n, open rock, d, n, w, 2u | |||
|description = By far the mightiest beholder that you have ever seen, this eye tyrant | |||
seems to be at the pinnacle of power for any beholder. His many eyes | |||
glow fiendishly as they gaze upon you, casually sizing you up. You | |||
notice with more than passing interest that his huge central eye seems | |||
to be covered with a sparkling, glowing lens. You wonder what this | |||
object might be used for, and how it could affect you! | |||
|inv1 = the Crystal Lens | |||
|inv2 = [a Beholder toothpick | |||
|chars = 1-2 [[hitter|hitters]] | |||
|weapons = Any | |||
|tunnel = None | |||
|ipcheck = None | |||
|tankspells = [[Basic spells]] | |||
|otherspells = [[Basic spells]] | |||
|shields = [[Shockshield]] | |||
|notes = Note that some of the [[mobile|mobs]] on the way to the Elder Orb are immune to [[Magical items|magic]] weapons. The Elder Orb gates in [[a guardian vampire|guardian vampires]], so it's preferable to have [[alignment|devouts]] rather than [[alignment|evil]] runners. He [[disarm|disarms]] quite a lot, too. You can't [[recall]] from his room so you'll need to go back to the plaque to do so, which is <code>2d, e, s, open trapdoor, u, s, open s, 3s, open s, s, w, 2n</code>. | |||
}} | |||
= | |||
= | |||
= | |||
Note that some of the [[mobile|mobs]] on the way to the Elder Orb are immune to [[Magical items|magic]] weapons. The Elder Orb gates in [[a guardian vampire|guardian vampires]], so it's preferable to have [[alignment|devouts]] rather than [[alignment|evil]] runners. He [[disarm|disarms]] quite a lot, too. You can't [[recall]] from his room so you'll need to go back to the plaque to do so, which is <code>2d, e, s, open trapdoor, u, s, open s, 3s, open s, s, w, 2n</code>. | |||
Revision as of 23:43, 1 December 2014
Information
- Area: Shadowport
- Status: Aggressive
- Alignment: Evil
Description
By far the mightiest beholder that you have ever seen, this eye tyrant seems to be at the pinnacle of power for any beholder. His many eyes glow fiendishly as they gaze upon you, casually sizing you up. You notice with more than passing interest that his huge central eye seems to be covered with a sparkling, glowing lens. You wonder what this object might be used for, and how it could affect you!
Directions
- RoD:
6s, ne, 2s, se, 2e, s, 2sw, s, 4sw, 4s, 5se, 2s, d, s, se, s, 3sw, u, 2w, n, nw, 2n, sw, s, sw, se, e, ne, open wall, 3n, w, open w, 2w, n, w, 2n, open d, 2d, 2s, e, open n, 3n, open altar, 2n, open rock, d, n, w, 2u - zMUD:
#6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#4 sw;#4 s;#5 se;#2 s;d;s;se;s;#3 sw;u;#2 w;n;nw;#2 n;sw;s;sw;se;e;ne;open wall;#3 n;w;open w;#2 w;n;w;#2 n;open d;#2 d;#2 s;e;open n;#3 n;open altar;#2 n;open rock;d;n;w;#2 u - MUSH:
#6s (ne) 2s (se) 2e s 2(sw) s 4(sw) 4s 5(se) 2s d s (se) s 3(sw) u 2w n (nw) 2n (sw) s (sw) (se) e (ne) (open wall) 3n w (open w) 2w n w 2n (open d) 2d 2s e (open n) 3n (open altar) 2n (open rock) d n w 2u
Items
Inventory
Unknown coins
- the Crystal Lens
- [[[a Beholder toothpick]]
Strategy
- Chars: 1-2 hitters
- Weapons: Any
- Tunnel: None
- IP Check: None
- Spells for Tank: Basic spells
- Spells for Others: Basic spells
- Elemental Shields: Shockshield
Notes
Note that some of the mobs on the way to the Elder Orb are immune to magic weapons. The Elder Orb gates in guardian vampires, so it's preferable to have devouts rather than evil runners. He disarms quite a lot, too. You can't recall from his room so you'll need to go back to the plaque to do so, which is 2d, e, s, open trapdoor, u, s, open s, 3s, open s, s, w, 2n.