A large, mucilaginous blob

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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) 


Mob: A large, mucilaginous blob
Item: bloody greaves of rapture and dysphoria, a broken gold chain (i think thats what its called)
Aggressive: Yes
Attacks: turns into a spike and jumps on you (250-300hp -ish), Acetum Primus (300hp or so, sometimes itll hit the mage), blinds
Notes: he changes his form from red to blue (red = nasrs, blue = justices), keep an eye open because he eats springs at times (ive seen it happen on 1 fight, 
but he did it A LOT.) Shortly after the start he casts his elemental shields.

Characters: 2-4
Tunnel: Mob + 4
IP: One
Spells: a tankset, elem shields, true sight (cure blinds if you want...quill pens from O.K.)
Notes: its good to neph him down, then start immobing. Or you could flee/return like danny. 

================

Directions: go to nevermore and get through the hedge maze...follow the path, through doors, untill you get to the first intersection, go 2w, 2n to get to 
the fireplace.

here have a neph use charnis, open the grate, go stealthy, then go d, 3ne, 3se, d. theres some poo on the ground if you want it.

ok now your on goldurk's level. on this level close all the doors you open and go through. im pretty sure he spawns at the room at the tip of the north wing, 
in the south cell. if his room has been walked past enough he will escape and wander the level. if you track goldurk and sense a trail to the nw, go sw. from 
here on all of the mobs are agg and can be annoying if you arent paying attention. so its good to be hide/invis.

scan nw and sw and find the path that goldurk is on and go the direction that he is not on, unless your hardcore and just want to kill him. dirs from here 
are going to be as if he is sw to make my life easier. if he isnt the dirs are the same just flipped (nw would = sw, s would = n). so if he is sw, go 3nw, 
2sw, open s (here you might want to track him again,) s, close n. the reason i track him here is because occasionally ive opened the door to find him waiting 
for me /:

this is the guardhouse and i believe renkin shows up in here. he isnt that bad and can be immobed. either kill him and go through the west door, or open w, 
flee, close east. there are two mobs down here that wander, scar, and togart(or something like that). they are pansies, kill them or open an empty cell and 
trap them. they dont see hide/invis/sneak. go d, se, and your at the prep room.

from the prep room (fly) op e, e, d to get to blob. i choose this room to prep because you dont have to worry about having fly. if you dont have fly you will 
fall on spikes and get attacked by blob because he is agg.

=================

Fight: this is describing how its done with 2 players. spell up in prep and go east so your above blob. have the immober log the mage here and log his neph. 
have the warrior go first (evasive/justices) then the neph. spam quaff on the warrior while the neph does its spelldowns, neph goes up and logs when the deed 
has been done, and logs his immober. immober goes down and goes to town. now the warrior should quaff a spring as soon as he gets down but the mage should 
make sure there is one there, cause blob will eat your springs sometimes. once immob starts hitting bring the warrior up to aggressive and stop spam 
quaffing. cause now youve got to pay attention, watch for when he changes color from red to blue or vice versa and switch weapons. also keep an eye open for 
the spring eating.

with 1 hitter being the tank as well he does a TON of eq damage and youll probably have to repair after each kill.

the poprate ive seen is kinda shifty, ive seen 1/6 and ive seen 2/4, so i dont know for sure. if he dosent pop the greaves then he pops a chain that can be 
combined with an item that lady ravenell has. she is sw, s (ward) from the prep room, ive only killed her once so i dont really know much about her. anyway, 
when combined they make some kind of neckwear that isnt that bad for elf mages, like scales with luck i believe.