A large, mucilaginous blob: Difference between revisions

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|area = Nevermore
|area = Nevermore
|cname = Large, mucilaginous blob, A
|cname = Large, mucilaginous blob, A
|notes =
Equipment
Pops :
either leg or a broken chain (piece) 
Object 'the bloody greaves of Rapture and Dysphoria' is infused with your magic...
It is a level 50 armor, weight 7.
Locations it can be worn: legs
Special properties: none
Genres allowed: rogue fighter aberrant
Alignments allowed: neutral
This armor has a gold value of 200000.
Armor class is 15 of 15.
Affects damage roll by 3.
Affects hp by 15.
Affects dexterity by 1.
Affects luck by 1.
Affects moves by 10. 
Object 'a small, broken golden chain' is infused with your magic...
It is a level 45 piece, weight 1.
Locations it can be worn: hold
Special properties: glow metal
This piece has a gold value of 25000.
Note 
Connect this chain to a locket from Lady Ravenell to form.. 
Object 'an exquisite golden locket' is infused with your magic...
It is a level 50 armor, weight 2.
Locations it can be worn: neck
Special properties: glow bless metal
Races allowed: Human Half-Elf
Classes allowed: Mage Ranger
Alignments allowed: good neutral
This armor has a gold value of 750000.
Armor class is 45 of 45.
Affects damage roll by 2.
Affects hp by 50.
Affects mana by 75.
Affects luck by 1.
Direction
Nevermore map http://rodpedia.poromenos.org/wiki/Nevermore
Get through the hedge maze.
3n,ne,n, pick/doorbash/knock n,open n,n,n,open n,2n,2w,2n,charnis fire,open grate,
mass invis
down,3 se,3 ne
mass sanc+protection(+bless)
and mass fireshield if careful
down (don't go down if Captain renkin or Goldurk is 1 down, then wait)
tack goldurk
1)Goldurk was northwest
3 sw,2 nw,open n,n,close s
2)Goldurk was southwest
3 nw,2 sw,op s,s,close n
You might get attacked by Captain Renkin on the above dirs, he is multi and not that hard - recast mass invis after the fight
If you get attacked by a wiz invis mob, its not that hard but does container scrapping fire breaths and has fireshield
lets go on
op west,west
From here on mobs might attack you (4 in total) they are neither hard or ip-check.
down,se
This room can be prep room, its safe to idle with hide+invis in (in case of using this room I still suggest clearing out the whole level of the dungeon except
behind the door to torturer  )
Check fly rounds (important)
open east, east
this is a no-fly room, tunneld to 4 relog works to get more chars in, blob is 1 down from here. No fly means 500ish through sanc and lagged with the blob (if
he is alive I would be very suprised if someone survived)
This is a good prep room, just that the no-fly makes it a bit problematic
(this dirs might not be correct up to the fireplace, after the fireplace the dirs are good/correct)
 
People Needed
2-3 ice girth + nasr warriors (preferable rec acid on eq)
1 neph+balance mage (that sort of knows what he/she is doing)
Spells
tankset
all 3 e-shields
acidward
true sight 
Attacks
all three e-shields
acid breath
acetum primus
some mprogs, not heavy (at least one of them is room prog)
some rounds add up to over 1k damage on the tank
IP check
If someone finds it interesting and test it other than IP1 do share the info, Id be suprised if that doesn't end with a blood bath.
Notes
This is a flee and rescue fight.
Warriors rescue each other (and the spellers)
Wimpy at around 800 works well.
If using 3 warriors might be a good idea to trigger
"mucilaginous blob's blast of acid (%w) (%w)" to "rescue %2"
Where (%w) is reg exp for "any word and catch it to a variable", and "%2" gets the second catched variable 
Don't rescue all the time since it screws up hitter if immob has landed, try to rescue on a need basis.
Most important: Make several springs, and check that there are springs in the room now and then, I suggest 10 per fight
This is how it is done:
Spell up, don't forget acidward or true sight.
Get IP1
Warriors group and goes style evasive, and goes down, and makes 1 spring each (potions not scrolls:)
Neph goes after the warriors and casts the neph immob spells, goes up (if not fighting,otherwise flees), and logs off.
Balance mage goes down and starts to immob, timing is essential - its possible for the mage to do a few spring now and then the first kill
Warriors styles up to standard when balancer starts to immob
Throughout the fight, warriors flees as needed (if so quaffs up and goes down fast again)
Rescue chars in danger, don't over rescue.
After first kill, create massive amounts (30+) springs, the blob purges springs. Note: Blob purged 100 in about 2-3 minutes after he repopped.
To recall go back to the fireplace (its "open flue" when you come from beneath)
}}
}}

Revision as of 10:40, 29 April 2024

Information


Items

Inventory

Unknown coins


Notes

Equipment

Pops : 
either leg or a broken chain (piece)  

Object 'the bloody greaves of Rapture and Dysphoria' is infused with your magic... 
It is a level 50 armor, weight 7. 
Locations it can be worn: legs 
Special properties: none 
Genres allowed: rogue fighter aberrant 
Alignments allowed: neutral 
This armor has a gold value of 200000. 
Armor class is 15 of 15. 
Affects damage roll by 3. 
Affects hp by 15. 
Affects dexterity by 1. 
Affects luck by 1. 
Affects moves by 10.  

Object 'a small, broken golden chain' is infused with your magic... 
It is a level 45 piece, weight 1. 
Locations it can be worn: hold 
Special properties: glow metal 
This piece has a gold value of 25000. 

Note  
Connect this chain to a locket from Lady Ravenell to form..  

Object 'an exquisite golden locket' is infused with your magic... 
It is a level 50 armor, weight 2. 
Locations it can be worn: neck 
Special properties: glow bless metal 
Races allowed: Human Half-Elf 
Classes allowed: Mage Ranger 
Alignments allowed: good neutral 
This armor has a gold value of 750000. 
Armor class is 45 of 45. 
Affects damage roll by 2. 
Affects hp by 50. 
Affects mana by 75. 
Affects luck by 1. 


Direction 
Nevermore map http://rodpedia.poromenos.org/wiki/Nevermore 
Get through the hedge maze. 
3n,ne,n, pick/doorbash/knock n,open n,n,n,open n,2n,2w,2n,charnis fire,open grate, 
mass invis 
down,3 se,3 ne 
mass sanc+protection(+bless) 
and mass fireshield if careful 
down (don't go down if Captain renkin or Goldurk is 1 down, then wait) 
tack goldurk 
1)Goldurk was northwest 
3 sw,2 nw,open n,n,close s 
2)Goldurk was southwest 
3 nw,2 sw,op s,s,close n 
You might get attacked by Captain Renkin on the above dirs, he is multi and not that hard - recast mass invis after the fight 
If you get attacked by a wiz invis mob, its not that hard but does container scrapping fire breaths and has fireshield 
lets go on 
op west,west 
From here on mobs might attack you (4 in total) they are neither hard or ip-check. 
down,se 
This room can be prep room, its safe to idle with hide+invis in (in case of using this room I still suggest clearing out the whole level of the dungeon except 
behind the door to torturer  ) 
Check fly rounds (important) 
open east, east 
this is a no-fly room, tunneld to 4 relog works to get more chars in, blob is 1 down from here. No fly means 500ish through sanc and lagged with the blob (if 
he is alive I would be very suprised if someone survived) 
This is a good prep room, just that the no-fly makes it a bit problematic 
(this dirs might not be correct up to the fireplace, after the fireplace the dirs are good/correct) 
 
People Needed 
2-3 ice girth + nasr warriors (preferable rec acid on eq) 
1 neph+balance mage (that sort of knows what he/she is doing) 

Spells 
tankset 
all 3 e-shields 
acidward 
true sight  

Attacks 
all three e-shields 
acid breath 
acetum primus 
some mprogs, not heavy (at least one of them is room prog) 
some rounds add up to over 1k damage on the tank 

IP check 
If someone finds it interesting and test it other than IP1 do share the info, Id be suprised if that doesn't end with a blood bath. 

Notes 
This is a flee and rescue fight. 
Warriors rescue each other (and the spellers) 
Wimpy at around 800 works well. 
If using 3 warriors might be a good idea to trigger 
"mucilaginous blob's blast of acid (%w) (%w)" to "rescue %2" 
Where (%w) is reg exp for "any word and catch it to a variable", and "%2" gets the second catched variable  

Don't rescue all the time since it screws up hitter if immob has landed, try to rescue on a need basis. 
Most important: Make several springs, and check that there are springs in the room now and then, I suggest 10 per fight 
This is how it is done: 
Spell up, don't forget acidward or true sight. 
Get IP1 
Warriors group and goes style evasive, and goes down, and makes 1 spring each (potions not scrolls:) 
Neph goes after the warriors and casts the neph immob spells, goes up (if not fighting,otherwise flees), and logs off. 
Balance mage goes down and starts to immob, timing is essential - its possible for the mage to do a few spring now and then the first kill 
Warriors styles up to standard when balancer starts to immob 
Throughout the fight, warriors flees as needed (if so quaffs up and goes down fast again) 
Rescue chars in danger, don't over rescue. 
After first kill, create massive amounts (30+) springs, the blob purges springs. Note: Blob purged 100 in about 2-3 minutes after he repopped. 
To recall go back to the fireplace (its "open flue" when you come from beneath)