Zyla the Ancient Deep Dragon: Difference between revisions
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== Run Instructions == | == Run Instructions == | ||
* Characters: | * Characters: 1+ [[Path of Countermagick|Countermagick]] [[Mage|Mages]], 3 is best. 1+ [[Devout alignment|devout]] [[Cleric|Clerics]] can be used to lower the number of [[Heal]] [[potion|potions]] needed. | ||
* Weapons: Any | * Weapons: Any | ||
* [[Tunnel]]: None | * [[Tunnel]]: None | ||
* [[IP check]]: None | * [[IP check]]: None | ||
=== Protective Spells === | === Protective Spells === | ||
* Spells for tank: | * Spells for [[tank]]: [[Basic spells]], [[Eldritch sphere]], [[Shadowform]], [[Valiance]], [[True sight]] | ||
* Spells for others: [[Basic spells]], [[Eldritch sphere]], [[Shadowform]], [[Valiance]], [[True sight]] | |||
* [[Elemental shields]]: [[Fireshield]], [[Iceshield]], [[Shockshield]] are not needed, but are reccomended. | * [[Elemental shields]]: [[Fireshield]], [[Iceshield]], [[Shockshield]] are not needed, but are reccomended. | ||
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Go south one, [[Wynd the Deep Dragon|Wynd]] will take your gold, then you may <code>open wall</code>. | Go south one, [[Wynd the Deep Dragon|Wynd]] will take your gold, then you may <code>open wall</code>. | ||
You should use [[ | You should use [[scry]] or [[scan]] to make sure [[Zyla the Ancient Deep Dragon|Zyla]] is asleep before moving | ||
west through the hidden 'wall' exit. | west through the hidden 'wall' exit. | ||
== Notes == | == Notes == | ||
Once in 'The REAL Lair', close the wall exit to the east, and then go south to 'Escape!', which is a [[ | Once in 'The REAL Lair', close the wall exit to the east, and then go south to 'Escape!', which is a [[recall]] room. | ||
Spell up here, making sure that you are not affected by [[pass door]] in any way. | Spell up here, making sure that you are not affected by [[pass door]] in any way. Remember, both [[Millennium]] and [[the Robe of the Magi]], two common [[:Category:Mage Items|Mage items]] both grant [[pass door]]. | ||
Refill your mana to give you enough for 10 or so [[Quantum spike| | Refill your mana to give you enough for 10 or so [[Quantum spike|quantum spikes]], use [[runebind]] to bind either a [[quantum spike]] scroll or a spelldown such as [[ethereal funnel]]. | ||
Set your [[wimpy]] to about 500-600 hitpoints. | Set your [[wimpy]] to about 500-600 hitpoints. | ||
Ungroup, make sure the first tank is in a higher [[style]] than everyone else, and have | Ungroup, make sure the first [[tank]] is in a higher [[style]] than everyone else, and have everyone cast [[inviola magicka]]. The tank should then head north, and start the fight with Zyla. All other hitters should follow mere seconds later to join the fight. | ||
everyone cast [[ | |||
The key to killing Zyla is the [[ | The key to killing Zyla is the [[inviola magicka]] spell, as Zyla's highly lethal random [[fire breath]] attack is rendered harmless. Of course, this requires the use of [[Mage|Mages]], who are not good melee fighters, and [[inviola magicka]] renders them unable to use [[heal]] potions while it is functioning. It is fortunate that [[inviola magicka]] has a short duration, allowing the Mages to run in, hit [[Zyla the Ancient Deep Dragon]] with [[quantum spike]], then [[flee]] out as they hit their [[wimpy]] level of hitpoints from Zyla's melee attacks. | ||
The greatest risk that your [[Mage]] faces is Zyla's [[bash]] and [[gaze]] attacks, which can render you unable to flee as your hitpoints become dangerously low, possibly leading to death. | The greatest risk that your [[Mage]] faces is Zyla's [[bash]] and [[gaze]] attacks, which can render you unable to [[flee]] as your hitpoints become dangerously low, possibly leading to death. | ||
All runners should be prepared to [[tank]], as the fight will involve a lot of fleeing. | All runners should be prepared to [[tank]], as the fight will involve a lot of fleeing. | ||
Every time you flee from Zyla, wait for [[ | Every time you [[flee]] from Zyla, wait for [[inviola magicka]] to run out, heal (using [[Cleric|clerics]] here will save on expenses), restore your mana using any means available, recast any spells that have run out, finish up with [[inviola magicka]], head north, attack her, and repeat until she is dead. | ||
[[Category:Mobs]] [[Category:Shadowport]] | [[Category:Mobs]] [[Category:Shadowport]] | ||
Revision as of 14:00, 6 March 2006
General
- Area: Shadowport
- Status: Aggressive - Special, repops asleep
- Detects: Invisible/Hidden
- Mob Alignment: Evil
Description
The true master of this lair, Zylandialtiara is undoubtedly one of the most powerful dragons in existence. Her purplish-black scales shine in your light, and her fanged maw opens and closes in anticipation of her next meal ... YOU!
Equipment
Run Instructions
- Characters: 1+ Countermagick Mages, 3 is best. 1+ devout Clerics can be used to lower the number of Heal potions needed.
- Weapons: Any
- Tunnel: None
- IP check: None
Protective Spells
- Spells for tank: Basic spells, Eldritch sphere, Shadowform, Valiance, True sight
- Spells for others: Basic spells, Eldritch sphere, Shadowform, Valiance, True sight
- Elemental shields: Fireshield, Iceshield, Shockshield are not needed, but are reccomended.
Directions
From the golden warning plaque at the entrance to Shadowport go 6 rooms south, then 1 room east.
Do not go 2 rooms east by mistake as this is a Death trap. Open rock, and go south, 2 up, south again.
From here, unless you wish to start a fight with Wynd the Deep Dragon, make sure each character in the group has 10000 gold.
Go south one, Wynd will take your gold, then you may open wall.
You should use scry or scan to make sure Zyla is asleep before moving west through the hidden 'wall' exit.
Notes
Once in 'The REAL Lair', close the wall exit to the east, and then go south to 'Escape!', which is a recall room.
Spell up here, making sure that you are not affected by pass door in any way. Remember, both Millennium and the Robe of the Magi, two common Mage items both grant pass door.
Refill your mana to give you enough for 10 or so quantum spikes, use runebind to bind either a quantum spike scroll or a spelldown such as ethereal funnel.
Set your wimpy to about 500-600 hitpoints.
Ungroup, make sure the first tank is in a higher style than everyone else, and have everyone cast inviola magicka. The tank should then head north, and start the fight with Zyla. All other hitters should follow mere seconds later to join the fight.
The key to killing Zyla is the inviola magicka spell, as Zyla's highly lethal random fire breath attack is rendered harmless. Of course, this requires the use of Mages, who are not good melee fighters, and inviola magicka renders them unable to use heal potions while it is functioning. It is fortunate that inviola magicka has a short duration, allowing the Mages to run in, hit Zyla the Ancient Deep Dragon with quantum spike, then flee out as they hit their wimpy level of hitpoints from Zyla's melee attacks.
The greatest risk that your Mage faces is Zyla's bash and gaze attacks, which can render you unable to flee as your hitpoints become dangerously low, possibly leading to death.
All runners should be prepared to tank, as the fight will involve a lot of fleeing.
Every time you flee from Zyla, wait for inviola magicka to run out, heal (using clerics here will save on expenses), restore your mana using any means available, recast any spells that have run out, finish up with inviola magicka, head north, attack her, and repeat until she is dead.