B'rakkum, Lord of Dom Caligh: Difference between revisions

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== General ==
{{Mob
 
|cname = B'rakkum, Lord of Dom Caligh
* Area: [[Raven Tor]]
|area = Raven Tor
* Status: [[Aggressive mob|Aggressive]]
|status = Aggressive
* Detects: Unknown
|align = Evil
* Mob Alignment: [[Evil alignment|Evil]]
|roddir =  
 
== Directions ==
 
Brakkum is right at the end of [[Raven Tor]]. Most of the area past the northern moors is [[tunnel|tunneled]] to two.
Brakkum is right at the end of [[Raven Tor]]. Most of the area past the northern moors is [[tunnel|tunneled]] to two.


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If you used a [[portal character|portal char]], this is where you come in. One char at a time (due to [[tunnel|tunnels]]), move <code>d, ne, 2n</code> and <code>push/pull orb</code>. Gather your group one north of where you're [[transfer|transed]] to. If you need to [[recall]], have [[pass door]] and go east - this is the last chance you'll get. Otherwise, get your [[hitter]] to go north again and [[tank]] the two [[mobile|mobs]] so that the fighter [[tank]] is free to [[doorbash]] n, you might want [[shockshield]] for the [[hitter]] to prevent EQ damage. Once the door is open [[flee]] them both north. If you didn't pick up [[the key|a sacrificial dagger]], now's your moment of reckoning: you'll need to [[doorbash]] altar, but sometimes it [[transfer|transes]] you out to the end of the moors for no particular reason. If you've got the key, just <code>unlock altar, open altar, d</code> and wait for the (short) [[transfer|trans]]. Once you [[transfer|trans]] you'll be in a fight, just [[flee]] out to the north. Well, you can fight him (he's [[stun|stunnable]] and has a bit of [[gold]]), but you'd need [[elemental shields|elems]]. From there, Brakky will be another 2n.  
If you used a [[portal character|portal char]], this is where you come in. One char at a time (due to [[tunnel|tunnels]]), move <code>d, ne, 2n</code> and <code>push/pull orb</code>. Gather your group one north of where you're [[transfer|transed]] to. If you need to [[recall]], have [[pass door]] and go east - this is the last chance you'll get. Otherwise, get your [[hitter]] to go north again and [[tank]] the two [[mobile|mobs]] so that the fighter [[tank]] is free to [[doorbash]] n, you might want [[shockshield]] for the [[hitter]] to prevent EQ damage. Once the door is open [[flee]] them both north. If you didn't pick up [[the key|a sacrificial dagger]], now's your moment of reckoning: you'll need to [[doorbash]] altar, but sometimes it [[transfer|transes]] you out to the end of the moors for no particular reason. If you've got the key, just <code>unlock altar, open altar, d</code> and wait for the (short) [[transfer|trans]]. Once you [[transfer|trans]] you'll be in a fight, just [[flee]] out to the north. Well, you can fight him (he's [[stun|stunnable]] and has a bit of [[gold]]), but you'd need [[elemental shields|elems]]. From there, Brakky will be another 2n.  


== Room Description ==
|desc = A shadowy half-man, half-snake rests here in its lair.
You have entered an orange-lit, foul smelling lair. The Lair of the One,
|pop1 = the ancient banner of the Clan Dubh Glas
the All, the Lord of Dom Caligh. Bones litter this place, but that was
|pop2 = the skull of B'rakkum
expected. Broken weapons and armor lay strewn about, but you have bested
|chars = 1 [[tank]], 1 [[hitter]]
dragons, so this is nothing new. A pile of glittering coins covers the
|weaps = Any
floor here...there must be millions, but you have seen money before...
|tunnel = None
  What makes you stop in your tracks, makes you want to flee screaming,
|ipcheck = None
are the staked and pitted corpses that hang like scarecrows from the walls
|tankspells = Basic spells
and the ceiling. They have been fed upon, at various times. Some are only
|otherspells = Basic spells
skeletons....all were alive when run through from end-to-end with those
|shields = [[Fireshield]], [[Iceshield]], [[Shockshield]]
enormous pikes ... and that's not the worst of it....
|notes = [[Stun]] him and it should be quite an easy fight. You can't [[recall]] from his room, but if you go north you'll be taken back near the Wild Coast, where you can [[recall]] safely (but can't get back to B'rakkum).
 
}}
== Description ==
 
A shadowy half-man, half-snake rests here in its lair.
 
== Equipment ==
 
* [[the ancient banner of the Clan Dubh Glas]] ([[pop item|pop]])
* [[the skull of B'rakkum]] ([[pop item|pop]])
 
== Run Instructions ==
 
* Characters: 1 [[tank]], 1 [[hitter]]
* Weapons: Any
* [[Tunnel]]: None
* [[IP check]]: None
 
=== Protective Spells ===
 
* Spells for [[tank]]: [[Basic spells]]
* Spells for others: [[Basic spells]]
* [[Elemental shields]]: [[Fireshield]], [[Iceshield]], [[Shockshield]]
 
== Notes ==
 
[[Stun]] him and it should be quite an easy fight. You can't [[recall]] from his room, but if you go north you'll be taken back near the Wild Coast, where you can [[recall]] safely (but can't get back to B'rakkum).
 
[[Category:Mobs]] [[Category:Raven Tor]]

Revision as of 16:09, 1 October 2014

Information

  • Area: Raven Tor
  • Status: Aggressive
  • Alignment: Evil

Directions

  • RoD: Brakkum is right at the end of Raven Tor. Most of the area past the northern moors is tunneled to two.

You don't always need the key but odds are that you're going to need it. Astral to Johnny (perhaps 2.johnny because there's one in the Warehouse now) and kill him for the key, a sacrificial dagger. The dagger seems to pop about 1 in 3 kills.

Ideally, you have a portal char at the dome so that you don't have to walk the whole way every time. If you don't, here's what you do. Either somehow walk to the wild coast through the sea of tranquility (hard) to get to the Wild Coast or get a char to track magistrate to Glen Domaire and give Captain Henry 300k coins to take you there and portal your group in. From the dock, go 4w, 2n, doorbash n, open n, 3n, w, e, n, u, nw, 4s, doorbash s, s, d, doorbash d, 2d, se, e, u, doorbash u, u (this route takes a shortcut through Sewer to avoid a few fights). Each char will have to pull / push chain. Head 2n, check your fly and say serpent from crack, speech from serpent. This will take you to the portal room, 'above the dome', unless you didn't have fly and therefore fell down. This is the last place you can recall easily from for a while, so if you forgot your staves or something then this is the time to fix things up.

If you used a portal char, this is where you come in. One char at a time (due to tunnels), move d, ne, 2n and push/pull orb. Gather your group one north of where you're transed to. If you need to recall, have pass door and go east - this is the last chance you'll get. Otherwise, get your hitter to go north again and tank the two mobs so that the fighter tank is free to doorbash n, you might want shockshield for the hitter to prevent EQ damage. Once the door is open flee them both north. If you didn't pick up a sacrificial dagger, now's your moment of reckoning: you'll need to doorbash altar, but sometimes it transes you out to the end of the moors for no particular reason. If you've got the key, just unlock altar, open altar, d and wait for the (short) trans. Once you trans you'll be in a fight, just flee out to the north. Well, you can fight him (he's stunnable and has a bit of gold), but you'd need elems. From there, Brakky will be another 2n.

Items

Inventory

Unknown coins 

Pops

Strategy

Notes

Stun him and it should be quite an easy fight. You can't recall from his room, but if you go north you'll be taken back near the Wild Coast, where you can recall safely (but can't get back to B'rakkum).