The Elder Orb: Difference between revisions

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|tunnel =  None
|tunnel =  None
|ipcheck = None
|ipcheck = None
|tankspells = [[Basic spells]]
|tankspells = [[Basic spells]], [[Protection]]
|otherspells =  [[Basic spells]]
|otherspells =  [[Basic spells]], [[Protection]]
|shields =  [[Shockshield]]
|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>.
|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>.
}}
}}

Revision as of 03:01, 19 October 2019

Information

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

Strategy

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.