Captain Mandor
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General
- Area: Town of Solace
- Status: Neutral
- Mob Alignment: Devout
Directions
- ZMud:
nw;#2 w;#4 n;e;look painting;open n;n;#23 w;#8 n;#2 e;open e;e;open e;e;open n;#5 n;#3 w;open w;w;open s;s;open s;s
- MUSHClient:
#(nw) 2w 4n e (look painting) (open n) n 23w 8n 2e (open e) e (open e) e (open n) 5n 3w (open w) w (open s) s (open s) s
- General:
nw, 2w, 4n, e, look painting, open n, n, 23w, 8n, 2e, open e, e, open e, e, open n, 5n, 3w, open w, w, open s, s, open s, s
Description
Captain Mandor is an older, but very powerful man. His shiny steel armor seems to glow as it reflects the light, and the crest of the town of Solace is displayed with pride on his chestplate. The gold crest of two coins seems to match the wealth of this town.
Equipment
- the black hilted sword "Shieldbreaker"
- the signet of Solace
- the signet of Solace
- the captain's cloak
- the Amulet of Solace
- a suit of steel plate armor
- steel gauntlets
- steel sleeves
- the large steel shield
- the steel girth
- a steel bracer
- a steel bracer
Run Instructions
- Characters: 3+ hitters, 2 clerics alternatively 5 rending Barbarians work nicely.
- Weapons: Nonmagical, but read Notes below before selecting
- Tunnel: 5 + mob
- IP check: None
Protective Spells
- Spells for tank: Basic spells, Eldritch sphere, Dragonskin, Shadowform
- Spells for others: Basic spells
- Elemental shields: Shockshield
Notes
Mandor, like Nelson, will disarm the tank and try to sacrifice the weapons. You do not want this to happen. The prog works on keywords - if your weapon has the keyword "sword", "spear", "blade", "club", "mace" or "dagger", it will get sacrificed. Common safe weapons include the Maul of Stone, the tarrasque's Horn, the Rod of Divinity, a dragon fang, Lifebane and darkness. Mandor disarms and sometimes gouges, so the tank might need trues to be safe. On the other hand, don't disarm him, he does more damage. Mandor is immune to all magic attacks, except magic missile and abolition.